Latest Testing Version

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Re: Latest Testing Version

Postby Ott » Sun Oct 26, 2014 2:32 am

http://a.pomf.se/vxaazg.mp4

Roll into a wall flip.
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Re: Latest Testing Version

Postby Black_Stormy » Sun Oct 26, 2014 2:50 am

:o

IS IT THE ROLL?
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Re: Latest Testing Version

Postby Vino » Sun Oct 26, 2014 12:54 pm

AWESOME I'll see what I can do
[ Tw | Fb | G+ ]
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Re: Latest Testing Version

Postby zastels » Thu Feb 12, 2015 3:09 pm

I've started mapping however I cannot build cubemaps, always says the sky texture is missing when it works in-game. Guns and shattered glass are purple.
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Re: Latest Testing Version

Postby Black_Stormy » Fri Feb 13, 2015 9:50 am

This is an ongoing problem with source atm. The compile tools can't handle cubemaps. It's a bit of a process but there is a workaround.

You need to open the .bsp in a lmp editor (I use VIDE but PAKRAT is a common solution) and delete all the cubemaps after you compile your map, before you run it.
Then you need to run the map and build cubemaps in the engine. Once with and once without HDR lighting enabled. Here's the stream of conciousness console commands for that:
Code: Select all
mat_hdr_level 0 <- to turn off HDR
mat_specular 0 <- to turn off the shiny
buildcubemaps <- does what it says on the tin
disconnect <- hazard a guess?

mat_specular 1 <- turn shiny back on
map [YOUR MAP NAME] <- and check your cubemaps

Then turn HDR back on with
Code: Select all
mat_hdr_level 2
and do it all again.

BUT WAIT! THERE'S MORE!

I don't know why but when you do all this your cubemapped .bsp is saved to the da_info directory. That's SteamApps/common/Double Action/da_info/maps. You need to copy it back over to your dab/maps directory (right next to da_info). The bsp in da_info should be a little bigger than the one in dab.

I know Dementei has a more fluid way of doing this but the above method is the only way that has worked for me recently. Let me know if I was too vague. You can find a variation of this info in our documentation - scroll down to the bottom or ctrl+f for "Step #4 (Action Cubemaps!)"
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Re: Latest Testing Version

Postby zastels » Fri Feb 13, 2015 1:40 pm

Thank you Stormy, that was very concise and helpful. It seems it'd be best if perhaps I just leave cubemaps until the bitter end of development. I've gone ahead and chose to map a fancy house with lots of glass, so I'm just going to have to get used to purple for now : )
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