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Day of Infamy Mapping Contest Discussion

  • Sprony
  • September 19, 2016 at 1:22 PM
  • Daruth505
    • November 18, 2016 at 4:27 PM
    • #121

    Appreciated @Squad my 'fix' for playtest was func_detail the whole building. But i have heard of "r_hunkalloclightmaps 0" while looking for a fix, cheers for a reminder in some sence.

    I do have alot of displacements if thats the issue then... errrr... its something i can't avoid too much.


    Thanks for the guidance, errors eh ... :)

  • the0rthopaedicsurgeon
    • November 18, 2016 at 11:05 PM
    • #122

    Does anyone have an explanation for how spawnzones work?


    I have 2 sets of spawnzones, spawn points and blockzones in my map, which I want to change once the middle objective is captured. I've copied the offensive example file, but there's nothing in there to say when the spawns change, just this:

    "disablespawns" "1" "0" "spawnzone_offensive_a" "1" "spawnzone_offensive_b" "2" "spawnzone_offensive_c"


    What are the 0, 1 and 2 even for? Can it be set up in Hammer? I've set one of the spawnzones to be disabled by default, but bots are still spawning in there when the map starts.

  • modtools
    • November 19, 2016 at 7:09 PM
    • #123

    @

    the0rthopaedicsurgeon you can decompile one of my maps if you want, i had the same problems first.

    you need to setup the most things in hammer.

    to define spawns you need the spawnpoints and a spawnarea.

    in the flag header of the spawnpoints you will need to setup bind to spawnarea (or something like this named).

    you will need to name the spawns in the cronological way you want to enable them.

    If you want you can add me on steam - name ("Modtools" or "Madtec")


    @ DEVs:

    One question. I have made a custom loading screen but if i pack it in the right place of the directories and pack it with vide into the .bsp file it does not show ingame after uploading.

    How can i insert my custom loadingscreen into the map ?


    Thx in advance.

    Hope you will like my last update of westwall.

    Gz Modtools

  • Squad
    • November 21, 2016 at 2:09 PM
    • #124
    Quote from the0rthopaedicsurgeon

    On 19-11-2016 at 0:05 AM, the0rthopaedicsurgeon said: Does anyone have an explanation for how spawnzones work?


    I have 2 sets of spawnzones, spawn points and blockzones in my map, which I want to change once the middle objective is captured. I've copied the offensive example file, but there's nothing in there to say when the spawns change, just this:

    "disablespawns" "1" "0" "spawnzone_offensive_a" "1" "spawnzone_offensive_b" "2" "spawnzone_offensive_c"


    What are the 0, 1 and 2 even for? Can it be set up in Hammer? I've set one of the spawnzones to be disabled by default, but bots are still spawning in there when the map starts.

    Display More

    In Offensive, the "0" represents the starting conditions (attacking team needs to capture A). When they captured that, the spawns linked to "1" become active. And so on until the attackers are at C (or D).

    Make sure to disable all spawns by default. The game controls which ones become active and at what point in the game.

  • Lizard
    • November 26, 2016 at 1:11 PM
    • #125

    Hi guys I have small issue with hammer right now.

    [Blocked Image: http://i.imgur.com/YjLHeXt.jpg][Blocked Image: http://i.imgur.com/GtYyqRy.jpg] A gif:

    https://giphy.com/gifs/3o7TKCXxgn6FvhKwuY


    As you can see my entities are disappearing at certain distance. The wieirdest thing is that this distance is different for few models. My 3d settings in hammer:[Blocked Image: http://i.imgur.com/9laKpXB.png]

    [Blocked Image: http://i.imgur.com/AiBQeDj.png]

    Any ideas?

  • Lizard
    • November 26, 2016 at 1:38 PM
    • #126
    Quote from zastels

    Just now, zastels said: Radius culling can cause this. The red R at the top of Hammer.

    As you can see its off.

  • Lizard
    • November 26, 2016 at 1:59 PM
    • #127
    Quote from zastels

    54 minutes ago, zastels said: I didn't see you added the top bar at the very bottom of all the pictures. Is it possible the detail controller entity is causing this?


    Edit: If these are custom models, do they come with LOD's, and are they set properly?

    It was fine before I formatted my PC 3 days ago. ~~EDIT~~ SOLVED[Blocked Image: http://i.imgur.com/zH0GXJE.png]

    It was Screen space object culling option exclusive for Insurgency/DoI hammer i guess...

  • GRiNET
    • November 26, 2016 at 4:17 PM
    • #128

    Hello everyone!


    Does anyone know if source batch compiler works with DOI and Insurgency?

    And also, I still have the purple texture / specularity problem. I cant seem to solve it permanentely. Everytime I run my map I have to do mat_spec 0, build cubemaps and then mat_spec 1. Is there a fix to this?

  • abc
    • November 26, 2016 at 6:15 PM
    • #129
    Quote from zastels

    1 hour ago, zastels said: I've never seen actual proof you need to mat_spec anything.


    To build cubemaps properly you must take these steps.


    Step1: build cubemaps

    Step2: Close and open game again (You can not avoid doing this in DOI, only in CSGO)

    Step3: You must pack your cubemap files into the .bsp before you upload to the workshop, I use pakrat it automatically does it.

    Display More

    My understanding is that mat_specular 0 disables reflections. Therefore, the only time you would see an issue is if you ran buildcubemaps while there were already existing cubemaps for the map - in which case you would see reflections within your reflections.

  • GRiNET
    • December 3, 2016 at 8:50 AM
    • #130

    Hello lads. I've encountered another problem.

    Whenever I try to paint alpha on my discplacement brusches on the ground hammer crashes, no error or anything just straight to desktop. The texture I am using is called: de_mirage/ground_de_tileh_blend3_diffuse. Is it something wrong with the texture or is it me?

  • mr_ah_clem
    • December 4, 2016 at 7:13 AM
    • #131

    I think it may not like painting with a diffuse, just a guess. I I paint alpha all the time, no problems but I've never used a diffuse texture. Maybe try another blend that's not a diffuse..

    edit - Just tried your texture, no problem. Nice looking blend but no crash, sorry. No ideas, except the diffuse thing.

  • abc
    • December 4, 2016 at 5:39 PM
    • #132
    Quote from GRiNET

    On 12/3/2016 at 3:50 AM, GRiNET said: Hello lads. I've encountered another problem.

    Whenever I try to paint alpha on my discplacement brusches on the ground hammer crashes, no error or anything just straight to desktop. The texture I am using is called: de_mirage/ground_de_tileh_blend3_diffuse. Is it something wrong with the texture or is it me?

    Are you launching hammer with the .exe or the .bat? When I was getting crashes in Hammer it was due to the VPROJECT environment being set incorrectly -- which the .bat file resolves each time.

  • GRiNET
    • December 4, 2016 at 7:28 PM
    • #133

    I am running hammer through the .exe. I will check with the .bat file!

  • GRiNET
    • December 17, 2016 at 3:09 PM
    • #134

    Hello everyone.


    My overview is purple & black texture ingame, what is wrong?

    I have followed the tutorial about level overviews from valve dev community.

    https://developer.valvesoftware.com/wiki/Level_Overviews

  • JakHalz
    • December 17, 2016 at 6:39 PM
    • #135

    You checked the right path to the image in the vmt and the .txt file?

  • GRiNET
    • December 17, 2016 at 7:06 PM
    • #136
    Quote from JakHalz

    27 minutes ago, JakHalz said: You checked the right path to the image in the vmt and the .txt file?

    Yes! But I have solved it now. Had to put it in materialsrc too for some reason.

  • JakHalz
    • December 17, 2016 at 7:10 PM
    • #137

    Strange.. mine always work with vtf and a vmt file in materials/overviews and a txt file in resource/overviews. But after all it's fixed for you! :)

  • the0rthopaedicsurgeon
    • December 20, 2016 at 6:29 PM
    • #138

    I've modelled the windows for the church in my map since the 2d ones didn't look too good, but is there any way of making different surfaces for bullet holes? I can't really make a concave collision mesh for them since they're too complex, but is there a VMT parameter or a way of using a mask so I can glass bullet holes on the windows but not the frame?


    This is the actual model (there's a lod to a 2d plane, so they're really cheap outside close range), to show why a fitting collision mesh wouldn't really work:

    [Blocked Image: http://i.imgur.com/f0bzbI7.jpg]


    Also, loads of content copied from CSGO has purple and black reflections, with or without bumpmaps. I've checked the VMTs and there are no missing textures/spec maps etc, so I don't know what's causing this, but it happens on loads of textures and props.

  • abc
    • December 20, 2016 at 10:52 PM
    • #139
    Quote from the0rthopaedicsurgeon

    4 hours ago, the0rthopaedicsurgeon said: I've modelled the windows for the church in my map since the 2d ones didn't look too good, but is there any way of making different surfaces for bullet holes? I can't really make a concave collision mesh for them since they're too complex, but is there a VMT parameter or a way of using a mask so I can glass bullet holes on the windows but not the frame?


    This is the actual model (there's a lod to a 2d plane, so they're really cheap outside close range), to show why a fitting collision mesh wouldn't really work


    Also, loads of content copied from CSGO has purple and black reflections, with or without bumpmaps. I've checked the VMTs and there are no missing textures/spec maps etc, so I don't know what's causing this, but it happens on loads of textures and props.

    I have the same issue with the purple and black / checkered textures -- as of now my plan is to replace them all at the last minute before submitting. If anyone has a solution it would be much appreciated.

  • Lizard
    • December 21, 2016 at 3:49 PM
    • #140

    Is it me or env_wind is not working at all on Day of Infamy?

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