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Level Design Help Files

  • von*ferret
  • December 13, 2005 at 8:01 AM
  • text_fish
    • January 8, 2014 at 6:46 PM
    • #81

    Hi Squad, thanks for the suggestion but that wasn't it. However, I ran that command through VDC to find out more about it which eventually led to my reading about mipmapping, which then reminded me that I'd been fiddling around with the mipmap settings in VTFEdit's import screen and when I reverted them to normal and re-imported the VTF I fixed the problem! So in a roundabout sort of way you fixed my problem one again, thank you!

  • Squad
    • January 8, 2014 at 10:57 PM
    • #82

    Cool, glad I helped somehow

  • kinggambit
    • March 18, 2014 at 5:47 PM
    • #83

    EDIT: Welp I forgot to convert to func_areaportal...

  • mr.P
    • April 8, 2014 at 9:42 AM
    • #84
    Quote from text_fish

    Has anybody else had this problem before, or have any ideas what I'm missing?


    Cheers.


    got this when I tried to make a hull col from a face, finding the bad collision fixed this issue

  • Patrick_H
    • July 8, 2014 at 9:34 PM
    • #85

    Hey all, after messing around in Radiant, UnrealEd, etc. for years, I am finally poking around in Hammer after god knows how many hours playing TF2.


    ...but then I discovered an uncomfortable limitation!


    I was stuck with WASD to navigate in the 3d window.


    I am sure many of you are aware and unaffected by this completely, but I have been mapping for many, many years using 3d mouselook and the arrow keys to navigate, perhaps from mousing left handed.


    Imagine my horror when I discovered Valve had no interest in allowing customizable keyboard hotkeys.


    So, in desperation, I attempted an external solution to this limitation: AutoHotKey


    Using this program I was able to remap certain keys while in the Hammer editor.


    Remap Hammer Hotkeys for Left Handed 3D Navigation


    Step 1: install AutoHotKey
    https://github.com/AutoHotkey/Aut…805_Install.exe

    Step 2: Run AutoHotkey and right click where you want to save your script

    Step 3: Open up the script (.ahk) in the text editor of your choice

    Step 4: Paste the following into the script file

    Quote


    Run, Hammer.exe, C:Program Files (x86)SteamSteamAppscommonTeam Fortress 2bin

    #IfWinActive ahk_class VALVEWORLDCRAFT
    left::a
    down::s
    right:
    up::w
    MButton::z

    Suspend ;this suspends the script so that you can type without hotkeys active
    Exit ;End this block of code

    Display More


    Step 5: Right click on your script and choose compile script


    Step 6: AutoHotKey will start up Hammer but now your arrow keys will also control your 3dmovement.

    Click middle mouse button to toggle mouselook on and off


    Hope this helps lefties. My apologies if this was already posted, but I couldn't find a solution.

    Cheers!

  • KERQ
    • July 9, 2014 at 6:08 PM
    • #86

    Hello everyone, new poster here.


    I've been playing CS since 1.6 with competitive in mind, but I really love Design, from UI, Web to Level and I've also tried 2D for skins.

    But I have a passion for Level Design especially for Source Engine ( CS GO now ) and I've recently decided to give it a go, but it isn't being easy to start obviously haha


    I've found some good begginer tutorials here:

    http://www.worldofleveldesign.com/categories/cat_csgo.php

    http://3kliksphilip.com/tutorials/sdk.html


    But I would love to get more and more detailed ones too, explaining how to detail a map and such, that would be great.


    Also, how do you guys would recommend me to start? I started sketching and creating some competitive map ideas, is it ok to start doing competitive maps in the beginning or should I do different stuff?

  • text_fish
    • July 9, 2014 at 7:58 PM
    • #87

    Hi Kerq, you should check out TopHattWaffle's tutorials: http://www.tophattwaffle.com/

    He's made loads of great tut's over the years and he's still at it, so there's some good up-to-date ones covering more recent technical advances in the source engine.


    If I were you I'd start by making a sort of "playground" map including all the most wild and wonderful ideas you can think up just to get a good understanding of the engine, then you'll be better equipped to design and build a competitive map. Once you start your comp map it is good to have some sketches but don't spend too long on them because until you've built a rough version of the map in the editor you won't really get a feel for how it plays and you might need to go back to the drawing board if part of it doesn't work out how you'd hoped in your sketch. Hope that makes sense.

  • KERQ
    • July 9, 2014 at 8:30 PM
    • #88

    Wow thank you so much for the link to TopHattWaffle's tutorials, loads of tutorials and useful stuff to download


    That makes total sense I've actually read that in a tutorial about competitive map design so you're totally right.

    Your suggestion is actually the most correct thing to do, I'll probably do some sort of aim maps with some of my ideas and try to detail them.


    Oh and I'll probably start to be active here

  • El_Exodus
    • July 9, 2014 at 11:16 PM
    • #89

    I had more or less the same thing in my mind. I started using the CSGO SDK only about 3 or 4 months ago. I began creating just a very very simple level at first to get used to the Hammer editor.

    My target now is to create/finish a comp map, too. I'm already working on it btw () I started with sketching and thinking about the layouts of the most popular maps, and what makes them good. But i didn't waste too much time on that. As text_fish said, just begin to build the layout as a greybox and test it. You'll see pretty fast if the layout has a future or not. And if it has a future, you'll find the things you have to change, to make it fun.


    I don't actually know if it was right, to make a comp map at first, but i'm optimistic Good luck with your mapping

  • Vaya
    • July 19, 2014 at 9:14 AM
    • #90

    The lighting on my map has suddenly disappeared on the compile. Has anyone had this? This includes about 50 static lights and a light_env...


    It still shows as part of the VMF but doesn't seem to be considered when hammer is compiling...

  • text_fish
    • July 19, 2014 at 6:27 PM
    • #91

    Never come across that before Vaya, sorry. I guess you haven't been fiddling with the advance compile settings or anything? Anything you may have accidentally deleted from the params? Have you tried just changing the settings to see if it's any different? Oh and I guess the obvious question -- you don't have any leaks do you?


    Now for my question!

    So I got my first SSD the other day and I bloody love it! Did a complete and long overdue re-installation of windows etc. etc.

    I've installed CS:GO and the SDK on the SSD because I use it so frequently.

    Now, when CS:GO has to restart a map because I've run "nav_analyze" or "buildcubemaps", the loading bar fills up as if the map's about to reload but then I'm dropped to desktop. Does anyone else get this?

    The only (possibly far fetched) explanation I could come up with is that it's something about how the SSD handles overwrites of the old nav or cubemap files?

  • Vaya
    • July 19, 2014 at 7:55 PM
    • #92

    My CS:GO is installed on my SSD..I've had that booting out issue a couple times when building navs (but not always!) have you checked what console says just before you're booted out? I don't rebuild often so I've never been too bothered about that. Maybe validate the game/editor cache as that's everyone's fix for such issues Did you move CS:GO or reinstall it?


    ---


    Lighting issue


    Screenshots for reference

    http://steamcommunity.com/sharedfiles/fi…s/?id=288421069 (notice that the green of the light is still showing even though the light_entity is doing nothing else!)

    http://steamcommunity.com/sharedfiles/fi…s/?id=288421030 - props/skybox still lit but brushes 100% dark


    • No leaks - map is in a solid (hollow) 1 brush skybox
    • tried different complies (full, fast, normal)- ensuring Vrad is on each time. What are the default parameters for vrad?, might paste over them even though I've not changed them knowingly.

    Issue started when I added my first two cube maps, a couple light_entities and added a 3d skybox (deleted both maps and the camera now while trying to fix this)


    Might be something really simple but I'm not finding it. Next step is probably going to be copy/pasting to a new VMF file...

  • El_Exodus
    • July 20, 2014 at 6:04 AM
    • #93

    I've got a little question regarding lighting:


    I started creating a little environment to test my abilities of lighting, detailing and stuff. And here is the noob: How do i make a proper night setting? Which skybox and light_env settings shoud i use? I can't find anything helpful on the interwebz about this. CS:GO SDK btw.

  • text_fish
    • July 20, 2014 at 9:33 AM
    • #94

    Thanks Vaya, I re-installed from a backup so validating the data's probably a good shout!


    Those screenshots look more like a dynamic lighting problem than anything else to me. Do you have your light_directional, light_env, env_sun and shadow_control entities all set up correctly (or whatever their defaults are, for the sake of testing)?


    My default params for $light_exe are -game $gamedir $path$file


    El_Exodus, unfortunately there are no default night skyboxes shipped with CS:GO, so the entity settings aren't well documented. Try giving the light_env a silvery blue colour and a low brightness like 15 or 20 maybe? If your map is set in a built up area you'll want to do most of the lighting with point lights anyway I guess. If you do some googling you should be able to find some nighttime skyboxes, maybe from fpsbanana or somewhere like that. If you can't find the perfect one at least it'll be useful as a placeholder.

  • Squad
    • July 22, 2014 at 9:34 PM
    • #95
    Quote from El_Exodus

    I've got a little question regarding lighting:


    I started creating a little environment to test my abilities of lighting, detailing and stuff. And here is the noob: How do i make a proper night setting? Which skybox and light_env settings shoud i use? I can't find anything helpful on the interwebz about this. CS:GO SDK btw.


    There are a few nice skyboxes available here, made by Firegod522.

    And they come with a txt document containing matching settings. You can still tweak afterwards off course, but at least it'll get you started.

  • Squad
    • August 12, 2014 at 1:03 AM
    • #96

    Here's a new editor for vmt and vtf files. It's still in beta phase, but since it's pretty stable and I've just got the ok to spread the word about it, I'm gonna post it here: VMT Editor

    It's made by gira-x with the help of Yanzl.

  • Chimeray
    • August 19, 2014 at 5:38 PM
    • #97

    Very good article on composition:


    http://level-design.org/wiki/index.php…i%3AComposition

  • FrieChamp
    • August 19, 2014 at 8:13 PM
    • #98
    Quote from Chimeray

    Very good article on composition:


    http://level-design.org/wiki/index.php…i%3AComposition

    Thanks, but I added it to the list in the first post already (the Gamasutra version)

  • Chimeray
    • August 19, 2014 at 10:02 PM
    • #99

    Nice. Didn't know the first post gets updated sometimes without people replying to this topic Unless I missed that as well ofc.

  • FrieChamp
    • August 20, 2014 at 7:31 AM
    • #100
    Quote from Chimeray

    Nice. Didn't know the first post gets updated sometimes without people replying to this topic Unless I missed that as well ofc.

    It's more of a recent thing. Keep the links coming, plenty of more space for more useful resources!

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