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IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

  • zaphod
  • November 6, 2004 at 1:54 AM
  • X-Tender
    • November 12, 2004 at 1:12 PM
    • #121
    Quote from X-Tender

    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 ..

    This is a good question X-Tender .. mybe someone can answer it here ..

  • kleinluka
    • November 12, 2004 at 2:54 PM
    • #122

    I saw some cube mapping in css so i'm pretty sure it's possible. Check if the file is read only? What "file" are you talking about anyway?

  • Tequila
    • November 12, 2004 at 3:45 PM
    • #123
    Quote from kleinluka

    I saw some cube mapping in css so i'm pretty sure it's possible. Check if the file is read only? What "file" are you talking about anyway?

    No, X-Tender's right. When you try and use the "buildcubemaps" command in the console, as the SDK tutorial tells you to do, it says the map cannot be written to.

  • X-Tender
    • November 12, 2004 at 3:59 PM
    • #124

    mmh great ... so it is currently not possible to create spec maps?! ...

  • kleinluka
    • November 12, 2004 at 4:29 PM
    • #125

    Didn't you say cubemaps?

  • X-Tender
    • November 12, 2004 at 4:43 PM
    • #126

    /e: forget qwhat i write .. i'am too dumb to copy textures form A to B D= ..

  • Makaveli
    • November 12, 2004 at 5:00 PM
    • #127
    Quote from Zaphod

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

    Zaphod, that tut seems to be wrong. The colors, black and white grey etc dont flip when you add them to the normal map's alpha channel. I just tested it out in game and i had to switch the specular map from a light grey to a darker grey b/c the texture was far too bright. Just thought everyone should know :\

  • zaphod
    • November 12, 2004 at 6:18 PM
    • #128

    mmk, I thought that might be the case. Thats how it used to be but I had a feeling they might have changed it in the last few months, I'm too lazy to test it in cs:s

  • Makaveli
    • November 12, 2004 at 7:00 PM
    • #129

    Heh, but still im not getting sepcularity like i used to...even with the specular map in "Alpha 1" channel and i did save in 32bit. Any ideas?

  • Tequila
    • November 12, 2004 at 7:06 PM
    • #130

    How do I tell VTEX where my .tgas are to be converted? They're currently in C:\Games\Steam\SteamApps\[email protected]\counter-strike source\cstrike\materialsrc and apparently I should tell it this using the '-game' tag, but that just utterly fails.

  • Makaveli
    • November 12, 2004 at 7:16 PM
    • #131

    Well, when you convert .tgas to .vtfs they go from the materialsrc folder to the materials folder. If you havent created a sub folder, they should just be in the root materials directiory.

  • DelaZ
    • November 12, 2004 at 7:18 PM
    • #132
    Quote from Tequila

    How do I tell VTEX where my .tgas are to be converted? They're currently in C:\Games\Steam\SteamApps\[email protected]\counter-strike source\cstrike\materialsrc and apparently I should tell it this using the '-game' tag, but that just utterly fails.

    Quote from DelaZ

    Noobie video tuts :How to create vtf & vmt files (textures) :

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

    :roll:

    Put them in :

    C:\Games\Steam\SteamApps\steam@account\sourcesdk\cstrike\materialsrc

  • Tequila
    • November 12, 2004 at 7:19 PM
    • #133
    Quote from DelaZ

    :roll:

    You can cut those rolling eyes right now. I tried that tut. vid a while ago and it totally wouldn't play. I'll try again now.

    Edit: updated my codecs, a nice little tutorial, sir. Thing is, I already knew how to do this yet there must have been some small detail I was missing, because now it has worked fine.

    Double edit: And this was dragging and dropping from the counter-strike source folder, not the sourcesdk one, so I guess I don't have to tell VTEX where it all is after all.

  • Makaveli
    • November 12, 2004 at 8:07 PM
    • #134

    Zaphod, i tried a few more things, and i cannot get specularity working in the alpha channel of the normal map. Is there a sepcial method? Right now ive just created a new alpha channel and threw the color grey i wanted in...and nothing happens when i test it out ingame. Any help would be great.

  • zaphod
    • November 12, 2004 at 11:56 PM
    • #135

    make a test spec mask of pure black and white checkers so it's real obvious when you get it working.

    make sure you have

    "$envmap" "env_cubemap"

    "$normalmapalphaenvmapmask" "1"

    then make sure you are specifying a skybox in your test map, when there aren't cubemaps compiled (which I guess you guys cant get working) then it uses the skybox by default.

  • Fletch
    • November 13, 2004 at 4:48 AM
    • #136

    In the E3 HL2 Tech Demo there was the demonstrated ability to have real time cameras. Is this still in the engine and does CS:S have access to it.

    Point being: could we have a control room with real time security cameras?

  • JynxDaddy
    • November 13, 2004 at 7:50 AM
    • #137

    Fletch, the camera is missing from the techdemo map in CSS. So I would say the camera was removed, or atleast not available right now.

  • Kamikazi!
    • November 13, 2004 at 4:00 PM
    • #138

    My guess is that the camera can't show yourself. Like in thirdperson your model is all jittery and shows the v_weapon at the feet.

  • Tequila
    • November 13, 2004 at 4:06 PM
    • #139

    http://%7boption%7d

    Above is an updated .fgd and assorted content pack that re-enables the camera entity for CS:S, among other things. It works just fine in multiplayer.

  • zaphod
    • November 13, 2004 at 6:27 PM
    • #140

    the camera shows anything, and you can parent it to anything. You could parent it to a barrel, and create the BARRELCAM and get dizzy watching it rolls down a ramp from the barrels point of view. All it does it render the scene to a texture. Thus is expeinse too, it you have a camera in a different part of the map, it has to render that part as well as the part you are in.

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