skdr Posted November 6, 2004 Report Posted November 6, 2004 Regarding r_speeds, +showbudget is your friend bind x +showbudget if that doesnt work, try bind x showbudget
Crackerjack Posted November 6, 2004 Report Posted November 6, 2004 Where is the displacment tool? And how do i got about using it. How do I create the "light ray" effect? I know its a func_something because i looked at the DOD:S and saw how it was used. Just dont know what func is. Thanks
insta Posted November 6, 2004 Report Posted November 6, 2004 Where is the displacment tool? And how do i got about using it. How do I create the "light ray" effect? I know its a func_something because i looked at the DOD:S and saw how it was used. Just dont know what func is. Thanks I think the displacement tool is on the texture application tool (shift+a). There's a tab on the top now, where you can switch into displacement mode and go nuts
Crackerjack Posted November 6, 2004 Report Posted November 6, 2004 Thanks thats exactly where it is...
-Stratesiz- Posted November 6, 2004 Report Posted November 6, 2004 How does the light_dynamic work? What's the resizable sphere for?
zaphod Posted November 6, 2004 Author Report Posted November 6, 2004 disp terrain: create a brush. I like to start out with a 128 or 256 block. Click on one face and then go to the disp properties in the texture tool and click create. You can choose from 2 to 4 for how dense you want the mesh to be. To create a large section of terrain you have to turn multiple brush faces into terrain and then sew them together. To do this, you have to make sure the world brushes the terrain is created form is aligned perfectly with the edge of the other brush. Then select both faces and hit sew. To push/pull the terrain, select the meshes you want to modify while in the disp texture tool and use the brush tools available to raise or lower the terrain. You can also create noise and smooth. Terrain does not block vis, so you will have to create a brush underneath it to control that. amnother cool thing you can do is subdivide, which is very useful for creating caves and tunnels. try making a hollow cube, with all the faces on the inside meeting the other edges of the inside face edges, then select the interior faces and turn them into terrain and subdivide and it will smooth all the faces into a spherical shape. I've created entire cave levels with this process wich turns out pretty cool, though controling the vis is a bitch and the general process is pretty cpu intensive. light_dynamic: this is the only way to create a dynamic light in source. It works like a light_spot, and has a max distace that shows up as a sphere to show how far the light will affect things. The bigger the sphere and the more faces it effects at once, the more expensive it is. You can parent these to physics objects or pretty much whatever. There isn't a stock light ray effect in source. The only two ways I know of to fake it is with a model, or stacking glows that start small and bright at the light source and get bigger and more transparent as they get farther away. I didn't know about the showbudget thing, I'll have try that out at work, maybe it's something they added recently. I haven't ever tried to open any old rmfs or load wads in the new hammer, so I don't know how to address any crashing issues. The source maps are vmf's not rmf's.
-Stratesiz- Posted November 6, 2004 Report Posted November 6, 2004 So much to learn. How about placing some nulled world brushes inside the terrain in order to vis block it? Is null still in use? I know the new format is vmf but you can also choose rmf from the open menu so there should be a way to port old work as promised. I guess hammer is somewhat buggy in its current state.
Schmung Posted November 6, 2004 Report Posted November 6, 2004 Imported an oldish, fairly simple rmf into the new hammer without too much difficulty. Damm thing runs like a crippled sloth on my system.
Mendasp Posted November 6, 2004 Report Posted November 6, 2004 Imported an oldish, fairly simple rmf into the new hammer without too much difficulty. Damm thing runs like a crippled sloth on my system.Whoa, it's true, I tried with very simple maps and it loaded them just fine, but it doesn't like the complex maps much, it seems :S
Izuno Posted November 6, 2004 Report Posted November 6, 2004 i opened an existing HL1 .rmf in Hammer 3.5, exported it to a .map, then opened the .map in Hammer 4.0 and that worked just fine. Of course none of the textures carried over.
zaphod Posted November 6, 2004 Author Report Posted November 6, 2004 So much to learn. How about placing some nulled world brushes inside the terrain in order to vis block it? Is null still in use? I know the new format is vmf but you can also choose rmf from the open menu so there should be a way to port old work as promised. I guess hammer is somewhat buggy in its current state. there should be a texture called "nodraw" It blocks vis and rad.
JynxDaddy Posted November 7, 2004 Report Posted November 7, 2004 Can you explain everything new How do we add shader effects to walls and the ground.
Kamikazi! Posted November 7, 2004 Report Posted November 7, 2004 I'm trying to create water from the default materials, is it possible? I've tried them all and tried all the render modes. It still looks flat and not refractive like in the tech demo.
DelaZ Posted November 7, 2004 Report Posted November 7, 2004 I made a little vid tut how to create texture files (vtf and vmt) http://www.insmod.net/team/delaz/files/ ... eation.rar
Bic-B@ll Posted November 7, 2004 Report Posted November 7, 2004 when hl2 is released, is vhe going to be a seperate app or is it still going to be integrated into steam? thats really going to piss me off if you have to have steam open edit: i was jsut able to use hammer on my dads steam accout and i did a quick configure and then it said: unable to find gameinfo.txt relative to *.solutions and then hammer closes, can i somehow fix this?
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