1. Post #1401
    Wazbat's Avatar
    August 2011
    534 Posts
    Another question for you guys.
    I had steam on my c drive, that got full of crap, so I copied everything to my D drive, steam works a treat, but whenever I try to open hammer, It says that my gameinfo.txt doesnt exist on my C drive, is there a way to tell hammer to check the other hard drive?
    Thanks :3

    Edit: Yay! New page
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  2. Post #1402
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Another question for you guys.
    I had steam on my c drive, that got full of crap, so I copied everything to my D drive, steam works a treat, but whenever I try to open hammer, It says that my gameinfo.txt doesnt exist on my C drive, is there a way to tell hammer to check the other hard drive?
    Thanks :3

    Edit: Yay! New page
    You need to change the file path in the game infos.
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  3. Post #1403
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,876 Posts
    Does anyone happen to know if $blendmodulatetexture works in conjunction with $basetexturetransform?
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  4. Post #1404
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,613 Posts
    Do displacements have LoD?
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  5. Post #1405
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    4,172 Posts
    Okay so every time I test my map it crashes after a few second or I have to turn anywhere. It shows me no error, it just crashes me to desktop. Here's the compile log:



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  6. Post #1406
    Azzator's Avatar
    April 2011
    852 Posts
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  7. Post #1407
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,613 Posts
    Is there any way to make a shrink wrap collision mesh to a model? Without 3DS max or any of that?
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  8. Post #1408
    paulisdead18's Avatar
    March 2010
    1,078 Posts
    Alright, so I keep getting crashes on a map I'm making. It didn't happen at first when I loaded it in Gmod, but now it keeps crashing. It's not a Gmod problem, but the map, as I was able to load other maps in Single Player besides the one I want to look at. Here's the compile log. I see a "Could not load 'GameData' key" and I think that is exactly the problem, but I have no idea how to fix it. Anyone know how?


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\paulisdead\sourcesdk\bin\ora ngebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\paulisdead\garrysmod/garrysmod" "C:\Program Files (x86)\Steam\steamapps\paulisdead\sourcesdk_content \Garrys Mod\mapsrc\anarchy_map.vmf"

    Valve Software - vbsp.exe (Apr 26 2012)
    2 threads
    materialPath: c:\program files (x86)\steam\steamapps\paulisdead\garrysmod\garrysm od\materials
    Loading C:\Program Files (x86)\Steam\steamapps\paulisdead\sourcesdk_content \Garrys Mod\mapsrc\anarchy_map.vmf
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\paulisdead\garrysmod\garrysm od\gameinfo.txt
    Patching WVT material: maps/anarchy_map/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\paulisdead\sourcesdk_content \Garrys Mod\mapsrc\anarchy_map.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (123476 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 214 texinfos to 174
    Reduced 23 texdatas to 22 (563 bytes to 542)
    Writing C:\Program Files (x86)\Steam\steamapps\paulisdead\sourcesdk_content \Garrys Mod\mapsrc\anarchy_map.bsp
    1 second elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\paulisdead\sourcesdk\bin\ora ngebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\paulisdead\garrysmod/garrysmod" "C:\Program Files (x86)\Steam\steamapps\paulisdead\sourcesdk_content \Garrys Mod\mapsrc\anarchy_map"

    Valve Software - vvis.exe (Apr 26 2012)
    2 threads
    reading c:\program files (x86)\steam\steamapps\paulisdead\sourcesdk_content \garrys mod\mapsrc\anarchy_map.bsp
    reading c:\program files (x86)\steam\steamapps\paulisdead\sourcesdk_content \garrys mod\mapsrc\anarchy_map.prt
    549 portalclusters
    1481 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3)
    Optimized: 520 visible clusters (0.67%)
    Total clusters visible: 77503
    Average clusters visible: 141
    Building PAS...
    Average clusters audible: 544
    visdatasize:70457 compressed from 79056
    writing c:\program files (x86)\steam\steamapps\paulisdead\sourcesdk_content \garrys mod\mapsrc\anarchy_map.bsp
    3 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\paulisdead\sourcesdk\bin\ora ngebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\paulisdead\garrysmod/garrysmod" "C:\Program Files (x86)\Steam\steamapps\paulisdead\sourcesdk_content \Garrys Mod\mapsrc\anarchy_map"

    Valve Software - vrad.exe SSE (Apr 26 2012)

    Valve Radiosity Simulator
    2 threads
    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\paulisdead\sourcesdk\bin\ora ngebox\bin\lights.rad.
    Loading c:\program files (x86)\steam\steamapps\paulisdead\sourcesdk_content \garrys mod\mapsrc\anarchy_map.bsp
    Setting up ray-trace acceleration structure... Done (0.27 seconds)
    1631 faces
    61503 square feet [8856566.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1631 patches before subdivision
    8559 patches after subdivision
    sun extent from map=0.034899
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
    transfers 463092, max 390
    transfer lists: 3.5 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(27031, 15896, 6234)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(6409, 1761, 373)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(2681, 340, 48)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(1347, 87, 10)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(714, 25, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(386, 8, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(211, 3, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(116, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(64, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(35, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(20, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(11, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(6, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #16 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0042 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 354/8192 4248/98304 ( 4.3%)
    brushsides 2124/65536 16992/524288 ( 3.2%)
    planes 402/65536 8040/1310720 ( 0.6%)
    vertexes 2270/65536 27240/786432 ( 3.5%)
    nodes 959/65536 30688/2097152 ( 1.5%)
    texinfos 174/12288 12528/884736 ( 1.4%)
    texdata 22/2048 704/65536 ( 1.1%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 1631/65536 91336/3670016 ( 2.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1269/65536 71064/3670016 ( 1.9%)
    leaves 961/65536 30752/2097152 ( 1.5%)
    leaffaces 2239/65536 4478/131072 ( 3.4%)
    leafbrushes 538/65536 1076/131072 ( 0.8%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 12730/512000 50920/2048000 ( 2.5%)
    edges 7309/256000 29236/1024000 ( 2.9%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 94/32768 940/327680 ( 0.3%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1881/65536 3762/131072 ( 2.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 375232/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 70457/16777216 ( 0.4%)
    entdata [variable] 55109/393216 (14.0%)
    LDR ambient table 961/65536 3844/262144 ( 1.5%)
    HDR ambient table 961/65536 3844/262144 ( 1.5%)
    LDR leaf ambient 2006/65536 56168/1835008 ( 3.1%)
    HDR leaf ambient 961/65536 26908/1835008 ( 1.5%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/3410 ( 0.0%)
    pakfile [variable] 106014/0 ( 0.0%)
    physics [variable] 123476/4194304 ( 2.9%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 4392
    Writing c:\program files (x86)\steam\steamapps\paulisdead\sourcesdk_content \garrys mod\mapsrc\anarchy_map.bsp
    22 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\paulisdead\sourcesdk_content \Garrys Mod\mapsrc\anarchy_map.bsp" "c:\program files (x86)\steam\steamapps\paulisdead\garrysmod\garrysm od\maps\anarchy_map.bsp"
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  9. Post #1409
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,816 Posts
    Is there any way to make a shrink wrap collision mesh to a model? Without 3DS max or any of that?
    Propper?
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  10. Post #1410
    Wazbat's Avatar
    August 2011
    534 Posts
    You need to change the file path in the game infos.
    Is there a wiki page or something about that?
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  11. Post #1411
    HGrunt's Avatar
    March 2007
    481 Posts
    I'm mapping for CS:GO, and env_cascaded_light doesn't cast fully correct shadows for some reason.

    As you can see, they work properly when cast on the model geometry, but are hardly visible at all on the usual brushes. How do I fix this?
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  12. Post #1412
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,613 Posts
    I'm mapping for CS:GO, and env_cascaded_light doesn't cast fully correct shadows for some reason.

    As you can see, they work properly when cast on the model geometry, but are hardly visible at all on the usual brushes. How do I fix this?

    Compile in HDR. LDR screws the shadows up.





    Also, how would I go about making a blendmodulate texture?
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  13. Post #1413
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    Compile in HDR. LDR screws the shadows up.





    Also, how would I go about making a blendmodulate texture?
    The displacement has to use WorldVertexTransition or LightmappedGeneric.

    To make a blendmodulatetexture, you need to make patterns of how you want the textures to blend. Green would be making the pattern, while red makes the falloff/harshness of the texture blending to the other.

    http://developer.valvesoftware.com/w...odulatetexture
    If You go into photoshop you can make these channels separately by going to the channels tab.
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  14. Post #1414
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,613 Posts
    If You go into photoshop you can make these channels separately by going to the channels tab.
    I dont have photoshop...
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  15. Post #1415
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    You can try Gimp.
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  16. Post #1416
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,613 Posts
    You can try Gimp.
    I have used GIMP for a while, but, how do I set the color scheme to what I need?
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  17. Post #1417
    I HAVE A TOASTER FETISH
    mopman999's Avatar
    July 2009
    3,984 Posts
    I remember not too long ago seeing something that would change l4d2 props to work with source 09, could someone please get me a link and a possible tutorial? I can't find it anywhere
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  18. Post #1418
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    I have used GIMP for a while, but, how do I set the color scheme to what I need?
    Just go into the green channel and start painting patterns, such as boots, you can probably just copy+paste boot marks into it.

    The red can be a solid color if you want it to.

    Edited:

    I remember not too long ago seeing something that would change l4d2 props to work with source 09, could someone please get me a link and a possible tutorial? I can't find it anywhere
    https://dl.dropbox.com/u/3779442/Eve..._Models_v4.bat

    Throw it in a folder full of l4d/l4d2 models and run it.
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  19. Post #1419
    Wazbat's Avatar
    August 2011
    534 Posts
    You need to change the file path in the game infos.
    Double quote:
    I cant find anywhere that explains it, can someone link me to a site?
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  20. Post #1420
    Gold Member
    vexx21322's Avatar
    December 2008
    10,661 Posts
    Has anyone made a tool or anything else to find degenerate faces better, yet?
    They are the most annoying thing to fix.
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  21. Post #1421
    paulisdead18's Avatar
    March 2010
    1,078 Posts
    Has anyone made a tool or anything else to find degenerate faces better, yet?
    They are the most annoying thing to fix.
    What do they even do? I have no idea what the error even means.
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  22. Post #1422
    Gold Member
    vexx21322's Avatar
    December 2008
    10,661 Posts
    What do they even do? I have no idea what the error even means.
    They have something to do with the way a texture sits on a brush. From experience, too many of them causes random triangles to be missing from sides of brushes and severe framerate hits.
    The way I was taught was that they are really bad and can fuck over your map.

    Check out the last few pages of the construct 13 map. There is a good example of what can go wrong with too many of them.
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  23. Post #1423
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Double quote:
    I cant find anywhere that explains it, can someone link me to a site?
    Open the gameinfo.txt located in the game directiory and change the file path.
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  24. Post #1424
    Blt950's Avatar
    November 2008
    402 Posts
    Hi guys, I got two problems I would need help with!

    1st Problem
    First is, I've made a Breencast from HL2, where you can enable the Dr. Breen talking the scene "Welcome to C17" when pressing Button1, and "Instinct" speech when you press button2, and then 3rd is Collabration speech.
    My issue is that, no matter what button I press, he only speaks the "Welcome" scene, even if I run the map in HL2?
    I've included the VMF with the logic_ entities and the scene, only thing missing is the buttons, but you'll see them in the inputs of logics. (http://www.sendspace.com/file/25prnf)

    2nd Problem
    I've made soundscapes around my map. Those are activated by radius, so when you enter it's radius it activates.
    I've for example made a store. Outside the door, we find outdoor-soundscape, and inside a inside-soundscape. The problem is, that if I enter the store and quickly leaves, the outdoor soundscape doesn't activate (even if I pass it's radius).
    Almost like the scapes has like a "cooldown time", before it can be-reused. This is a problem too, as in Garry's mod people run around, so if you run into the store, you'll maybe not catch to enable the inside-soundscape.

    Thank you
    I think you know where I'm going? Thanks a lot for helping me out these two problems!
    Would be great!
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  25. Post #1425
    Sir Michael Cole
    simzboy's Avatar
    September 2008
    3,022 Posts
    So I'm trying to make a Cul De Sac map for CS:GO to challenge myself.

    What would be the best way to make the circular road in the middle? I was thinking of makeing it with a 360 arc, but I'm not sure.

    Kind of like this.

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  26. Post #1426
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    Just make a cylinder?
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  27. Post #1427
    Sir Michael Cole
    simzboy's Avatar
    September 2008
    3,022 Posts
    Just make a cylinder?
    Huh, didn't think of that. That sounds a lot better than using the arc tool.

    I'll give it a shot. Thanks.
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  28. Post #1428
    Doom's Avatar
    August 2011
    591 Posts
    I don't really know where to put this, but I know you guys and stuff so I suppose I'll just throw it in here. It does have a bit with mapping to do though ^^

    I recently got CryEngine 3, and I'm trying to run it through Steam, but I can't. Basically I have to run it in administrator mode, and Steam does not, as far as I know, allow that. Anyway to work around this?

    If I do not run it in administrator mode, IE. in Steam, Microsoft DirectX for Windows stops running. Leaving it solves nothing and clicking "Cancel" doesn't either. Everything freezes and I basically have to shut it down in task manager. This happens when the loading process hits "New level, spawning player"

    And if I enter the properties for the .exe and tick the "Run in administrator mode" Steam doesn't run it at all. I click the "Play" button, and nothing happens.

    FIXED

    I made Steam run it through a shortcut, and that fixed everything
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  29. Post #1429
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    I don't really know where to put this, but I know you guys and stuff so I suppose I'll just throw it in here. It does have a bit with mapping to do though ^^

    I recently got CryEngine 3, and I'm trying to run it through Steam, but I can't. Basically I have to run it in administrator mode, and Steam does not, as far as I know, allow that. Anyway to work around this?

    If I do not run it in administrator mode, IE. in Steam, Microsoft DirectX for Windows stops running. Leaving it solves nothing and clicking "Cancel" doesn't either. Everything freezes and I basically have to shut it down in task manager. This happens when the loading process hits "New level, spawning player"

    And if I enter the properties for the .exe and tick the "Run in administrator mode" Steam doesn't run it at all. I click the "Play" button, and nothing happens.

    FIXED

    I made Steam run it through a shortcut, and that fixed everything
    You can't run it directly with the overlay enabled, because it causes a DX error like you mentioned. I tried it before, but for some reason it only happens with the 64 bit editor I think.
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  30. Post #1430
    paulisdead18's Avatar
    March 2010
    1,078 Posts
    They have something to do with the way a texture sits on a brush. From experience, too many of them causes random triangles to be missing from sides of brushes and severe framerate hits.
    The way I was taught was that they are really bad and can fuck over your map.

    Check out the last few pages of the construct 13 map. There is a good example of what can go wrong with too many of them.
    Hm. I have a few of them in a map I'm making too... What exactly makes a degenerate face? I have no idea where I'd look to find them.
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  31. Post #1431
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,816 Posts
    Does anyone know any cool light sprays?
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  32. Post #1432
    Gold Member
    vexx21322's Avatar
    December 2008
    10,661 Posts
    Hm. I have a few of them in a map I'm making too... What exactly makes a degenerate face? I have no idea where I'd look to find them.
    Everywhere you look, people will tell you to use cordon and search your entire map.

    My experience with this is very faulty, such as degenerate faces randomly multiplying or disappearing then reappearing.
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  33. Post #1433
    Fabled.'s Avatar
    April 2012
    3 Posts
    Hey, I know this is a incredibly silly question, but making a Half Life 2 mod (ikr, so original) and anyway I'm wondering on how to make NPC's/item appear when i walk to a certain spot.

    So say i enter a room, walk around, and then spawn a NPC/item. I know about the trigger texture ect, but its a bit confusing for a beginner. i tried setting a NPC as sleep, while he is invisible, I can still collide with him.

    Also, whats the simplest way to get a map to change to another map? Simply put how do I change levels in my game?
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  34. Post #1434
    Gold Member
    vexx21322's Avatar
    December 2008
    10,661 Posts
    I'm trying to make an oriented sprite and no matter what I do, it always faces the camera.

    I made a texture using the Sprite shader with
    "$spriteorientation" "oriented"
    I used both env_sprite and env_sprite_oriented.
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  35. Post #1435

    May 2011
    85 Posts
    What is the best light type for casting dynamic shadows? Env_Projectedtexture is excluded, as I need several.
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  36. Post #1436
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    What is the best light type for casting dynamic shadows? Env_Projectedtexture is excluded, as I need several.
    Biohazard's deferred lighting for the Alien Swarm engine.



    http://code.google.com/p/swarm-deferred/
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  37. Post #1437
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Biohazard's deferred lighting for the Alien Swarm engine.



    http://code.google.com/p/swarm-deferred/
    That lighting looks sexy.
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  38. Post #1438
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    That lighting looks sexy.
    It is.
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  39. Post #1439
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,613 Posts
    Where can I find Big rocks 1024^2 and larger WITH collision?
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  40. Post #1440
    paulisdead18's Avatar
    March 2010
    1,078 Posts
    I asked this a while ago but got no answer, but is it normal to have extreme lag, as in 1-3 FPS, when two ambient_generics play?
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