Hello, I need some help...
Quote from ScicoPax on December 23, 2010, 6:37 pmHello, I'm ScicoPax and I'm making my first map to publish. Also, this is my first post.
I can't make a hole in the wall to put the door 01. I need help! I will post some screenshots of the map. It is very easy. If anyone can, please make a hole for the door and send it by mail. My email address is santiagolp98@gmail.com.Thanks!
Hello, I'm ScicoPax and I'm making my first map to publish. Also, this is my first post.
I can't make a hole in the wall to put the door 01. I need help! I will post some screenshots of the map. It is very easy. If anyone can, please make a hole for the door and send it by mail. My email address is @gmail.com">santiagolp98@gmail.com.
Thanks!
Quote from Whysopro? on December 23, 2010, 8:13 pmUhm....could we have some details? Is it that you feel Hammer is glitched atm? Or are you physically incapable of making the hole?
Uhm....could we have some details? Is it that you feel Hammer is glitched atm? Or are you physically incapable of making the hole?
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Quote from p0rtalplayer on December 24, 2010, 10:22 amI have a feeling he is struggling with hammer controls.
There are basically 2 ways you can do this:
1) Create a brush the size and shape of the hole you want. Drag it over to the spot you want on the wall (make sure it is inside the wall). Then press "carve," located on the left of one of the top toolbars. Note that the practice of "carving" is generally looked down upon by more experienced mappers, so this method may not be the best one to get in the habit of doing.
2) Resize the wall so that it forms one side of the hole. Then create 2 more brushes for the other sides of the hole. Difficult to explain, but easy to do.
I have a feeling he is struggling with hammer controls.
There are basically 2 ways you can do this:
1) Create a brush the size and shape of the hole you want. Drag it over to the spot you want on the wall (make sure it is inside the wall). Then press "carve," located on the left of one of the top toolbars. Note that the practice of "carving" is generally looked down upon by more experienced mappers, so this method may not be the best one to get in the habit of doing.
2) Resize the wall so that it forms one side of the hole. Then create 2 more brushes for the other sides of the hole. Difficult to explain, but easy to do.
Quote from ScicoPax on December 24, 2010, 12:52 pmNow I've downloaded a button and door tutorial that have a hole but it looks bad when I play the map.
So I've have to do walls more thick, like 16 units thick, to make the doors look well.But now I have another problem. The ceiling look very dark. Look:
Thanks for the help.
Now I've downloaded a button and door tutorial that have a hole but it looks bad when I play the map.
So I've have to do walls more thick, like 16 units thick, to make the doors look well.
But now I have another problem. The ceiling look very dark. Look:
Thanks for the help.
Quote from Groxkiller585 on December 24, 2010, 6:53 pm3 things could be at play here.
1. You have a leak, a hole to the black void that causes your map to explode with problems. Sealing said leak fixes most, if not all oddities in a map.
2. You made the ceiling func_brush and set it's FX color to a dark grey (also this would cause it to leak unless there'a another world brush just above it sealing the void) This is unlikely however.
3. You used the cheap version (no reflections/bumpmap) of the metal wall tiles for the ceiling, which are lit darker than the uncheap version. Make the ceiling tiles the same as the wall tiles, and if this is the porblem it should fix it.
3 things could be at play here.
1. You have a leak, a hole to the black void that causes your map to explode with problems. Sealing said leak fixes most, if not all oddities in a map.
2. You made the ceiling func_brush and set it's FX color to a dark grey (also this would cause it to leak unless there'a another world brush just above it sealing the void) This is unlikely however.
3. You used the cheap version (no reflections/bumpmap) of the metal wall tiles for the ceiling, which are lit darker than the uncheap version. Make the ceiling tiles the same as the wall tiles, and if this is the porblem it should fix it.
Quote from Whysopro? on December 24, 2010, 7:02 pmCouldn't be number 3 because he doesn't have cubemaps........right? o_0 I just confused myself. That was odd.
Couldn't be number 3 because he doesn't have cubemaps........right? o_0 I just confused myself. That was odd.
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| BBBLLLLLLAAAAAAAAAAAAAAARRRGGGG!!!
\_\???????????????????????????????????
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Quote from Groxkiller585 on December 25, 2010, 11:29 pmWhysopro? wrote:Couldn't be number 3 because he doesn't have cubemaps........right? o_0 I just confused myself. That was odd.No, it is a completely seperate texture that doesn't have the bumpmap on it; it is purely the metal tile texture itself. (and thus when lit is lit darker. Hard to explain. Look for the metal tles, you'll find a _cheap version)
Even if you dont have cubemaps, the bumpmap still applies. Here the ceiling does not have it, and so is darker. Normally it is not so drasticlly obvous but his lighting is simple whch is why it stands out more.
No, it is a completely seperate texture that doesn't have the bumpmap on it; it is purely the metal tile texture itself. (and thus when lit is lit darker. Hard to explain. Look for the metal tles, you'll find a _cheap version)
Even if you dont have cubemaps, the bumpmap still applies. Here the ceiling does not have it, and so is darker. Normally it is not so drasticlly obvous but his lighting is simple whch is why it stands out more.
Quote from ScicoPax on December 26, 2010, 1:27 pmIt is number one. I have checked the Compile Process Window and says:
- Code: Select all
Loading D:PortalModmapsrcTestChamber01testchamber01.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (716.05 -53.75 448.00) leaked!I have to find the leak an fix it.
Thanks to everyone for the help.
It is number one. I have checked the Compile Process Window and says:
- Code: Select all
Loading D:PortalModmapsrcTestChamber01testchamber01.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (716.05 -53.75 448.00) leaked!
I have to find the leak an fix it.
Thanks to everyone for the help.
Quote from Jthm on December 26, 2010, 3:25 pmIf your having trouble finding the leak I always do it the easy way. Hit map and click Load pointfile. If you have a leak it will ask if you want to load it. A red line will appear in your map directing where the leak is. Also By the compile log it looks like you have a prop_static outside your map. Wherever this is you have to move it so at least the origin of it is inside the map.
If your having trouble finding the leak I always do it the easy way. Hit map and click Load pointfile. If you have a leak it will ask if you want to load it. A red line will appear in your map directing where the leak is. Also By the compile log it looks like you have a prop_static outside your map. Wherever this is you have to move it so at least the origin of it is inside the map.
Quote from ScicoPax on December 27, 2010, 4:50 pmEvery object has a leak. I remove one and then it's another that have a leak. Should I start it from the scratch? Or try to do something else?
Every object has a leak. I remove one and then it's another that have a leak. Should I start it from the scratch? Or try to do something else?