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cowbeef
Apr 21, 2010


Before clipping individual brushes in the arch, I would hit shift+B (snap to grid). Carefully placed the clipping tool ends on each corner and voila!

Thank you.

I should email the Interlopers tutor to thank him, but to also recommend that he stress the importance of clipping each brush into perfect triangles in the 2D view. A dedicated student can do anything that is presented to them, but pulling oneself out of a mistake when you have no idea what it is can be frustrating. The curved road was literally the only thing holding me back from completing a map. Now I just have to make a 3d skybox, which I've heard is relatively easy.


Click here for the full 964x640 image.

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Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.

cowbeef posted:

Now I just have to make a 3d skybox, which I've heard is relatively easy.

A good trick for the 3D Skybox (which VDC also mentions) is to place a sky_camera at the maps origins, then select + copy that and the sky brushes in the play area. (Remember to delete your original sky_camera at the map origins or else VBSP will complain about multiple sky_cameras).

Paste it away from everything else then go to Tools -> Transform, then select Scale, and put in a value of .0625 for X Y and Z. Now you'll have a itty bitty copy of your play sky for your 3D skybox so you can place details everywhere. You could take it even further and copy prominent geometry, skip texture it, and scale it down as well.

Now build a box around this, probably 1024x1024x256. 3D Skybox!

Remember to skip texture the small skybox (or move it to a custom visgroup and disable it) whenever you compile!

Luigi Thirty
Apr 30, 2006

Emergency confection port.


Is there a way to detach a submodel from a prop_dynamic? I'm trying to create a prop_dynamic shooting gallery and I want a hatless soldier.

Luigi Thirty
Apr 30, 2006

Emergency confection port.


Luigi Thirty posted:

Is there a way to detach a submodel from a prop_dynamic? I'm trying to create a prop_dynamic shooting gallery and I want a hatless soldier.

I didn't think you could but you can

Send it an invalid SetBodyGroup index and the hat goes away.

Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.

Luigi Thirty posted:

I didn't think you could but you can

Send it an invalid SetBodyGroup index and the hat goes away.

Yeah I have no idea sorry, but I guess you found a solution anyway!

Luigi Thirty
Apr 30, 2006

Emergency confection port.


Irish Taxi Driver posted:

Yeah I have no idea sorry, but I guess you found a solution anyway!

Yeah. I found a much better use for hatless props anyway.



I rigged up a system so you can whack buttons on display cases that cause the hat to appear on the mannequin model in the back. So you can see what it looks like on a model before you trade for it and decide it's really ugly.

(Yes, he's wearing a hat. It disappears if you press another hat and reappears if you press the mining light. Magic!)

Luigi Thirty fucked around with this message at Oct 12, 2010 around 14:37

Luigi Thirty
Apr 30, 2006

Emergency confection port.


I'm having a weird problem with my map. There's no compile errors or loading errors other than the lack of cubemaps, but when I load it in TF2 I get a reliable snapshot overflow error. I'm not over any object limits according to the list, there's no invalid geometry or anything.

Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.

Luigi Thirty posted:

I'm having a weird problem with my map. There's no compile errors or loading errors other than the lack of cubemaps, but when I load it in TF2 I get a reliable snapshot overflow error. I'm not over any object limits according to the list, there's no invalid geometry or anything.

Can you post your compile log to pastebin or something? Reliable Snapshot Overflow is something to do with rate, and according to a steam post, it might be because of your areaportal usage.

You could also try:

cl_cmdrate 30
cl_updaterate 20

and "rate #" where # is some high number.

Irish Taxi Driver fucked around with this message at Oct 15, 2010 around 20:23

Luigi Thirty
Apr 30, 2006

Emergency confection port.


Irish Taxi Driver posted:

Can you post your compile log to pastebin or something? Reliable Snapshot Overflow is something to do with rate, and according to a steam post, it might be because of your areaportal usage.

You could also try:

cl_cmdrate 30
cl_updaterate 20

and "rate #" where # is some high number.

Compile log

Areaportals in a multiplayer map?

Also, I haven't done any func_detailing and I probably should.

Luigi Thirty fucked around with this message at Oct 15, 2010 around 20:51

Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.

Luigi Thirty posted:

Compile log

Areaportals in a multiplayer map?

Also, I haven't done any func_detailing and I probably should.



Yes to both! Areaportals are vastly important to map optimization, single and multiplayer and detail any complex geometry (like those signs).

Your compile log is fine.

Luigi Thirty
Apr 30, 2006

Emergency confection port.


Everything that won't cause a leak if it's deleted should be func_detailed, correct?

Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.

Luigi Thirty posted:

Everything that won't cause a leak if it's deleted should be func_detailed, correct?

With your map you could probably get away with that, but really you should func_detail complex geometry and use hint/skips to control visleafs around those types of brushes.

Luigi Thirty
Apr 30, 2006

Emergency confection port.


Liberal use of func_detail brought the filesize down a bit, fixed the reliable snapshot problem, and brought VVIS time down from 3 minutes to 4 seconds.

Luigi Thirty fucked around with this message at Oct 16, 2010 around 01:58

wolfman101
Feb 8, 2004

PCXL Fanboy

So I am making a TF2 map with 5 CPs, but it is different than normal push maps in that there is a different scoring system. To get to the point, after a team scores there is a 'kick-off' that spots the other team mid point so after a score instead of: [B B 0 R R] it is: [B B B R R].

I do this by telling the cp_master to not let either team win rounds and then using a logic relay that inputs SetOwner 2 or 3 to every control point and a force respawn to reset the players and then sending an input to game_rules to change the scoreboard accordingly.

The cap points are represented properly in the HUD right now, but in the above case there is a problem in that Blu players will be able to cap points 2-4 even though they already own 2 and 3 on the HUD.

So I guess my question is how do I have a trigger change the ownership of a cap point without screwing up the control point master?

Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.

wolfman101 posted:

So I am making a TF2 map with 5 CPs, but it is different than normal push maps in that there is a different scoring system. To get to the point, after a team scores there is a 'kick-off' that spots the other team mid point so after a score instead of: [B B 0 R R] it is: [B B B R R].

I do this by telling the cp_master to not let either team win rounds and then using a logic relay that inputs SetOwner 2 or 3 to every control point and a force respawn to reset the players and then sending an input to game_rules to change the scoreboard accordingly.

The cap points are represented properly in the HUD right now, but in the above case there is a problem in that Blu players will be able to cap points 2-4 even though they already own 2 and 3 on the HUD.

So I guess my question is how do I have a trigger change the ownership of a cap point without screwing up the control point master?

You should just be able to set the owner and whether or not they can cap it. I don't think that would screw up the master. Did you try setting the owner with a trigger and seeing what the master does?

I'm not really sure whats going on though despite your post.

wolfman101
Feb 8, 2004

PCXL Fanboy


Click here for the full 768x510 image.


So, here is the reset relay for when red scores points. For example if red caps last then it gives red 7 points and triggers this logic relay. This looks good on the HUD, 3-4 will be locked blu, 2 will be blu, 1 will be red, and 0 will be locked red.

But, red will spawn like they own 2, blu will spawn like they don't own 2, and if blu players walk over caps 3 or 2 the game will act like they are capping it, including cap sounds, points, and triggering stuff that capping the point is supposed to trigger.

Oddly, the capture points will work perfectly fine for red team and the end caps always work fine as well.

Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.

wolfman101 posted:


Click here for the full 768x510 image.


So, here is the reset relay for when red scores points. For example if red caps last then it gives red 7 points and triggers this logic relay. This looks good on the HUD, 3-4 will be locked blu, 2 will be blu, 1 will be red, and 0 will be locked red.

But, red will spawn like they own 2, blu will spawn like they don't own 2, and if blu players walk over caps 3 or 2 the game will act like they are capping it, including cap sounds, points, and triggering stuff that capping the point is supposed to trigger.

Oddly, the capture points will work perfectly fine for red team and the end caps always work fine as well.

So the entire logic works fine for red but not for blue. Did you build the triggers from scratch each time or do one teams and copied it for the other?

What is controlling the spawning behavior? Control point ownership? Have you tried enabling/disabling the respawn room and the spawn points when ownership is set?

EDIT: Also, I thought they had to be textured TRIGGER? I guess INVISIBLE works as well? I never messed with that.

Irish Taxi Driver fucked around with this message at Nov 17, 2010 around 06:54

wolfman101
Feb 8, 2004

PCXL Fanboy

Irish Taxi Driver posted:

So the entire logic works fine for red but not for blue. Did you build the triggers from scratch each time or do one teams and copied it for the other?

What is controlling the spawning behavior? Control point ownership? Have you tried enabling/disabling the respawn room and the spawn points when ownership is set?

EDIT: Also, I thought they had to be textured TRIGGER? I guess INVISIBLE works as well? I never messed with that.

I use TRIGGER for trigger brushes and use INVIS for cap areas. They can really be textured anything at all but there are only a few textures that render translucent in hammer.

If you switch the words 'red' and 'blu' in my example it still holds true.

And you can see the info-player-teamspawns in the screenshot. I am using the Associated CP value along with the Team value to control them like in a normal push map. There are no respawn rooms.

The screenshot is the entire map except for a cool in-map timer I made to represent a play clock.

I really can't explain wtf the game thinks is going on.

wolfman101 fucked around with this message at Nov 17, 2010 around 08:17

Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.

Do you mind posting the VMF so I could take a look at it?

wolfman101
Feb 8, 2004

PCXL Fanboy

Irish Taxi Driver posted:

Do you mind posting the VMF so I could take a look at it?

https://docs.google.com/leaf?id=0B8...authkey=COLu-TQ

Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.


After tinkering with it I'd have to say its a bug. I find that every now and then the cap thats supposed to be locked will be cappable, but then after I ent_dump it it fixes itself. I can't see any reason this behavior would be happening through your logic.

My advice is to email it to Robin with an explanation and see what they say, this might be related to the tc ownership bug they couldn't track down.

EDIT: I figured out why the caps are fixing themselves, the cap was expiring and it was righting itself.

Its definately a bug. Its setting the ownership correctly on the HUD, changing the model, etc, but not actually changing ownership to the right team.

Irish Taxi Driver fucked around with this message at Nov 17, 2010 around 09:11

wolfman101
Feb 8, 2004

PCXL Fanboy

Irish Taxi Driver posted:

After tinkering with it I'd have to say its a bug. I find that every now and then the cap thats supposed to be locked will be cappable, but then after I ent_dump it it fixes itself. I can't see any reason this behavior would be happening through your logic.

My advice is to email it to Robin with an explanation and see what they say, this might be related to the tc ownership bug they couldn't track down.

EDIT: I figured out why the caps are fixing themselves, the cap was expiring and it was righting itself.

Its definately a bug. Its setting the ownership correctly on the HUD, changing the model, etc, but not actually changing ownership to the right team.

Thanks ITD. I will send off an e-mail.

Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.

wolfman101 posted:

Thanks ITD. I will send off an e-mail.

I've asked a few other people and they don't really know whats going on either. They said to post it on TF2Maps.net and see if the entity people there can figure it out.

EDIT: Someones gonna actually post a thread for you. I'll get back to you if anything comes up.

Irish Taxi Driver fucked around with this message at Nov 17, 2010 around 16:55

wolfman101
Feb 8, 2004

PCXL Fanboy

Irish Taxi Driver posted:

I've asked a few other people and they don't really know whats going on either. They said to post it on TF2Maps.net and see if the entity people there can figure it out.

EDIT: Someones gonna actually post a thread for you. I'll get back to you if anything comes up.

Cool, I will post if Robin ever sends me a response.

Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.

wolfman101 posted:

Cool, I will post if Robin ever sends me a response.

The consensus between me, A Boojum Snark, and The Political Gamer concludes its a new bug in SetOwner, and it was introduced fairly recently. This'd be a Valve thing then.

wolfman101
Feb 8, 2004

PCXL Fanboy

Irish Taxi Driver posted:

The consensus between me, A Boojum Snark, and The Political Gamer concludes its a new bug in SetOwner, and it was introduced fairly recently. This'd be a Valve thing then.

Haha, Eric emailed me back and basically told me to make it a regular push map.

Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.

wolfman101 posted:

Haha, Eric emailed me back and basically told me to make it a regular push map.

Did he even mention the bug?

wolfman101
Feb 8, 2004

PCXL Fanboy

Irish Taxi Driver posted:

Did he even mention the bug?

No. I am not sure he read my original email so I just pasted the part from my original email describing how to replicate the bug. I am guessing he found it since he was replying quickly before and he hasn't written in the 2 hours since I resent the bug description.

wolfman101
Feb 8, 2004

PCXL Fanboy

quote:

Ah, yes. I see the problem now. I have a fix for it on our end, but it won’t be out until the next TF2 update. We have an update going out today. It’ll be in the next update.

-Eric

That solves that mystery. Awesome.

Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.

Great!

In other mapping news, I've placed 1160 trees:


Click here for the full 1680x1050 image.

ExtraNoise
Apr 11, 2007



Irish Taxi Driver posted:

In other mapping news, I've placed 1160 trees:


Click here for the full 1680x1050 image.


So many trees, and each one of them worth it.

I wish more people showed WIP updates in this thread. It's great for technical problem solving, but pictures really make it for me.

Makes me wonder why I dont post my own stuff more often.. so, uh, here's an update on the engineering section of my map:

Haledjian
May 29, 2008

Bee is stronger than flower. Goliad is stronger than bee. Goliad is stronger than all.


Mod of the Year voting! Any other goons got mods up there?
http://www.moddb.com/mods/tales-from-the-galactopticon/

Haledjian fucked around with this message at Nov 24, 2010 around 18:38

Luigi Thirty
Apr 30, 2006

Emergency confection port.


ExtraNoise posted:

So many trees, and each one of them worth it.

I wish more people showed WIP updates in this thread. It's great for technical problem solving, but pictures really make it for me.

I don't really have much to show with my trade map since the real advances have to do with Sourcemod plugins.

When I started writing the item tracker I didn't see that there was one already on AlliedModders that did almost exactly the same thing but I like mine better

Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.

Anyone have any experience with angled mapping? I'm trying to get into it and I'm running into a whole bunch of frustrating stuff like instances not lining up. I went through the Nodraw article with Iikka Keranen (dod_avalanche, cp_badlands, ctf_doublecross) and pulled out his tips:

Iikka Keranen posted:

  • Building in a 45-degree angle is easiest when you assume that 96 units diagonal equals 128 units along an axis. This not only lets you stay on a reasonably large grid, but the miter joints between the angled and axis-aligned architecture will be in a simple 2:1 slope. For example when a 16-unit thick straight wall meets an angled one, you just need to move the corner vertices by eight units (or clip in this angle).

  • In general, when building in an angle you should establish a large “angled grid”, like an equivalent of 128×128 squares. As an aid, you could make a checkerboard of diagonal squares out of “Skip” material and place it below your level so you can use it to help you align stuff in top-down view (I sometimes do this on graph paper). Start large, and subdivide the grid later when you’re building smaller details. This is useful when building axis-aligned things as well.

  • When designing a sloped roof in an angled portion, again stay on as large a grid as you can. Let’s say you want a roof like in the room leading to the battlements in Doublecross. Start by making a slab aligned to your diagonal grid. Then raise the vertices on one side by 64 units for each 128-unit-equivalent grid square that the roof spans. This results in a fairly standard slope and makes it easy to fit beams and such to it.

But I'm still running into issues. Anyone have any more advice?

Luigi Thirty
Apr 30, 2006

Emergency confection port.


Sacrifice yourself to the hat gods for better hats?



It's full of sawblades, but I can't make them rotate

Luigi Thirty fucked around with this message at Dec 7, 2010 around 00:03

Irish Taxi Driver
Sep 12, 2004

We're just gonna open our tool palette and... get some entities... how about some nice happy trees? We'll put them near this barn. Give that cow some shade... There.

Luigi Thirty posted:

Sacrifice yourself to the hat gods for better hats?



It's full of sawblades, but I can't make them rotate

You gotta use the rotating sawblade model. If you search for saw it should show up.

Also, that looks very good.

Luigi Thirty
Apr 30, 2006

Emergency confection port.


Irish Taxi Driver posted:

You gotta use the rotating sawblade model. If you search for saw it should show up.

Also, that looks very good.

Yeah, it rotates in the model viewer and in Hammer but it's static in the map.

It took me forever to get the roof to look just right. The height's a little off but I'm not going off the Hammer grid with an angular structure like that.

ExtraNoise
Apr 11, 2007



A huge map full of obstacles where Red and Blu both start at the same spawn point and the goal is to reach the end the first would be awesome.

Jewel
May 2, 2009

Everything is wonderful!


ExtraNoise posted:

A huge map full of obstacles where Red and Blu both start at the same spawn point and the goal is to reach the end the first would be awesome.

Actually I recall a css map like that, two identical pathways seperated by a glass wall, each pathway had pits and spikes and whatnot and the goal was to get to the end first. It usually took people about 5~ish minutes to win. Be a fun little map for a funserver I guess.

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Luigi Thirty
Apr 30, 2006

Emergency confection port.


Tw1tchy posted:

Actually I recall a css map like that, two identical pathways seperated by a glass wall, each pathway had pits and spikes and whatnot and the goal was to get to the end first. It usually took people about 5~ish minutes to win. Be a fun little map for a funserver I guess.

The old deathrun maps where CTs can press buttons to start obstacles or release physics traps are pretty good.

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