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
  • DelaZ
    • November 11, 2004 at 6:20 PM
    • #101

    Try this :

    Quote

    "LightmappedGeneric"{

    "$basetexture" "kami/k5_wall03"

    "$bumpmap" "kami/k5_wall03_normal"

    }

  • Kamikazi!
    • November 11, 2004 at 6:33 PM
    • #102

    ok my normal is not embedding into the k5_wall03, is it supposed to be seperate vtf?

  • DelaZ
    • November 11, 2004 at 7:06 PM
    • #103
    Quote from Kamikazi!

    ok my normal is not embedding into the k5_wall03, is it supposed to be seperate vtf?

    lol offcourse... you need this :

    kami (folder) :

    - k5_wall03.vtf

    - k5_wall03.vmt

    - k5_wall03_normal.vtf

  • zaphod
    • November 11, 2004 at 7:40 PM
    • #104

    yea, the way all this stuff works is very file intensive. I wish it would compile everything into one texture file. My record is 160 files for one breakable model. Sometimes it just gets plain rediculous.

  • X-Tender
    • November 11, 2004 at 8:41 PM
    • #105

    Got a question about env_cubemap .. is it true that currently the calculation of the cubemap is not possible ingame? Because every time i want to make it the console tell me that the file is write protected ..

  • Bic-B@ll
    • November 11, 2004 at 8:51 PM
    • #106
    Quote from Zaphod

    yea, the way all this stuff works is very file intensive. I wish it would compile everything into one texture file. My record is 160 files for one breakable model. Sometimes it just gets plain rediculous.

    it would be cool if it was a type of pak file that each model had so all its info is self contained and seperated, this is going to be pure madness

  • Kamikazi!
    • November 11, 2004 at 9:13 PM
    • #107
    Quote from Bic-B@ll

    it would be cool if it was a type of pak file that each model had so all its info is self contained and seperated, this is going to be pure madness

    man this is gonna suck. I guess valve doesn't mind the chaos.

  • DelaZ
    • November 11, 2004 at 9:41 PM
    • #108

    I huh well "discovered" something else...

    When you have a look at the cobble vmf you notice that each window model has a hole behind it. If you have a lot of windows this takes a bit of your compiling time cause it has to create an extra vis with each window.

    [Blocked Image: http://adamowen.com/assets/tuts/nodraw07.jpg]

    [Blocked Image: http://adamowen.com/assets/tuts/nodraw08.jpg]

    So what i did is this... I just removed the hole and replaced by a nodraw textured brush. There was no hole but the lighting from the model was fucked up.

    [Blocked Image: http://users.pandora.be/desert/delaz/light.jpg]

    So I added a info_lighting entity to the model. And the problem was fixed. If you can use that same info_lighting for almost every window it saves some precious compile time... and it doesnt have that hole.

    [Blocked Image: http://users.pandora.be/desert/delaz/1_entity_+_no_holes.jpg]

    So we can use the same info_lighting for all the models, where we normally have a hole for each model.

    So 1 entity and no holes D:!

  • Skjalg
    • November 11, 2004 at 9:41 PM
    • #109

    maybe it has something to do with all the same textures winding up into alot of different wad files in halflife... maybe they thought it would be smaller (filesize-wise) to keep each texture seperate, like... my cstrike folder har around 50 wads in it, and i bet i could delete at least 5 or 6 of them, and not loose one texture (but some maps wouldnt work tho)...

    if you see what i mean?

  • DelaZ
    • November 11, 2004 at 10:41 PM
    • #110

    Other question for Zaph

    When you put sv_cheats and type impulse 107, the name of texture infront of you will show up in the console. So I did that with the shiny tile floor from de_dust and it gave a strange number after the texture name

    Code
    ] impulse 107
    
    
    
    
    Texture: maps/de_dust/de_dust/tilefloor02_640_1232_72
    
    
    
    
    ] impulse 107
    
    
    
    
    Texture: maps/de_dust/de_dust/tilefloor02_0_1376_72
    
    
    
    
    ] impulse 107
    
    
    
    
    Texture: maps/de_dust/de_dust/tilefloor02_0_1648_72
    Display More

    I'm trying to get some specular looking textures ingame... I have lots of troubles.. but what the hell are those numbers?

  • insta
    • November 11, 2004 at 11:31 PM
    • #111

    Haha, this is so awesome, like discovering the HL engine for the first time ("Oooh dang guys, func_train has an avelocity setting!")

  • InsaneSingingBlender
    • November 11, 2004 at 11:44 PM
    • #112

    how do i make shaders

  • zaphod
    • November 12, 2004 at 12:15 AM
    • #113
    Quote from DelaZ

    Other question for ZaphWhen you put sv_cheats and type impulse 107, the name of texture infront of you will show up in the console. So I did that with the shiny tile floor from de_dust and it gave a strange number after the texture name

    Code
    ] impulse 107
    
    
    
    
    Texture: maps/de_dust/de_dust/tilefloor02_640_1232_72
    
    
    
    
    ] impulse 107
    
    
    
    
    Texture: maps/de_dust/de_dust/tilefloor02_0_1376_72
    
    
    
    
    ] impulse 107
    
    
    
    
    Texture: maps/de_dust/de_dust/tilefloor02_0_1648_72
    Display More

    I'm trying to get some specular looking textures ingame... I have lots of troubles.. but what the hell are those numbers?

    I have no idea

  • zaphod
    • November 12, 2004 at 12:19 AM
    • #114
    Quote from JynxDaddy

    all you have to do is enter the name of the entity you want it to be attached to in the parent field. You can't have anythign daisy chained, so if you have a bunch of things you want to be parented, they all have to be parented to the same object.

  • Makaveli
    • November 12, 2004 at 4:29 AM
    • #115

    ok, some shader questions here. Ok, so, the idea here is to give a normal mapped texture specularity. Now, what im going for is to get specualrity like you would get on a regular texture (not normal mapped) with simply a specular map called upon through the VMT. Now, after much trial and error i figured out that you cant use a specular map with a normal mapped texture...i tired a dual VMT approach, same deal. So, i tracked down the tile texture in de_dust and opened her VMT and got the code version of implimenting the specularity, this is how my VMT is coded thus far:

    Code
    "LightmappedGeneric"
    
    
    
    
    {
    
    
    
    
    	"$basetexture" "insurgency/sidewalk"
    
    
    
    
    	"$surfaceprop" "concrete"
    
    
    
    
    	"$bumpmap" "insurgency/sidewalk_normal"
    
    
    
    
    	"$envmap" "env_cubemap"
    
    
    
    
    	"$envmapsaturation" "[.0001 .0001 .0001]"
    
    
    
    
    	"$envmaptint" "[.1 .1 .1]"
    
    
    
    
    	"$normalmapalphaenvmapmask" 1
    
    
    
    
    }
    Display More

    Now, the main issue is, i cant seem to increase the specualirty of the texture, IE i cant reach the same effect i can whith a specular map on a non normal mapped texture. So, what values do i adjust to create this effect or what code do i have to enter and or edit? THanks alot ahead of time Zaphod.

    - Mak

  • InsaneSingingBlender
    • November 12, 2004 at 4:33 AM
    • #116

    how do i go about making an smd into a mdl

  • zaphod
    • November 12, 2004 at 4:53 AM
    • #117
    Quote from Makaveli

    ok, some shader questions here. Ok, so, the idea here is to give a normal mapped texture specularity. Now, what im going for is to get specualrity like you would get on a regular texture (not normal mapped) with simply a specular map called upon through the VMT. Now, after much trial and error i figured out that you cant use a specular map with a normal mapped texture...i tired a dual VMT approach, same deal. So, i tracked down the tile texture in de_dust and opened her VMT and got the code version of implimenting the specularity, this is how my VMT is coded thus far:

    Code
    "LightmappedGeneric"
    
    
    
    
    {
    
    
    
    
    	"$basetexture" "insurgency/sidewalk"
    
    
    
    
    	"$surfaceprop" "concrete"
    
    
    
    
    	"$bumpmap" "insurgency/sidewalk_normal"
    
    
    
    
    	"$envmap" "env_cubemap"
    
    
    
    
    	"$envmapsaturation" "[.0001 .0001 .0001]"
    
    
    
    
    	"$envmaptint" "[.1 .1 .1]"
    
    
    
    
    	"$normalmapalphaenvmapmask" 1
    
    
    
    
    }
    Display More

    Now, the main issue is, i cant seem to increase the specualirty of the texture, IE i cant reach the same effect i can whith a specular map on a non normal mapped texture. So, what values do i adjust to create this effect or what code do i have to enter and or edit? THanks alot ahead of time Zaphod.

    - Mak

    http://www.marshmonkey.com/tuts/shaders ... apping.htm

  • JynxDaddy
    • November 12, 2004 at 5:15 AM
    • #118
    Quote from Zaphod

    all you have to do is enter the name of the entity you want it to be attached to in the parent field. You can't have anythign daisy chained, so if you have a bunch of things you want to be parented, they all have to be parented to the same object.

    \doesnt work

    can you like... give more detail...

  • zaphod
    • November 12, 2004 at 5:38 AM
    • #119

    thats all you have to do . . . make sur eyou are using a light_dynamic

  • JynxDaddy
    • November 12, 2004 at 5:43 AM
    • #120

    Well It doesnt work? Does it have to be a certain prop?

    info_spotlight works on melons really well

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

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