Author Topic: Things all mappers should know  (Read 6862 times)

Offline Statua

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Things all mappers should know
« on: December 12, 2011, 06:13:11 PM »
Kopypasta'd from GameBanana.com but it cannot be left without you all knowing it.

Section Contents
1 - Keyboard Shortcuts 2 - New Mappers Info 3 - Tips & Tricks 4 - Do's & Dont's
Section 1 - Keyboard Shortcuts
For The Tools
Shift + A - Texture Application Tool
Shift + B - Brush Tool
Shift + C - Camera Tool
Shift + D - Decal Tool
Shift + E - Entity Tool
Shift + G - Magnification Tool
Shift + O - Overlay Tool
Shift + S - Selection Tool
Shift + T - Apply selected texture to brush
Shift + V - Vertex Editor
Shift + X - Clipping Tool

File Commands
Alt + B - Export Again
Ctrl + N - New File
Ctrl + O - Open File
Ctrl + S - Save File F9 - Compile Map
Ctrl + Shift + S - Sound Browser

Edit Commands
Ctrl + Y - Redo
Ctrl + Z - Undo

Clipboard + Selection
Ctrl + C - Copy
Ctrl + V - Paste
Ctrl + X / Shift + Del - Cut
Shift + Q / Esc - Clear selection
PgUp - Previous selection
PgDn - Next selection
"Alt + Enter" when brush is selected - Open object properties

Grid Options
[ - Decrease grid size
] - Increase grid size
Shift + R - Grid on/off
Shift + W - Snap to grid
 "P" whilst cursor is in 3D view - 3D grid on/off

Grouping Options
Ctrl + G - Group selected brushes
Ctrl + R - Create prefab
Ctrl + T - Tie to entity
Ctrl + W - Toggle ignore groups mode
Ctrl + Shift + W - Move solid entities to world

Carving + Hollowing
Ctrl + Shift + C - Carve (may cause crashes)
Ctrl + H - Hollow (may cause accuracy issues unless hollowed perfectly to grid size)

Viewports
Ctrl + A - All viewports to center
Shift + Z - Restore/maximize current viewport
Arrow Keys - Nudge selected brushes in current viewport
Shift + Arrow Keys - Clone and nudge selected brushes
F6 - Cycles active viewports
Shift + F6 - Reverse cycle of active viewports

2D View Shortcuts
Ctrl + B - Snap brushes to grid (based on the bounding box)
Ctrl + E - Center brushes in 2D views
Ctrl + I - Flip brush vertically
Ctrl + L - Flip brush horizontally
Ctrl + Shift + B - Snap brush to grid (individually)
Tab - Switch views between top, side and front + & -
Mouse wheel - Zoom in and out (hold Ctrl to synchronize all 2Dviewports)
Keys 1 to 9 - Cycle between Hammer's preset zoom levels
Space and drag - Drag view position
Alt - Freeform brush sizing, does not snap to grid (may cause accuracy issues later on)

3D View Shortcuts
Left Click Drag - Rotate angle of view
Right Click Drag - Move about the view whilst angle of view stays constant
Ctrl + Shift + E - Center view on selected brushes in 3D view
Mouse Wheel - Zoom in/out W, A, S, D - Moves around 3D view
"I" - Show bounding boxes
"O" with cursor in 3D view - Display FPS and yaw/pitch
"P" whilst cursor is in 3D view - 3D grid on/off
"X" - Display selection handles for resizing brush
"Z" - Toggles 3D view "noclip" mode
"1" - Decrease far clipping pane (where it goes black when being a certain distance away from something)
"2" - Increase far clipping pane

Selection Tool
Ctrl (hold) - Allows selection of multiple brushes
Shift (hold) - Constrains rotating to 15 degrees in 3D view
Shift (hold) - Move a brush and release to create a clone in the new location
Left Click (drag) - Selects objects within a box in 2D view
Left Click (hold) - Cycles brushes below selected brush in 3D view (hold when brush selected in 3D view)
Esc - Cancel selection

Camera Tool
Shift / Alt - Click and drag to create new camera in 2D view
PgUp - Cycle to last camera position
PgDn - Cycle to next camera position (if you have gone to the previous one)
Del - Delete current camera position
Ctrl - Drag camera/point of interest to move them together

Block Tool
Left Click (drag) - Create new brush shape in 2D view
Enter - Create brush after a brush shape is created
Esc - Delete brush shape without creating it
Alt + Shift + C - Insert default prefab

Texture Application Tool
Ctrl (hold) - Select multiple faces
Shift + Click - Select all faces of a brush
Ctrl + Shift - Click a face to add all faces to current selection
Right Click - Apply material settings to clicked face
Alt + Right Click - Apply material settings to clicked face with wrapping

Displacement Tool (selection mode)
Ctrl (hold) - Select multiple faces
Shift (hold) - Select all faces on a selected brush
Ctrl + Shift - Click a face to add all faces to current selection

Displacement (paint geomotry mode)
Ctrl (hold) - Select multiple faces
Alt + Drag - Alter size of editing brush
Shift + Drag - Hold and drag a vertex to nudge the vertex along editing axis
Alt + Right Click - Click a displacement face to make the face's normal the current painting axis

Displacement (paint alpha mode)
Ctrl (hold) - Select multiple faces
Ctrl + Shift - Click a face to add all faces to current selection

Overlays
Shift (hold) - Drag overlay vertex to snap to another vertex
Ctrl (hold) - Select multiple overlays

Clipping Tool
Click (drag) - Make a clipping plane
Shift + Click (drag) - Make a new clipping plane ignoring the previous
Enter - Perform clip
Ctrl + Click (drag) - Move both points of clipping plane in synchronization
"O" whilst cursor is in 2D view - Toggle clip distance display
Shift + X / Click clipping tool - Toggle clip modes

Vertex Editor Tool
Ctrl + F - Split faces (whilst 2 edges/vertices are selected)
Shift + V - Cycle vertex/edge display modes
Alt + E - Open vertex scaling dialog
Enter - Close vertex scaling dialog and perform scale

Misc.
Ctrl + M - Open transform dialog
Shift + L - Toggle texture lock
Alt + P - Open check for errors dialog (USEFUL!)
Ctrl + Shift + F - Find entities dialog
Ctrl + Shift + G - Go to brush number dialog (if there is an error reported on it this is useful)
Ctrl + Shift + R - Replace entities dialog

Section 2 - New Mappers Info
Hey, if you are reading this, I assume you are new to Hammer, and here are some things you will probably benefit from knowing:

1 - When you create a brush, you will notice that in the 3D view, you can't see anything, fear not, it's not broken! Just go into the camera tool (picture of a camera in the toolbar) and click and drag a camera so the line is facing your brush.

2 - Your map is totally black when you compile? Make some lights, you will need to use the entity tool (lightbulb tool) and select a light entity, light_environment only works if you have made a skybox.

3 - Is your map all glitchy when you start? if so, it means that you are seeing into the big black void which you were mapping upon, to fix this, just place a skybox around the map, or walls, so the player cannot see into it. This may also be known as a leak.

4 - It says all teams are full when you try to join a team in your map? Make sure your player spawns are above the floor, if they are too close you will get this error. Also, are you using the correct player spawn entity, for counter-strike, the spawns are infoplayercounterterrorist and infoplayerterrorist which can be found under entities. For other games it may be the infoplayerstart and infoplayerdeathmatch.

5 - You can't see textures in 3D view? You are in the wrong camera mode, click "camera" in the 3D view box and select something with "textured" in it. I use Textured Shaded Polygons.

6 - This is just a little information to get you on your way, I suggest checking out some beginner hammer tutorials on video hosting websites such as YouTube to get going.

Section 3 - Tips & Tricks
These tricks are things which will greatly help your mapping, some are well known, but others are not very well known and you may find yourself learning a thing or two here :)

Texture Application Tool Specific
1 - Face selection comes in handy, to use it, simply open the texture application tool and click a face on a brush to select it. From there you can make it a different texture to other faces without having to hollow or create another brush over the top.

2 - Using the fit tool to fit a texture over multiple brushes perfectly - So you know how to do it with one? But when you select multiple and choose fit it fits to the individual brushes? No problem, tick "Treat as one" in the menu and then fit.

3 - Prop properties - You can check which prop types a model is compatible with by clicking the "info" tab when you select a model in the model browser.

4 - Rotating a texture (flip horizontally) - Tick face in texture application to flip the texture so it is facing the opposite direction.

5 - Rotating a texture (2) - Use the "rotation" option in texture application.

6 - Texture resolution - In texture application tool, you can alter the "units per luxel" option to be alrger or smaller. A smaller number = a higher resolution. A high number would mean less expensive lighting in sacrifice for a low quality texture and vice versa.

7 - Replacing textures - Don't like that grass texture you used about 1000 times in your map? Fear not, you don't have to select them all and change them one by one, no that would be a nightmare. You can simply use "Replace." In the texture application menu, choose replace... From there you can choose the texture to search for, and the texture which will replace it in all found instances.

8 - Mask hiding is another thing which can be toggled in the texture application menu, this makes it easier to see the texture as the red tint is not shown.

9 - Fast face property application - Got faces aligned dodgily? Just align one, and whilst that face is selected, right click the other faces to give them those properties.

Texture Browser Specific
1 - Specific texture searching - There are tickboxes in the texture browser where you can filter out textures with certain properties such as transparency.

2 - Easy ladders, light blockers etc. - Have you ever actually searched for tools in the texture browser, there is some really useful stuff in there, such as the invisible ladder, which means you can create a ladder without needing to tie anything to the func_ladder entity. Simply place the invisible ladder where you want the player to be able to climb and viola! Do not use origin, as that can cause crashes in CSS, and maybe some other games too.

3 - Search through textures already used in your map - Simply tick "Only used textures" in the texture browser.

4 - Marking faces which have a particular texture - Want to resize a texture throughout your whole map? Open the texture browser, find the texture you want to rescale, and choose "Mark" you can now resize, scale, rotate or whatever. This can also be done through the Replace option in the Texture Application Tool.

5 - Opening the VMT file of a selected texture - When you have a texture selected in the texture browser click "Open Source." Unfortunately default game textures cannot be opened like this, but only custom ones. You will need something like Notepad, which you should have, I mean everyone has notepad.

6 - Filtering for multiple texture names - If you put something such as "Brick Wood ," in the filter, it will display all textures including the word Brick OR Wood.

Models, Entities & Brushes
1 - Overriding prop properties - You can force a model not compatible with a physics model/dynamic model to have the properties of a physics or dynamic entity. Use propdynamicoverride and propphysicsoverride respectively.

2 - Parenting something which doesn't have a parent option - In the entity edit box, turn off smart edit and add the keyvalue "SetParent" minus the quotes, you can then set the value to the name of an entity you want to parent to. This does not ALWAYS work however.

3 - Parenting lights - This can be done, use the light_dynamic entity, as it has the parent field included. This can create VERY cool effects where a light moves with a swinging lamp, a perfect addition to discos, haunted houses, you name it.

4 - Custom sounds - If you would like to put a custom sound into a game, place a chosen wav/mp3 file into the music folder. Then create an ambient_generic and go to choose a sound the normal way. However choose "Raw" in sound type to search from and then you will be able to search for your sound and use it. Remember to restart the SDK after you have put your music file into its place.

5 - Fake brushes (ie, brushes you can walk through and into etc.) - Tie a brush to the entity "func_illusionary" you may want to change the minimum light level to make it fit in with the other walls, or it will be darker than the rest of your walls.

6 - Changing the brightness of a light - In brightness, where you change colour, change the LAST 3 numbers, as they are the brightness settings.

7 - Changing default indoor lighting - If you are using a light_environment, change the last 3 numbers of "ambient" interestingly, you can change the default indoors colour (indoors as in places where the light is blocked) so you could have a green indoors and a red outdoors... Trippy!

8 - Overlays vs. Decals - Overlays have more features such as stretchability and the ability to be placed on displaced surfaces, whereas decals are extremely simple to use, each can be used as needed.

9 - Prefabs - When in the block tool you can change "Categories" and "Objects" if you are mapping for CSS you probably won't find Categories of much use because the others (default ones) are for Half Life/other games, but you can choose other shapes such as spikes, arches and spheres from Objects. Don't try clipping a sphere when you don't have to... lol. And also, be sure to save a complicated shape you think will be of use to you in the future as a prefab by using the shortcut "Ctrl + R" as explained in "Grouping Options" shortcuts section.

10 - "Multiplayer" props? - You see the propphysicsmultiplayer entity in your entity browser, wondering what it does? Noticed how weird it acts in game if you have used it? Well here's an explanation from the developer wiki: "This class is identical to prop_physics, aside from the runtime collisions which use a more bouncy method avoiding the prediction errors associated with normal physics objects." You can edit the keyvalue physicsmode to change the way the prop acts. 1: Solid, pushes the player away, 2: Non-solid but pushed away from payer, 3: Non solid, clientside simulated only.

11 - Brushes which allow light to pass through as though they aren't there - If you tie a brush to entity func_brush you can change the values "Disable Receiving Shadows" and "Disable Shadows" to yes meaning light is able to apss through. Using this and the block light tool can create interesting effects if used properly.

12 - Rotating precision - Mentioned in the shortcuts, you can use Shift + I to flip the brush vertically, or Shift + L to flip horizontally.

Compiling & Map Specific
1 - Fast compile - In the compile dialog you can choose Rad, and Vis to run at different speeds, you should use normal for a final compile, but if you want a quick test, use the fast speed settings. You'll be amazed by how much quicker it compiles.

2 - Letting others see custom content you put into your map - Get a nifty program called "Pakrat" it allows you to insert files such as sound and textures directly into the map itself.

3 - In depth log decoder - Go to http://www.interlopers.net/index.php?page=errors and put in your log by copying the log to your clipboard and pasting it into the box. When it is decoded you will be able to see what is wrong with your map and get information on fixing it.

4 - Other skyboxes - You can change the skybox by going to Map > Map Properties... and then changing the SkyBox texture name to something else. You can find other skyboxes by using the texture browser and filtering for skybox. Note that the last two eltters should NOT be included, jsut the actual skybox name... eg if it was the militia skybox, you will find multiple textures like militiahdrup, militiahdrrt etc. But you want to put militia_hdr into the field. You can create a nighttime map by altering the skybox texture to a nighttime one.

Misc. Mapping Specific
1 - Copy & Paste vs. Shift, drag, release - Shift drag and release can be used for precise movements of objects and is what I find myself using the most often. However if you want to move something a long way, copy it, move your cursor close to where you want it and paste. You can move it from there. Shift drag and release comes in VERY handy when trying to place brushes next to each other.

2 - Using the grid - My suggestion to you is that you create a wall which is two squares tall on the default grid before you make more grid squares, especially if you plan on making the squares go to VERY small sizes, as two squares tall is the right height for a wall (Player fits in right). Getting this height when you are working with the very small sized grid squares can be tricky and misleading.

Section 4 - Do's & Dont's
Here are some things I've learnt are best to stay away from, and better alternatives.
Freeform Sizing - Use this as little as possible, freeform sizing is when it doesn't stick to the grid when sizing an object. If you use this a lot you will find tiny spaces in your map which you haven't completely closed up 9 times out of 10. Just make the grid squares really small and work with them.

Hollowing - Will usually end up with you having to use freeform sizing because the size of the "walls" and stuff it makes does not entirely fill up a grid square and will often cause inaccuracy. Try to only use hollowing when making your skybox or things which you won't need to connect anything else to. You could of course, keep messing with the numbers untill it fills the grid squares right, but it's a waste of time, just do it by making brushes seperately, and cloning the walls etc.

Don't use overrides for everything, if a prop IS compatible with the physics entity (which you can check in the model browser) use the real entity. Override can cause loss of physics info included in the REAL physics entity.

Get into the habit of hitting Ctrl + S, if your map crashes you will have it saved. In Hammer saving your map takes no time at all unless you have an awful computer. If you don't save a lot and Hammer experiences a technical hitch that's all your work since your last save gone.
Don't carve, the tool has problems, it crashes and all sorts, steer clear of it.


Starving Hobo
« Last Edit: December 12, 2011, 06:32:41 PM by Statua »


Offline Darkshifter98

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Re: Things all mappers should know
« Reply #1 on: December 12, 2011, 09:04:00 PM »
Thanks for adding this, Statua. This will be really useful for improving my mapping skills.
\\\"Hold right bumper to flip... wait, what? How did you do that?\\\"

Offline Sexy Frog

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Re: Things all mappers should know
« Reply #2 on: December 21, 2011, 11:19:27 AM »
The problem I keep having with one of my maps is that when I run it in gmod it crashes the Gmod entirely, I've tried using the tool that lets you compile certain parts of the map and when I include the different parts seperately it runs perfectly but when I try and load the whole map it crashes. After running the log in the decoder website I've discovered that the issue is an error that says "fastvis=true" but I don't have any clue on how to deal with it!


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Offline Statua

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Re: Things all mappers should know
« Reply #3 on: December 21, 2011, 03:21:31 PM »
Fastvis=true just means you set vrad to compile fast rather then full. I do that all the time when testing. Post a compile log and upload a vmf if possible


Offline Nicknero

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Re: Things all mappers should know
« Reply #4 on: December 21, 2011, 04:36:29 PM »
Oh hey Statua. Maybe you could help me out with my error models (missing content) problem in Garry's Mod.
Any idea how I link the content of Gmod into Hammer? Because I can see the models on Gmod just fine, just not on Hammer.

More detailed information about this problem can be found here:
http://www.catalyst-gaming.net/index.php?topic=9202.0
Check out my Youtube channel with all kinds of cool videos including LP's which I'm currently working at. Don't forget to give feedback as well. ;)


Offline Sexy Frog

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Re: Things all mappers should know
« Reply #5 on: December 23, 2011, 04:37:27 PM »
this is the log that hammer brought up.
Spoiler for Hiden:
** Executing...
 ** Command: "c:\program files (x86)\steam\steamapps\abenito206\sourcesdk\bin\ora ngebox\bin\vbsp.exe"
 ** Parameters: -game "c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content \cstrike\mapsrc\ttt_poorland.vmf"
 
Valve Software - vbsp.exe (Oct 17 2011)
 4 threads
 materialPath: c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike\materials
 Loading C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content \cstrike\mapsrc\ttt_poorland.vmf
 Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_1, using default
 ConVarRef mat_reduceparticles doesn't point to an existing ConVar
 material "props/metalcabinetside01" not found.
 Material not found!: PROPS/METALCABINETSIDE01
 Can't find surfaceprop door for material DE_TIDES/TIDES_STORAGEDOOR, using default
 Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike\gameinfo.txt
 Patching WVT material: maps/ttt_poorland/nature/blendproddirtgrass_wvt_patch
 Patching WVT material: maps/ttt_poorland/nature/blendgrassgrass001a_wvt_patch
 fixing up env_cubemap materials on brush sides...
 ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
 ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
 Processing areas...done (0)
 Building Faces...done (0)
 Chop Details...done (0)
 Find Visible Detail Sides...
 Merged 70 detail faces...done (0)
 Merging details...done (0)
 FixTjuncs...
 PruneNodes...
 WriteBSP...
 done (1)
 writing C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content \cstrike\mapsrc\ttt_poorland.prt...Building visibility clusters...
 done (0)
 Creating default LDR cubemaps for env_cubemap using skybox materials:
 skybox/sky_day02_09*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
 Creating default HDR cubemaps for env_cubemap using skybox materials:
 skybox/sky_day02_09*.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 (1) (1044946 bytes)
 Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
 Compacting texture/material tables...
 Reduced 4329 texinfos to 2453
 Reduced 353 texdatas to 277 (10348 bytes to 8436)
 Writing C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content \cstrike\mapsrc\ttt_poorland.bsp
 9 seconds elapsed
 
** Executing...
 ** Command: "c:\program files (x86)\steam\steamapps\abenito206\sourcesdk\bin\ora ngebox\bin\vvis.exe"
 ** Parameters: -game "c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content \cstrike\mapsrc\ttt_poorland"
 
Valve Software - vvis.exe (Oct 17 2011)
 fastvis = true
 4 threads
 reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content \cstrike\mapsrc\ttt_poorland.bsp
 reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content \cstrike\mapsrc\ttt_poorland.prt
 3436 portalclusters
 10968 numportals
 BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6)
 Optimized: 545056 visible clusters (0.00%)
 Total clusters visible: 9152824
 Average clusters visible: 2663
 Building PAS...
 Average clusters audible: 3406
 visdatasize:2877071 compressed from 2968704
 writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content \cstrike\mapsrc\ttt_poorland.bsp
 8 seconds elapsed
 
** Executing...
 ** Command: "c:\program files (x86)\steam\steamapps\abenito206\sourcesdk\bin\ora ngebox\bin\vrad.exe"
 ** Parameters: -game "c:\program files (x86)\steam\steamapps\abenito206\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content \cstrike\mapsrc\ttt_poorland"
 
Valve Software - vrad.exe SSE (Oct 17 2011)
 
Valve Radiosity Simulator
4 threads
 [Reading texlights from 'lights.rad']
 [1 texlights parsed from 'lights.rad']
 
Loading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content \cstrike\mapsrc\ttt_poorland.bsp
 Setting up ray-trace acceleration structure... Done (2.55 seconds)
 12218 faces
 2 degenerate faces
 924572 square feet [133138384.00 square inches]
 39 Displacements
 36055 Square Feet [5191920.50 Square Inches]
 12216 patches before subdivision
 zero area child patch
 75856 patches after subdivision
 sun extent from map=0.000000
 sun extent from map=0.000000
 sun extent from map=0.000000
 84 direct lights
 BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (25)
 BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (53)
 transfers 9751587, max 1610
 transfer lists: 74.4 megs
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #1 added RGB(326883, 302642, 255595)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
 Bounce #2 added RGB(109008, 92807, 69289)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #3 added RGB(40691, 32311, 22296)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
 Bounce #4 added RGB(16215, 12166, 8076)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #5 added RGB(6865, 4919, 3224)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
 Bounce #6 added RGB(3049, 2106, 1385)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #7 added RGB(1413, 949, 629)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
 Bounce #8 added RGB(679, 446, 299)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #9 added RGB(336, 217, 147)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
 Bounce #10 added RGB(171, 109, 74)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #11 added RGB(89, 56, 38)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
 Bounce #12 added RGB(47, 29, 20)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #13 added RGB(25, 16, 10)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
 Bounce #14 added RGB(14, 8, 6)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #15 added RGB(7, 5, 3)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
 Bounce #16 added RGB(4, 3, 2)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #17 added RGB(2, 1, 1)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
 Bounce #18 added RGB(1, 1, 0)
 GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #19 added RGB(1, 0, 0)
 Build Patch/Sample Hash Table(s).....Done<0.0305 sec>
 FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
 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 (12)
 Writing leaf ambient...done
 Ready to Finish
 
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 262/1024 12576/49152 (25.6%)
brushes 2797/8192 33564/98304 (34.1%)
brushsides 18272/65536 146176/524288 (27.9%)
planes 7718/65536 154360/1310720 (11.8%)
vertexes 22388/65536 268656/786432 (34.2%)
nodes 7962/65536 254784/2097152 (12.1%)
texinfos 2453/12288 176616/884736 (20.0%)
texdata 277/2048 8864/65536 (13.5%)
dispinfos 39/0 6864/0 ( 0.0%)
disp_verts 3159/0 63180/0 ( 0.0%)
disp_tris 4992/0 9984/0 ( 0.0%)
disp_lmsamples 54888/0 54888/0 ( 0.0%)
faces 12218/65536 684208/3670016 (18.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7909/65536 442904/3670016 (12.1%)
leaves 8225/65536 263200/2097152 (12.6%)
leaffaces 14899/65536 29798/131072 (22.7%)
leafbrushes 5221/65536 10442/131072 ( 8.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 92040/512000 368160/2048000 (18.0%)
edges 54649/256000 218596/1024000 (21.3%)
LDR worldlights 82/8192 7216/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 1249/32768 12490/327680 ( 3.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 23541/65536 47082/131072 (35.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 339/512 119328/180224 (66.2%)
LDR lightdata [variable] 3651596/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2877071/16777216 (17.1%)
entdata [variable] 266348/393216 (67.7%)
LDR ambient table 8225/65536 32900/262144 (12.6%)
HDR ambient table 8225/65536 32900/262144 (12.6%)
LDR leaf ambient 24425/65536 683900/1835008 (37.3%)
HDR leaf ambient 8225/65536 230300/1835008 (12.6%)
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] 1/26278 ( 0.0%)
pakfile [variable] 196693/0 ( 0.0%)
physics [variable] 1044946/4194304 (24.9%)
physics terrain [variable] 4505/1048576 ( 0.4%)

Level flags = 0
 
Total triangle count: 35943
 Writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content \cstrike\mapsrc\ttt_poorland.bsp
 2 minutes, 0 seconds elapsed
 
** Executing...
 ** Command: Copy File
 ** Parameters: "C:\Program Files (x86)\Steam\steamapps\abenito206\sourcesdk_content \cstrike\mapsrc\ttt_poorland.bsp" "c:\program files (x86)\steam\steamapps\abenito206\garrysmod\garrysm od\maps\ttt_poorland.bsp"


Quote
>No matter what happens, no matter how old I get.
>I'll never forget...
>Fats Mcgee. And his Retard Three.

Offline Statua

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Re: Things all mappers should know
« Reply #6 on: December 25, 2011, 01:28:38 AM »
Compile seems fine. Send me the vmf. I'll look at it.


Offline Statua

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Re: Things all mappers should know
« Reply #7 on: December 25, 2011, 10:19:01 PM »
Only thing I suggest is adding more blocks to func_detail. Got a lot of cylinders and stairs that aren't detailed. Other then that, I'm not too sure why it would crash.


Offline Dragon Dildo

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Re: Things all mappers should know
« Reply #8 on: April 01, 2012, 04:27:51 PM »
"Try to only use hollowing when making your skybox"

NEVER, EVER DO THIS

It causes bad fps on maps that have lots of entities/objects. (Such as our City 45 and Ineu)
HL2RP Characters
Jim Boyle - Obeying the Combine in City
Marcus Nicholson - Getting used to City
Heikki Savolainen - Relaxing in D6.
Cliff Westburgh - Hunting rats in D6.
Chandler Hetfield (Outlands) - Trying to find his bearings.
Joey Geller (Outlands) - Sitting in the clinic with his left leg broken.

Offline Statua

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Re: Things all mappers should know
« Reply #9 on: April 01, 2012, 05:24:54 PM »
"Try to only use hollowing when making your skybox"

NEVER, EVER DO THIS

It causes bad fps on maps that have lots of entities/objects. (Such as our City 45 and Ineu)
due to the shape of ineu, the skybox wasnt hollowed. Its open though to provide flying room for helicopters. The reason the fps is so bad is due to it being wide open space which means i cant portal any areas off. Also, theres nothing wrong with hollowing out the skybox if you use values of 32. Honestly it doesnt affect the fps in any way. What are your sources?


Offline Darkshifter98

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Re: Things all mappers should know
« Reply #10 on: April 01, 2012, 10:58:51 PM »
So, I have a question regarding prop dynamics and the like. I'm trying to make a combine barrier, with a Combine_vehicle_gate (The big barrier gate) prop to be opened with the Combine button prop. Can you explain how I would do this? I tried on the Source SDK docs, but I didn't find anything helpful.
\\\"Hold right bumper to flip... wait, what? How did you do that?\\\"

Offline Statua

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Re: Things all mappers should know
« Reply #11 on: April 01, 2012, 11:18:40 PM »
So, I have a question regarding prop dynamics and the like. I'm trying to make a combine barrier, with a Combine_vehicle_gate (The big barrier gate) prop to be opened with the Combine button prop. Can you explain how I would do this? I tried on the Source SDK docs, but I didn't find anything helpful.
This is fairly easy if you are familiar with I/O

First, you need to have the prop as a prop_dynamic and give it a name. Open the model browser and make sure the animated model is highlighted. Under the sequences tab, you can preview all its animations. Remember the names of the animations (in this case 'Open' and 'Close')

If you want to set up a toggle, thats another system you can figure out later using the compare entity. For now, just use two buttons. Set the open button up the way you want (textures, moving, etc) and go to outputs. Create a new output with the name 'OnPressed'. Target your animated model and for the input, choose 'SetAnimation'. In the parameter override box, type Open (case sensitive i think).

Repeat the same for the close button, however instead of 'Open' in the parameter, use 'Close'.

That should work. heres a brief list of what to do:

-create door with prop_dynamic (give it a name)
-create open and close button (or button/compare combo if you know how to use compare)
-create new output for open button (OnPressed, [door name], SetAnimation, Open)
-create new output for close button (OnPressed, [door name], SetAnimation, Close)

Thats pretty much it.


 

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