Mapping for DA:B + Custom Textures [Tutorial]

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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby KirbyAyume » Mon Mar 25, 2013 1:23 pm

make a screenshot or something mate.
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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby Vizzy » Mon Mar 25, 2013 2:05 pm

winner1324 wrote:
KirbyAyume wrote:
winner1324 wrote:Does anyone know of or have a good glass texture for windows?

default ones are fine, unless you look for something specific

I mean like is the name of a default one to use? Every time i apply the texture and make it a func_breakable_surf, go in game and shoot it; the texture goes all weird.


its not a bug so much as the texture you are using doesnt have a cracked texture

its like "$crackmaterial" "glass/glasswindowbreak070b"
in the .vmt for glass/glasswindowbreak070a
which is what id use unless you want to make your own
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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby winner1324 » Mon Mar 25, 2013 5:43 pm

thanks so much i figured it out!

edit: now all the glass textures have a weird purple check board reflection
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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby KirbyAyume » Mon Mar 25, 2013 6:15 pm

winner1324 wrote:thanks so much i figured it out!

edit: now all the glass textures have a weird purple check board reflection

Do you have cubemaps on your map?
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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby winner1324 » Mon Mar 25, 2013 6:37 pm

KirbyAyume wrote:
winner1324 wrote:thanks so much i figured it out!

edit: now all the glass textures have a weird purple check board reflection

Do you have cubemaps on your map?


I knew I was forgetting something!
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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby winner1324 » Tue Mar 26, 2013 12:07 pm

Does anyone one know why func_physbox turns blue when the map is loaded? its either thisImage or this Image
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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby KirbyAyume » Tue Mar 26, 2013 12:26 pm

Cant see much on the screenshot, maybe make some from hammer, or post a vmf here
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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby winner1324 » Tue Mar 26, 2013 12:41 pm

The thing is i would need to post 2 vmfs because its OK when I compile with hdr but then the glass textures get the weird reflections. But when i don't use hdr the blue lines show up and the glass is alright. I have cube maps on the map right now.
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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby KirbyAyume » Tue Mar 26, 2013 1:53 pm

post just one, it should be enough
and dont compile with hdr when you are still working on the map, leave it for final compile when map is finished.
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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby winner1324 » Tue Mar 26, 2013 3:00 pm

KirbyAyume wrote:post just one, it should be enough
and dont compile with hdr when you are still working on the map, leave it for final compile when map is finished.

Here you go. The problem with the phyboxes is by the pane of glass looking roof

http://dl.dropbox.com/u/81402541/city.vmf


Update: Seems all physics objects take this weird shading.
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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby KirbyAyume » Wed Mar 27, 2013 6:01 am

Yeah it was simply caused by your light_environment, just change color of ambient light to gray and you will be fine.
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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby Dementei » Wed Mar 27, 2013 7:05 am

I compiled the map in hdr and non-hdr with built cubemaps and works just fine, nothing wrong with it. Keep working on the map though I'd like to see where it goes, it was kinda interesting to play on. The physboxes are cool and diving out of one window to the lower windows is sweet. I would just make the skybox a ton smaller for shorter compile time, also one cubemap will suffice for a whole area, as long as the face is seen by the cubemap it will use it.
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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby KirbyAyume » Wed Mar 27, 2013 8:16 am

yeah and put a trigger_hurt at the bottom, you dont want people to survive :D
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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby winner1324 » Wed Mar 27, 2013 10:54 am

KirbyAyume wrote:Yeah it was simply caused by your light_environment, just change color of ambient light to gray and you will be fine.


What was your exact color for the ambient light because it is still giving the weird shading
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Re: Mapping for DA:B + Custom Textures [Tutorial]

Postby KirbyAyume » Wed Mar 27, 2013 3:08 pm

winner1324 wrote:
KirbyAyume wrote:Yeah it was simply caused by your light_environment, just change color of ambient light to gray and you will be fine.


What was your exact color for the ambient light because it is still giving the weird shading

Gray, and you will have shading unless you disable recieving shadows on each chunk of the wall, these shadows are normal and you can turn them off if you want.
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