Official Help Thread - "wat is eror"

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kizzycocoa
975 Posts
Posted Dec 09, 2013
Replied 11 months later
So, I have a plethora of game design issues I need a hand with!

Firstly, water seems to render opaque in the 3D skybox. how do I fix this?

Secondly, how do I modify how the player sees? like, add a black bar at the top of the screen etc.? I ask as I want to have an icon appear in the top-right of the screen when there's a puzzle nearby, and I need to render that over the user's view.

Thirdly, I am having an issue with func_doors. for some reason, when opening them, they open in both directions. how do I stop this?

I probably have more, but I can't think of them right now! thanks in advance for answers!

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FelixGriffin
2,680 Posts
Posted Dec 09, 2013
Replied 1 hour later
1) I believe that's a limitation with the engine itself.

2) There used to be a nice env_screenoverlay entity, but it's gone now. Try SetParentAttachmentMaintainOffset eyes.

3) Isn't there a spawnflag for that?

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p0rtalplayer
1,366 Posts
Posted Dec 09, 2013
Replied 4 hours later
Icons on the player's screen are best done on the HUD in code. If you're modding a version of the engine with source available, I'd recommend trying to figure it out that way. Trying to do it in hammer will just be hacky and inconsistent.
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kizzycocoa
975 Posts
Posted Dec 14, 2013
Replied 4 days later

FelixGriffin wrote:
1) I believe that's a limitation with the engine itself.

2) There used to be a nice env_screenoverlay entity, but it's gone now. Try SetParentAttachmentMaintainOffset eyes.

3) Isn't there a spawnflag for that?

1)damn! really? no way to force fancy water?
2)on what kind of entity?
3)not here. no idea what to do!

p0rtalplayer wrote:
Icons on the player's screen are best done on the HUD in code. If you're modding a version of the engine with source available, I'd recommend trying to figure it out that way. Trying to do it in hammer will just be hacky and inconsistent.

I'm not a coder, so I can't D:

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FelixGriffin
2,680 Posts
Posted Dec 14, 2013
Replied 7 hours later
In Portal 2 I've used func_brushes in front of the player's eyes. But P0p is right, it looks really hacky unless the view is constrained properly (e.g. with a viewcontrol).
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kizzycocoa
975 Posts
Posted Dec 15, 2013
Replied 19 hours later

FelixGriffin wrote:
In Portal 2 I've used func_brushes in front of the player's eyes. But P0p is right, it looks really hacky unless the view is constrained properly (e.g. with a viewcontrol).

Honestly, I've no idea how to do either. Any idea how to do either the brush or the viewcontrol?

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FelixGriffin
2,680 Posts
Posted Dec 15, 2013
Replied 1 hour later
Make a thin func_brush with the appropriate texture. Put it in front of a point_viewcontrol and parent both appropriately.
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kizzycocoa
975 Posts
Posted Dec 15, 2013
Replied 1 hour later

FelixGriffin wrote:
Make a thin func_brush with the appropriate texture. Put it in front of a point_viewcontrol and parent both appropriately.

ah, so, it wouldn't work for moving the player? darn.
Well, I'll forgo that particular issue. I'll ask in the main mapping thread for feedback.

Any idea about the other questions? any solutions?

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vanSulli
994 Posts
Posted Dec 16, 2013
Replied 23 hours later
I'm assuming at this point your map isn't for Portal:

Have you tried UDK? You can do all these things without any code.

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kizzycocoa
975 Posts
Posted Dec 17, 2013
Replied 13 hours later

vanSulli wrote:
I'm assuming at this point your map isn't for Portal:

Have you tried UDK? You can do all these things without any code.

nah, not for an actual portal level. for a different project.

also, no. I don't plan to. I hear it is model-based, and I can't do models. not even fairly well. x_x

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vanSulli
994 Posts
Posted Dec 17, 2013
Replied 13 hours later
Its brush-based but even in Source you're not going to want to use brushes for everything.
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kizzycocoa
975 Posts
Posted Dec 20, 2013
Replied 2 days later

vanSulli wrote:
Its brush-based but even in Source you're not going to want to use brushes for everything.

still, to hop to a new engine for this side project (this particular project was to revisit my Source skills) is a bit too much.

Ok so, two questions I guess remain. The doors one I fixed.

1)I really do need water to be transparent in the skybox. is there really no way to make this happen?

and 2, which is more of a question than a issue.

So, as I can't do a screen overlay, I'd like an opinion.
The map I am making is based off of a point+click adventure game inside of a mansion. when the cursor moused over a puzzle, the cursor changed to indicate there was a puzzle there.

The icon of it was very humorous in it's own, odd way. I want it to remain in the map. what would you do? have it as a floating sprite near the puzzle? do some crosshair texture trickery (if possible)?

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vanSulli
994 Posts
Posted Dec 20, 2013
Replied 4 hours later
Crosshair trickery is feasible (just edit the crosshair font, depending on Source's version).

Try using 'water' that doesn't use the Refract/water shader in your skybox.

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kizzycocoa
975 Posts
Posted Dec 21, 2013
Replied 18 hours later

vanSulli wrote:
Crosshair trickery is feasible (just edit the crosshair font, depending on Source's version).

Try using 'water' that doesn't use the Refract/water shader in your skybox.

But, it's possible? would it work for multiple versions of crosshairs? animated?

Also, what about normal textures with refract? a "fake water" texture?

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vanSulli
994 Posts
Posted Dec 22, 2013
Replied 21 hours later
You can't animate crosshairs without some kind of coding.

As to water not working in the skybox, I'm fairly certain you'll have the exact same problems with Refract in the skybox but I'm not sure; have you actually tried yet? https://developer.valvesoftware.com/wik ... l_Material

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kizzycocoa
975 Posts
Posted Dec 22, 2013
Replied 5 hours later

vanSulli wrote:
You can't animate crosshairs without some kind of coding.

As to water not working in the skybox, I'm fairly certain you'll have the exact same problems with Refract in the skybox but I'm not sure; have you actually tried yet? https://developer.valvesoftware.com/wik ... l_Material

Darn, I see. yeah, I'll need an alternative then.

No, I've not. I'll try it with some other textures.
I thought they'd be fine, and it was to do with the water shader itself. It's far too late now (3AM!), so I'll do so tomorrow. I can't say I know any refract textures, so it'll take a little while. If anyone knows of any off-by-heart, please tell! I'll check through trial/error tomorrow otherwise.
I think that light model uses it, so I'll chuck that in the skybox as well. if models aren't affected, maybe I'll need to just make a quick and nasty VMF->SMD model again.

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Omeqa
578 Posts
Posted Dec 23, 2013
Replied 20 hours later
So apparently, my displacements don't seem to collide with physical props, making them fall threw... wat is error

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kizzycocoa
975 Posts
Posted Dec 23, 2013
Replied 1 hour later

Kopeke wrote:
So apparently, my displacements don't seem to collide with physical props, making them fall threw... wat is error

have you checked to see if the prop itself has gone funny?

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Omeqa
578 Posts
Posted Dec 23, 2013
Replied 44 minutes later

Kizzycocoa wrote:

have you checked to see if the prop itself has gone funny?

They're acting normal, as far as I can tell. Could it be caused by a leak?

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kizzycocoa
975 Posts
Posted Dec 23, 2013
Replied 18 minutes later

Kopeke wrote:

Kizzycocoa wrote:

have you checked to see if the prop itself has gone funny?>

They're acting normal, as far as I can tell. Could it be caused by a leak?

I doubt it. leaks are visual based.
Try to plop down a prop_weighted_cube. just a generic cube. see how it responds. is it still non-solid?
what about to the player?
Does this happen with all displacements in your map?

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