JynxDaddy Posted November 11, 2004 Report Share Posted November 11, 2004 How do you get dynamic lights to work. I cant get the follow ent feature, and the 'move with parent' thing to work Link to comment Share on other sites More sharing options...
Kamikazi! Posted November 11, 2004 Report Share Posted November 11, 2004 KeyValues Error: unexpected CR/LF in string in file materials/KAMI/K5_WALL03.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got empty keyname in file materials/KAMI/K5_WALL03.vmt LightmappedGeneric, KeyValues Error: unexpected CR/LF in string in file materials/KAMI/K5_WALL03.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got empty keyname in file materials/KAMI/K5_WALL03.vmt LightmappedGeneric, KeyValues Error: unexpected CR/LF in string in file materials/KAMI/K5_WALL03.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got empty keyname in file materials/KAMI/K5_WALL03.vmt LightmappedGeneric, KeyValues Error: unexpected CR/LF in string in file materials/KAMI/K5_WALL03.vmt LightmappedGeneric, KeyValues Error: RecursiveLoadFromBuffer: got empty keyname in file materials/KAMI/K5_WALL03.vmt LightmappedGeneric, I seem to get that in the compile window when I try to use a texture I made. Here is VMT file. I don't see any thing missing :X "LightmappedGeneric" { "$basetexture "kami/k5_wall03" "$bumpmap "kami/k5_wall03_normal" } Link to comment Share on other sites More sharing options...
DelaZ Posted November 11, 2004 Report Share Posted November 11, 2004 Try this : "LightmappedGeneric" { "$basetexture" "kami/k5_wall03" "$bumpmap" "kami/k5_wall03_normal" } Link to comment Share on other sites More sharing options...
Kamikazi! Posted November 11, 2004 Report Share Posted November 11, 2004 ok my normal is not embedding into the k5_wall03, is it supposed to be seperate vtf? Link to comment Share on other sites More sharing options...
DelaZ Posted November 11, 2004 Report Share Posted November 11, 2004 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 Link to comment Share on other sites More sharing options...
zaphod Posted November 11, 2004 Author Report Share Posted November 11, 2004 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. Link to comment Share on other sites More sharing options...
X-Tender Posted November 11, 2004 Report Share Posted November 11, 2004 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 .. Link to comment Share on other sites More sharing options...
Bic-B@ll Posted November 11, 2004 Report Share Posted November 11, 2004 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 Link to comment Share on other sites More sharing options...
Kamikazi! Posted November 11, 2004 Report Share Posted November 11, 2004 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 man this is gonna suck. I guess valve doesn't mind the chaos. Link to comment Share on other sites More sharing options...
DelaZ Posted November 11, 2004 Report Share Posted November 11, 2004 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. 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. 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. 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:! Link to comment Share on other sites More sharing options...
Skjalg Posted November 11, 2004 Report Share Posted November 11, 2004 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? Link to comment Share on other sites More sharing options...
DelaZ Posted November 11, 2004 Report Share Posted November 11, 2004 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 ] 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 I'm trying to get some specular looking textures ingame... I have lots of troubles.. but what the hell are those numbers? Link to comment Share on other sites More sharing options...
insta Posted November 11, 2004 Report Share Posted November 11, 2004 Haha, this is so awesome, like discovering the HL engine for the first time ("Oooh dang guys, func_train has an avelocity setting!") Link to comment Share on other sites More sharing options...
InsaneSingingBlender Posted November 11, 2004 Report Share Posted November 11, 2004 how do i make shaders Link to comment Share on other sites More sharing options...
zaphod Posted November 12, 2004 Author Report Share Posted November 12, 2004 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 ] 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 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 Link to comment Share on other sites More sharing options...
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