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IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

  • zaphod
  • November 6, 2004 at 1:54 AM
  • Tequila
    • September 14, 2005 at 3:08 PM
    • #301
    Quote from Hipshot

    Here's an example of why people often refrain from asking for help.

    I wasen't thinking of the one that didn't know. I was thinking of those that did answer, but didn't know. I should be as basic as making a brush in hammer (well, almost as) that a texture should not have its suffix in the material shader.

    And, ok, I do fell that people should refrain from asking some questions. I mean, I can see how one could ask if the shader was correct, but them, would he need to ask?

    Sorry for not remembering the exact nuances of Valve's material system.

    Truth is there are a lot of helpful programs out there that do this job for you, saving time and effort, which is probably why a lot of us are unfamiliar with the exact command lines.

  • Hipshot
    • September 14, 2005 at 3:36 PM
    • #302
    Quote from Tequila

    Here's an example of why people often refrain from asking for help.

    I wasen't thinking of the one that didn't know. I was thinking of those that did answer, but didn't know. I should be as basic as making a brush in hammer (well, almost as) that a texture should not have its suffix in the material shader.

    And, ok, I do fell that people should refrain from asking some questions. I mean, I can see how one could ask if the shader was correct, but them, would he need to ask?

    Sorry for not remembering the exact nuances of Valve's material system.

    Truth is there are a lot of helpful programs out there that do this job for you, saving time and effort, which is probably why a lot of us are unfamiliar with the exact command lines.

    I aimed at noone when I wrote that, I just feel that people that map and want to be good at it, also should know something more than just opening hammer, place brushes and models...

    Programs that saves time and effort should be used when you know what you are doing, some people put more time in asking, then they would have finding the info theselves.

    And, well, again, not to aim at a certain group here, but people making maps for CSS/HL2, are not, hmm... well they just don't seems able to search and find things out for themselves at the same extent that maybe Doomers and Unrealers do... even though its morbidly easy to find and learn.

  • Hipshot
    • September 14, 2005 at 3:41 PM
    • #303

    I'm going to stop being a bitch in this thread and let you guys/galls carry on. Sorry for offt.

  • Hipshot
    • October 2, 2005 at 11:48 PM
    • #304

    Anyone knows about any problems with _lightglows?

  • zeOx
    • October 3, 2005 at 1:08 AM
    • #305

    it's a bitch to get it to look decent?

  • mike-0
    • October 3, 2005 at 2:31 AM
    • #306

    opening hammer and adding props? ive modelled and done texture work for hl1, that didnt require writing this shit

    and i copy-pasted the skybox shader from the source sdk, so i actually did do some searching.

  • mike-0
    • October 4, 2005 at 9:57 PM
    • #307

    ok, im trying to import an OBJ into xsi so i can get it into hl2 and unreal, but when i select my obj to import, and try to import it, theres nothing there. help?

  • Hipshot
    • October 5, 2005 at 11:07 AM
    • #308
    Quote from zeOx

    it's a bitch to get it to look decent?

    No, I have no problem with that. Its more that I noted that some of them got corrupted. I think its because a bug in the vmf or something, or some other ent, its very strange, cause the problem follows even when I copy the map to a new, but I'm sure it will go away when I redo the map... (*sigh*)

  • mike-0
    • October 9, 2005 at 10:14 PM
    • #309

    I'm trying to write a texture shader for source. Cel shading, like in jet grind radio or xiii. ive been researching for about two days strait now and have only come up with cel shading theory and some source code for opengl cel shader (download here).

    Im totally stuck.

  • mike-0
    • August 2, 2006 at 9:40 PM
    • #310

    OK, so I decided to start mapping again. Anyways whats the entity for making steam? I have a pipe and I want steam to come out at the joint

  • Zacker
    • August 2, 2006 at 9:48 PM
    • #311

    Env_smoke can simulate steam to some extend with the right values. There is probably a better one though.

  • Defrag
    • August 2, 2006 at 9:56 PM
    • #312
    Quote from mike-0

    I'm trying to write a texture shader for source. Cel shading, like in jet grind radio or xiii. ive been researching for about two days strait now and have only come up with cel shading theory and some source code for opengl cel shader (download here). Im totally stuck.

    Firstly, you need to learn HLSL to write shaders for HL2. It's not too hard to learn if you know a bit of GLSL or CG, as they're all fairly similar. You just need to learn the syntax.

    Secondly, the main concept of cartoon shading is picking out the sillhouette edges. There's a million papers on this out there and it's in just about any shader book you could care to mention.

    Research and then implement. If you've found some research materials then you need to enter stage two and actually figure out the practical side for yourself (that's the fun part). I would recommend that you download rendermonkey and learn to use it; it's an invaluable shader programming dev tool.

    Quote

    OK, so I decided to start mapping again. Anyways whats the entity for making steam? I have a pipe and I want steam to come out at the joint

    Are you seriously telling me it was too hard to find the env_steam?

    http://developer.valvesoftware.com/wiki/Env_steam

  • mike-0
    • August 2, 2006 at 9:59 PM
    • #313

    oops, I forgot about the env_ entities. It's been over a year, cut me some slack

  • Furyo
    • August 2, 2006 at 10:00 PM
    • #314

    env_dustpuff could also work, depending on what effect you want to have.

  • Nazul
    • August 7, 2006 at 1:14 PM
    • #315

    wh44t , okay , i got a Q .. ive looked through tons of sites but they don't tell me this : I got my displacement maps placed and done.. but now i want another side of that same brush as a displacement map .. but I can't do that without destroying the whole... right ? that's the Q

  • hessi
    • August 7, 2006 at 1:16 PM
    • #316

    you could copy past it out of the vmf using notpad. got to check out for my self right now

    edit: works just fine. small tutorial:

    1. copy your brush with the single displacement to a new map file. save it as disp1.vmf

    2. destroy all displacements on this brush and create new ones where you want them to be. save as disp2.vmf

    3. mark all _new_ displacements with a small height so that the face where the old one shall be is not marked (it shall be 100% plane in out disp2.vmf

    4. now open up disp1 and disp2 in notepad or wordpad or any other editor.

    you will see something like this:

    Code
    versioninfo
    
    
    {
    
    
    	"editorversion" "400"
    
    
    	"editorbuild" "3569"
    
    
    	"mapversion" "2"
    
    
    	"formatversion" "100"
    
    
    	"prefab" "0"
    
    
    }
    
    
    visgroups
    
    
    {
    
    
    }
    
    
    viewsettings
    
    
    {
    
    
    	"bSnapToGrid" "1"
    
    
    	"bShowGrid" "1"
    
    
    	"bShowLogicalGrid" "0"
    
    
    	"nGridSpacing" "64"
    
    
    	"bShow3DGrid" "0"
    
    
    }
    
    
    world
    
    
    {
    
    
    	"id" "1"
    
    
    	"mapversion" "2"
    
    
    	"classname" "worldspawn"
    
    
    	"skyname" "sky_day01_01"
    
    
    	"maxpropscreenwidth" "-1"
    
    
    	"detailvbsp" "detail.vbsp"
    
    
    	"detailmaterial" "detail/detailsprites"
    
    
    	solid
    
    
    	{
    
    
    		"id" "2"
    
    
    		side
    
    
    		{
    
    
    			"id" "1"
    
    
    			"plane" "(0 0 64) (256 0 64) (256 -256 64)"
    
    
    			"material" "BRICK/BRICKFLOOR001A"
    
    
    			"uaxis" "[1 0 0 0] 0.25"
    
    
    			"vaxis" "[0 -1 0 0] 0.25"
    
    
    			"rotation" "0"
    
    
    			"lightmapscale" "16"
    
    
    			"smoothing_groups" "0"
    
    
    			dispinfo
    
    
    			{
    
    
    				"power" "3"
    
    
    				"startposition" "[0 -256 64]"
    
    
    				"flags" "0"
    
    
    				"elevation" "0"
    
    
    				"subdiv" "0"
    
    
    				normals
    
    
    				{
    
    
    					"row0" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row1" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row2" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row3" "0 0 0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0"
    
    
    					"row4" "0 0 0 0 0 0 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0"
    
    
    					"row5" "0 0 0 0 0 0 0 0 0 0 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 0 0"
    
    
    					"row6" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row7" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row8" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    				}
    
    
    				distances
    
    
    				{
    
    
    					"row0" "0 0 0 0 0 0 0 0 0"
    
    
    					"row1" "0 0 0 0 0 0 0 0 0"
    
    
    					"row2" "0 0 0 0 0 0 0 0 0"
    
    
    					"row3" "0 20 70 45 25 5 0 0 0"
    
    
    					"row4" "0 0 65 50 30 10 0 0 0"
    
    
    					"row5" "0 0 0 30 20 5 0 0 0"
    
    
    					"row6" "0 0 0 0 0 0 0 0 0"
    
    
    					"row7" "0 0 0 0 0 0 0 0 0"
    
    
    					"row8" "0 0 0 0 0 0 0 0 0"
    
    
    				}
    
    
    				offsets
    
    
    				{
    
    
    					"row0" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row1" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row2" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row3" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row4" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row5" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row6" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row7" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    					"row8" "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0"
    
    
    				}
    
    
    				offset_normals
    
    
    				{
    
    
    					"row0" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row1" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row2" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row3" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row4" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row5" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row6" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row7" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    					"row8" "0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1"
    
    
    				}
    
    
    				alphas
    
    
    				{
    
    
    					"row0" "0 0 0 0 0 0 0 0 0"
    
    
    					"row1" "0 0 0 0 0 0 0 0 0"
    
    
    					"row2" "0 0 0 0 0 0 0 0 0"
    
    
    					"row3" "0 0 0 0 0 0 0 0 0"
    
    
    					"row4" "0 0 0 0 0 0 0 0 0"
    
    
    					"row5" "0 0 0 0 0 0 0 0 0"
    
    
    					"row6" "0 0 0 0 0 0 0 0 0"
    
    
    					"row7" "0 0 0 0 0 0 0 0 0"
    
    
    					"row8" "0 0 0 0 0 0 0 0 0"
    
    
    				}
    
    
    				triangle_tags
    
    
    				{
    
    
    					"row0" "9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9"
    
    
    					"row1" "9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9"
    
    
    					"row2" "9 9 9 0 0 0 0 1 1 9 9 9 9 9 9 9"
    
    
    					"row3" "9 9 0 0 1 9 9 9 9 9 9 9 9 9 9 9"
    
    
    					"row4" "9 9 0 0 0 1 1 9 9 9 9 9 9 9 9 9"
    
    
    					"row5" "9 9 9 9 1 1 1 9 1 9 9 9 9 9 9 9"
    
    
    					"row6" "9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9"
    
    
    					"row7" "9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9"
    
    
    				}
    
    
    				allowed_verts
    
    
    				{
    
    
    					"10" "-1 -1 -1 -1 -1 -1 -1 -1 -1 -1"
    
    
    				}
    
    
    			}
    
    
    		}
    
    
    		side
    
    
    		{
    
    
    			"id" "2"
    
    
    			"plane" "(0 -256 0) (256 -256 0) (256 0 0)"
    
    
    			"material" "BRICK/BRICKFLOOR001A"
    
    
    			"uaxis" "[1 0 0 0] 0.25"
    
    
    			"vaxis" "[0 -1 0 0] 0.25"
    
    
    			"rotation" "0"
    
    
    			"lightmapscale" "16"
    
    
    			"smoothing_groups" "0"
    
    
    		}
    
    
    		side
    
    
    		{
    
    
    			"id" "3"
    
    
    			"plane" "(0 0 64) (0 -256 64) (0 -256 0)"
    
    
    			"material" "BRICK/BRICKFLOOR001A"
    
    
    			"uaxis" "[0 1 0 0] 0.25"
    
    
    			"vaxis" "[0 0 -1 0] 0.25"
    
    
    			"rotation" "0"
    
    
    			"lightmapscale" "16"
    
    
    			"smoothing_groups" "0"
    
    
    		}
    
    
    		side
    
    
    		{
    
    
    			"id" "4"
    
    
    			"plane" "(256 0 0) (256 -256 0) (256 -256 64)"
    
    
    			"material" "BRICK/BRICKFLOOR001A"
    
    
    			"uaxis" "[0 1 0 0] 0.25"
    
    
    			"vaxis" "[0 0 -1 0] 0.25"
    
    
    			"rotation" "0"
    
    
    			"lightmapscale" "16"
    
    
    			"smoothing_groups" "0"
    
    
    		}
    
    
    		side
    
    
    		{
    
    
    			"id" "5"
    
    
    			"plane" "(256 0 64) (0 0 64) (0 0 0)"
    
    
    			"material" "BRICK/BRICKFLOOR001A"
    
    
    			"uaxis" "[1 0 0 0] 0.25"
    
    
    			"vaxis" "[0 0 -1 0] 0.25"
    
    
    			"rotation" "0"
    
    
    			"lightmapscale" "16"
    
    
    			"smoothing_groups" "0"
    
    
    		}
    
    
    		side
    
    
    		{
    
    
    			"id" "6"
    
    
    			"plane" "(256 -256 0) (0 -256 0) (0 -256 64)"
    
    
    			"material" "BRICK/BRICKFLOOR001A"
    
    
    			"uaxis" "[1 0 0 0] 0.25"
    
    
    			"vaxis" "[0 0 -1 0] 0.25"
    
    
    			"rotation" "0"
    
    
    			"lightmapscale" "16"
    
    
    			"smoothing_groups" "0"
    
    
    		}
    
    
    		editor
    
    
    		{
    
    
    			"color" "0 119 188"
    
    
    			"visgroupshown" "1"
    
    
    			"visgroupautoshown" "1"
    
    
    		}
    
    
    	}
    
    
    }
    
    
    cameras
    
    
    {
    
    
    	"activecamera" "-1"
    
    
    }
    
    
    cordon
    
    
    {
    
    
    	"mins" "(-1024 -1024 -1024)"
    
    
    	"maxs" "(1024 1024 1024)"
    
    
    	"active" "0"
    
    
    }
    Display More

    this is a cube with only one displacement on its top. the face has the id 1

    copy all numeric information of the displacement.

    in the disp2.vmf you can now paste it over the information from id1. now you have transfered all displacement data of that single face to you cube with 2 displaced faces.

    hope that did help you.

  • Nazul
    • August 7, 2006 at 1:35 PM
    • #317

    can't get it to work .. i'm a dumb ass

    I copy it , paste in new map, save it "1" ... destroy the one side , create the other one side i want extra, save as "2" open 2 in notepad , copy the side info to the same side as in "1" ...and when I open .. it's just the same ..

  • hessi
    • August 7, 2006 at 2:23 PM
    • #318

    i will make an image for you

    [Blocked Image: http://thomashess.net/displacements.jpg]

    you need to copy paste the red place. the blue one only tells you "dont paste over me"

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