1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

  • zaphod
  • November 6, 2004 at 1:54 AM
  • Tequila
    • November 8, 2004 at 10:08 PM
    • #81
    Quote from this is the clown

    Milpool: the barrels are models (prop_static - world model)------

    has anyone come across the problem that ingame their textures show up scaled really small and some sides of the brush are purple and black checked ingame but in the editor show up the correct size (512x512 texture scalled at .25)

    Prop_physics is what you want for barrrels, or prop_phys_multiplayer if it's a

    CS:S map.

  • zaphod
    • November 8, 2004 at 10:10 PM
    • #82

    as far as the compression, it compresses the texture when you run it through vtex, I don't know if it compresses all the blank space or not. Generally supertexturing enhances performance over having seperate textures for 2 or three little transparent bits.

  • ginsengavenger
    • November 8, 2004 at 10:21 PM
    • #83

    kewl, gotcha. [Blocked Image: http://www.forumplanet.com/iconcommon/counter-strikeforums/sets/reply/thumbs_up.gif]

  • mike-0
    • November 9, 2004 at 1:17 AM
    • #84
    Quote from kleinluka

    texture blending means you can blend two textures together, to create a transition, ie between gravel and grass. I don't particularly like the way of doing it that way cause you get those ultra smooth transitions like in farcry which looks unnatural :/

    I think that's pretty cool. I had all these transition textures for HL1 (i try to stay away from 'em now) and that seems like it would save texture artists alot of time. But i can see how it would look unnatural.

    I need this game... like... now.

  • st0lve
    • November 9, 2004 at 2:11 PM
    • #85
    Quote from Zaphod

    the paint data button is right next to the paint geometry button

    it doesn't work. And yes, I am using a "blend" texture.

  • DD
    • November 9, 2004 at 2:38 PM
    • #86

    How did you export that tank to SMD? Is there a secret max -> hl2 smd exporter going around? GIVE ME if so, plz.

  • DelaZ
    • November 9, 2004 at 2:51 PM
    • #87
    Quote from DD

    How did you export that tank to SMD? Is there a secret max -> hl2 smd exporter going around? GIVE ME if so, plz.

    Max SMD exporter for Ver 6

    http://www.w00th4x0r.com/smd/smdlexp.dle

    And here is a video tutorial I made how to import a custom model in Hammer (which doesn't work the normal way strangely enough, probably a bug)

    http://www.insmod.net/team/delaz/files/t72_vidtut.rar

  • Skjalg
    • November 9, 2004 at 3:39 PM
    • #88
    Quote from DelaZ

    Max SMD exporter for Ver 6

    http://www.w00th4x0r.com/smd/smdlexp.dle

    And here is a video tutorial I made how to import a custom model in Hammer (which doesn't work the normal way strangely enough, probably a bug)

    http://www.insmod.net/team/delaz/files/t72_vidtut.rar

    The first link didnt work, only file in the smd/ folder was this one:

    http://www.w00th4x0r.com/smd/d-exporter-for-max6.zip

    i like video tuts

  • Kamikazi!
    • November 9, 2004 at 4:26 PM
    • #89

    Once I learn enough, I will start making some video tuts as well and sticking them on w00th4x0r. Might also stick other peoples with their permission.

  • Kamikazi!
    • November 9, 2004 at 4:29 PM
    • #90

    doh, forgot my next question.

    Do bump maps have to be normal maps? I tried using a grey height map and compiled the texture, but ingame it just shrinks itself down to like .1 size and doesn't appear to even be bumped.

  • kleinluka
    • November 9, 2004 at 5:26 PM
    • #91

    why'd you use bump if you can use normal?

  • DelaZ
    • November 9, 2004 at 5:49 PM
    • #92

    Noobie video tuts :

    How to create vtf & vmt files (textures) :

    http://www.insmod.net/team/delaz/files/texture_creation.rar

    How to create displacement maps in Hammer (part 1):

    http://www.insmod.net/team/delaz/files/dis...ment_vidtut.rar

    How to create displacement maps in Hammer (part 2) :

    http://www.insmod.net/team/delaz/files/dis...nt_vidtut_2.rar

  • zaphod
    • November 9, 2004 at 6:27 PM
    • #93

    they have to be normal maps

  • JynxDaddy
    • November 10, 2004 at 8:49 AM
    • #94

    How do you get dynamic lights to work. I cant get the follow ent feature, and the 'move with parent' thing to work

  • GrayFox
    • November 10, 2004 at 9:06 AM
    • #95

    what about the new skybox?

    I tried to make a skybox the HL1 way but it doesn't work...

  • Bic-B@ll
    • November 10, 2004 at 8:29 PM
    • #96

    dealz rox

  • mikezilla
    • November 10, 2004 at 8:33 PM
    • #97
    Quote from Kamikazi!

    doh, forgot my next question. Do bump maps have to be normal maps? I tried using a grey height map and compiled the texture, but ingame it just shrinks itself down to like .1 size and doesn't appear to even be bumped.

    you need to run the bump map through a converter in photoshop (or otherwise) to convert it into a normal

    its painless and easy, nvidia and ati both make good ones (and nvidias is right in photoshop)

    google on brotha.

  • kleinluka
    • November 10, 2004 at 9:04 PM
    • #98

    and a nice tutorial on normal maps:

    http://www.monitorstudios.com/bcloward/ ... maps1.html

    and a link to all the tools you may need:

    http://www.monitorstudios.com/bcloward/ ... maps8.html

    have fun!

  • JynxDaddy
    • November 11, 2004 at 4:29 AM
    • #99
    Quote from JynxDaddy

    How do you get dynamic lights to work. I cant get the follow ent feature, and the 'move with parent' thing to work

  • Kamikazi!
    • November 11, 2004 at 6:00 PM
    • #100
    Code
    KeyValues Error: unexpected CR/LF in string in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric, 
    
    
    
    
    KeyValues Error: RecursiveLoadFromBuffer:  got empty keyname in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric, 
    
    
    
    
    KeyValues Error: unexpected CR/LF in string in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric, 
    
    
    
    
    KeyValues Error: RecursiveLoadFromBuffer:  got empty keyname in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric, 
    
    
    
    
    KeyValues Error: unexpected CR/LF in string in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric, 
    
    
    
    
    KeyValues Error: RecursiveLoadFromBuffer:  got empty keyname in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric, 
    
    
    
    
    KeyValues Error: unexpected CR/LF in string in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric, 
    
    
    
    
    KeyValues Error: RecursiveLoadFromBuffer:  got empty keyname in file materials/KAMI/K5_WALL03.vmt
    
    
    
    
    LightmappedGeneric,
    Display More

    I seem to get that in the compile window when I try to use a texture I made. Here is VMT file. I don't see any thing missing :X

    Code
    "LightmappedGeneric"
    
    
    
    
    {
    
    
    
    
     "$basetexture "kami/k5_wall03"
    
    
    
    
     "$bumpmap "kami/k5_wall03_normal" 
    
    
    
    
     }
    Display More

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 3 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™