Page 14 of 14

Re: Post here your problems/questions with hammer. Post & Re

Posted: Sat Nov 09, 2013 9:38 am
by MaestraFénix
Umbrae wrote:Right now I'm trying to figure out a good light color for interior lighting. I want to give the light color an old or dirty look, like a tint. Does anyone have any ideas how to achieve this?
Hmm, ambient light can be sometimes hard to do.

http://source.gamebanana.com/tuts/10379

https://developer.valvesoftware.com/wik ... emperature


Maybe something being like white but without being that colour?

Re: Post here your problems/questions with hammer. Post & Re

Posted: Fri Nov 15, 2013 8:25 pm
by Umbrae
Does anyone know how to set the damage of a specific npc? For example if I want a custom zombie that will always hit for 50 damage, rather than the default, how would I do that?


Thanks.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Sat Nov 16, 2013 9:45 am
by MaestraFénix
Umbrae wrote:Does anyone know how to set the damage of a specific npc? For example if I want a custom zombie that will always hit for 50 damage, rather than the default, how would I do that?


Thanks.
Unless it has a specific keyvalue that allows to do so (like the damage and radius of the npc_launcher), is not possible. You only can use the cvars to change the damage, but that means it will affect to all the npcs of the same type.


MAYBE you could try adding the keyvalue Damage amountofdamage by turning off SmartEdit and adding it, although IDK if it will work (it seems that works for some entities, but I never tested this).

Re: Post here your problems/questions with hammer. Post & Re

Posted: Sat Nov 30, 2013 11:26 pm
by Umbrae
I'm getting this weird lighting issue where some props near lights will be rendered as completely black. The weirdest part is that it seems random in some areas. On some compiles of the map objects in one area will be black, but in a 2nd compile of the same map, those objects will be fine. It also comes and goes without warning. Sometimes objects will be completely normal, then I leave the room and return and they're completely black.

Does anyone know how to fix this?

Thanks.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Sun Dec 01, 2013 12:11 pm
by MaestraFénix
What type of lights (light/light_spot or dynamic lights) do you have? Are you compiling in RAD fast? The place where are those props, it has switchable lights?

Re: Post here your problems/questions with hammer. Post & Re

Posted: Wed Dec 04, 2013 3:13 am
by Umbrae
Maestro Fénix wrote:What type of lights (light/light_spot or dynamic lights) do you have? Are you compiling in RAD fast? The place where are those props, it has switchable lights?
I'm using just regular lights, and some sprites. I'm compiling without anything special, and the props are within range of the lights. The problem also seems to be more common wherever there is more than one light, lighting an area.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Wed Dec 04, 2013 6:28 am
by Axel_m3sh
I know this might be painfully obvious but hopefully no leaks right?

Re: Post here your problems/questions with hammer. Post & Re

Posted: Wed Dec 04, 2013 6:18 pm
by LordDz
Post the compile log.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Sat Dec 07, 2013 3:37 am
by Umbrae
Alright, so it's pretty generic until it tries to do the lights, and then this happens...
Setting up ray-trace acceleration structure... Done (2.38 seconds)
7425 faces
2170696 square feet [312580352.00 square inches]
36 Displacements
22364 Square Feet [3220551.50 Square Inches]
7425 patches before subdivision
81455 patches after subdivision
55 direct lights
BuildFacelights: 0...1...2...3...4...
WARNING: Too many light styles on a face at (-2045.000000, -1000.869995, 181.000000)

WARNING: Too many light styles on a face at (-1594.000000, -1002.869995, 181.000000)

WARNING: Too many light styles on a face at (-1762.000000, -1000.869995, 181.000000)

WARNING: Too many light styles on a face at (-1733.000000, -1000.869995, 181.000000)

WARNING: Too many light styles on a face at (-2045.000000, -979.869995, 181.000000)
5
WARNING: Too many light styles on a face at (-1797.000000, -732.535400, 99.000000)

WARNING: Too many light styles on a face at (-1381.000000, -1001.070740, 99.000000)

WARNING: Too many light styles on a face at (-1784.000000, -729.000000, 179.000000)
.
WARNING: Too many light styles on a face at (-1409.000000, -1086.293457, 181.000000)

WARNING: Too many light styles on a face at (-1409.000000, -1047.684570, 181.000000)
.
WARNING: Too many light styles on a face at (-1408.500000, -1028.923828, 181.000000)

WARNING: Too many light styles on a face at (-1361.500000, -1040.435059, 181.000000)

WARNING: Too many light styles on a face at (-1365.500000, -1024.435059, 181.000000)

WARNING: Too many light styles on a face at (-1365.000000, -1112.869995, 181.000000)

WARNING: Too many light styles on a face at (-1305.500000, -1049.435059, 181.000000)

WARNING: Too many light styles on a face at (-1906.000000, -1160.869995, 181.000000)

WARNING: Too many light styles on a face at (-1588.000000, -1086.369995, 181.000000)

WARNING: Too many light styles on a face at (-1588.000000, -1029.935059, 181.000000)

WARNING: Too many light styles on a face at (-1406.500000, -1032.869995, 181.000000)
.6
WARNING: Too many light styles on a face at (-2046.500000, -1024.535400, 99.000000)

WARNING: Too many light styles on a face at (-1429.000000, -1024.535400, 99.000000)

WARNING: Too many light styles on a face at (-1589.000000, -1229.035400, 99.000000)

WARNING: Too many light styles on a face at (-1407.001343, -1257.070801, 99.000000)

WARNING: Too many light styles on a face at (-1358.060059, -1229.035400, 99.000000)

WARNING: Too many light styles on a face at (-1336.000000, -1240.000000, 99.000000)

WARNING: Too many light styles on a face at (-1313.000000, -1256.000000, 99.000000)

WARNING: Too many light styles on a face at (-1350.500000, -1032.000000, 99.000000)

WARNING: Too many light styles on a face at (-1303.000000, -1218.000000, 179.000000)

WARNING: Too many light styles on a face at (-1552.000000, -1224.000000, 178.000000)

WARNING: Too many light styles on a face at (-1552.000000, -1222.500000, 178.000000)

WARNING: Too many light styles on a face at (-1552.000000, -1221.000000, 178.000000)

WARNING: Too many light styles on a face at (-1367.000000, -1222.500000, 134.000000)

WARNING: Too many light styles on a face at (-1367.000000, -1222.500000, 178.000000)

WARNING: Too many light styles on a face at (-1406.500000, -1222.500000, 101.000000)

WARNING: Too many light styles on a face at (-1591.500000, -1224.000000, 101.000000)

WARNING: Too many light styles on a face at (-1591.500000, -1222.500000, 101.000000)

WARNING: Too many light styles on a face at (-1591.500000, -1221.000000, 101.000000)

WARNING: Too many light styles on a face at (-1303.000000, -1368.000000, 179.000000)
..
WARNING: Too many light styles on a face at (-2494.500000, -1005.535400, 99.000000)

WARNING: Too many light styles on a face at (-2494.500000, -828.035400, 99.000000)

WARNING: Too many light styles on a face at (-2494.500000, -820.500000, 99.000000)

WARNING: Too many light styles on a face at (-2481.500000, -828.035400, 99.000000)

WARNING: Too many light styles on a face at (-2561.500000, -732.535400, 99.000000)

WARNING: Too many light styles on a face at (-2270.000000, -1005.535400, 99.000000)

WARNING: Too many light styles on a face at (-2270.000000, -1000.934998, 99.000000)

WARNING: Too many light styles on a face at (-2270.000000, -732.535400, 99.000000)

WARNING: Too many light styles on a face at (-2263.500000, -958.535400, 99.000000)

WARNING: Too many light styles on a face at (-2133.000000, -1004.470398, 99.000000)

WARNING: Too many light styles on a face at (-2101.000000, -777.070740, 99.000000)

WARNING: Too many light styles on a face at (-2561.500000, -732.434998, 222.000000)

WARNING: Too many light styles on a face at (-2270.000000, -1005.434998, 222.000000)

WARNING: Too many light styles on a face at (-2270.000000, -732.434998, 222.000000)

WARNING: Too many light styles on a face at (-2494.500000, -825.434998, 222.000000)
.
WARNING: Too many light styles on a face at (-2565.000000, -740.501770, 207.011505)

WARNING: Too many light styles on a face at (-2565.000000, -732.000000, 215.500000)

WARNING: Too many light styles on a face at (-2143.000000, -956.869995, 181.000000)

WARNING: Too many light styles on a face at (-2216.000000, -915.869995, 181.000000)

WARNING: Too many light styles on a face at (-2256.625000, -931.869995, 181.000000)

WARNING: Too many light styles on a face at (-2066.000000, -964.869995, 181.000000)

WARNING: Too many light styles on a face at (-2253.000000, -964.869995, 181.000000)

WARNING: Too many light styles on a face at (-2066.000000, -1000.869995, 181.000000)

WARNING: Too many light styles on a face at (-2095.000000, -1000.869995, 181.000000)

WARNING: Too many light styles on a face at (-2272.000000, -999.791504, 216.479996)

WARNING: Too many light styles on a face at (-2272.000000, -993.869995, 182.500000)

WARNING: Too many light styles on a face at (-2272.000000, -1000.934998, 218.000000)

WARNING: Too many light styles on a face at (-2272.000000, -993.869995, 222.500000)

WARNING: Too many light styles on a face at (-2272.000000, -956.934998, 217.500000)

WARNING: Too many light styles on a face at (-2268.500000, -729.000000, 215.500000)

WARNING: Too many light styles on a face at (-2267.001221, -963.858826, 181.000000)

WARNING: Too many light styles on a face at (-2260.000000, -915.869995, 181.000000)

WARNING: Too many light styles on a face at (-2267.000000, -950.032104, 222.499100)

WARNING: Too many light styles on a face at (-2267.000000, -950.000000, 215.000000)

WARNING: Too many light styles on a face at (-2267.000000, -949.967529, 182.499084)

WARNING: Too many light styles on a face at (-2267.000000, -950.000000, 179.000000)

WARNING: Too many light styles on a face at (-2267.000000, -1000.934998, 181.000000)

WARNING: Too many light styles on a face at (-2267.000000, -1016.000000, 215.500000)

WARNING: Too many light styles on a face at (-2560.500000, -824.000000, 216.500000)

WARNING: Too many light styles on a face at (-2554.730713, -824.000000, 209.500000)

WARNING: Too many light styles on a face at (-2500.730713, -824.000000, 209.500000)

WARNING: Too many light styles on a face at (-2563.000000, -729.000000, 215.500000)

WARNING: Too many light styles on a face at (-2495.000000, -820.500000, 217.000000)

WARNING: Too many light styles on a face at (-2495.000000, -820.500000, 209.500000)

WARNING: Too many light styles on a face at (-2495.000000, -1018.846924, 104.070496)

WARNING: Too many light styles on a face at (-2495.000000, -919.846924, 104.070496)

WARNING: Too many light styles on a face at (-2495.000000, -1016.000000, 217.000000)

WARNING: Too many light styles on a face at (-2485.000000, -997.000000, 144.068176)

WARNING: Too many light styles on a face at (-2498.500000, -827.500000, 210.000000)

WARNING: Too many light styles on a face at (-2560.000000, -1016.000000, 216.500000)

WARNING: Too many light styles on a face at (-2560.000000, -1016.000000, 205.647247)

WARNING: Too many light styles on a face at (-2560.500000, -827.500000, 221.000000)

WARNING: Too many light styles on a face at (-2498.500000, -830.346924, 111.140999)
7...
WARNING: Too many light styles on a face at (-2270.000000, -1220.500000, 222.000000)

WARNING: Too many light styles on a face at (-2270.000000, -1024.435059, 222.000000)

WARNING: Too many light styles on a face at (-2517.000000, -1080.869995, 222.000000)

WARNING: Too many light styles on a face at (-2494.500000, -1024.435059, 222.000000)

WARNING: Too many light styles on a face at (-2561.500000, -1416.869995, 222.000000)

WARNING: Too many light styles on a face at (-2561.500000, -1593.070801, 99.000000)

WARNING: Too many light styles on a face at (-2561.500000, -1289.070801, 99.000000)

WARNING: Too many light styles on a face at (-2547.000000, -1565.035400, 99.000000)

WARNING: Too many light styles on a face at (-2543.500000, -1562.035400, 99.000000)

WARNING: Too many light styles on a face at (-2533.000000, -1241.070801, 99.000000)

WARNING: Too many light styles on a face at (-2520.500000, -1230.035400, 99.000000)

WARNING: Too many light styles on a face at (-2520.500000, -1070.535400, 99.000000)

WARNING: Too many light styles on a face at (-2514.000000, -1070.535400, 99.000000)

WARNING: Too many light styles on a face at (-2494.500000, -1439.535400, 99.000000)

WARNING: Too many light styles on a face at (-2494.500000, -1024.535400, 99.000000)

WARNING: Too many light styles on a face at (-2414.500000, -1024.535400, 99.000000)

WARNING: Too many light styles on a face at (-2270.000000, -1220.500000, 99.000000)

WARNING: Too many light styles on a face at (-2270.000000, -1024.535400, 99.000000)

WARNING: Too many light styles on a face at (-2561.500000, -1097.070801, 99.000000)

WARNING: Too many light styles on a face at (-2405.000000, -1024.535400, 99.000000)

WARNING: Too many light styles on a face at (-2494.500000, -1389.535400, 99.000000)

WARNING: Too many light styles on a face at (-2133.000000, -1024.535400, 99.000000)
8
WARNING: Too many light styles on a face at (-2495.000000, -1062.346924, 104.070496)

WARNING: Too many light styles on a face at (-2495.000000, -1059.500000, 217.000000)

WARNING: Too many light styles on a face at (-2495.000000, -1065.500000, 209.500000)

WARNING: Too many light styles on a face at (-2495.000000, -1065.500000, 219.107132)

WARNING: Too many light styles on a face at (-2267.000000, -1218.000000, 215.500000)

WARNING: Too many light styles on a face at (-2267.405273, -1220.000000, 215.500000)

WARNING: Too many light styles on a face at (-2412.000000, -1220.000000, 212.000000)

WARNING: Too many light styles on a face at (-2404.500000, -1219.000000, 142.000000)

WARNING: Too many light styles on a face at (-2406.000000, -1219.500000, 142.000000)

WARNING: Too many light styles on a face at (-2407.500000, -1219.000000, 142.000000)
.
WARNING: Too many light styles on a face at (-2404.500000, -1217.000000, 150.500000)

WARNING: Too many light styles on a face at (-2406.000000, -1218.500000, 150.500000)

WARNING: Too many light styles on a face at (-2406.000000, -1218.000000, 150.500000)

WARNING: Too many light styles on a face at (-2407.500000, -1217.000000, 150.500000)

WARNING: Too many light styles on a face at (-2403.000000, -1219.000000, 150.500000)

WARNING: Too many light styles on a face at (-2410.405273, -1220.000000, 215.500000)

WARNING: Too many light styles on a face at (-2423.000000, -1223.000000, 203.500000)

WARNING: Too many light styles on a face at (-2488.000000, -1220.000000, 217.750000)

WARNING: Too many light styles on a face at (-2495.000000, -1218.000000, 212.000000)

WARNING: Too many light styles on a face at (-2415.000000, -1218.000000, 200.000000)

WARNING: Too many light styles on a face at (-2565.000000, -1768.000000, 215.500000)

WARNING: Too many light styles on a face at (-2565.000000, -1554.000000, 215.500000)

WARNING: Too many light styles on a face at (-2565.000000, -1218.500000, 215.500000)

WARNING: Too many light styles on a face at (-2498.500000, -1062.000000, 209.500000)

WARNING: Too many light styles on a face at (-2560.500000, -1062.000000, 218.607132)

WARNING: Too many light styles on a face at (-2560.500000, -1062.000000, 209.500000)

WARNING: Too many light styles on a face at (-2560.000000, -1059.500000, 216.500000)

WARNING: Too many light styles on a face at (-2560.000000, -1059.500000, 205.647247)

WARNING: Too many light styles on a face at (-2498.500000, -1032.000000, 210.000000)

WARNING: Too many light styles on a face at (-2498.500000, -1026.846924, 111.140999)

WARNING: Too many light styles on a face at (-2560.500000, -1032.000000, 221.000000)

WARNING: Too many light styles on a face at (-2547.000000, -1554.000000, 199.000000)

WARNING: Too many light styles on a face at (-2542.498779, -1554.000000, 207.000000)

WARNING: Too many light styles on a face at (-2503.000000, -1223.000000, 203.500000)

WARNING: Too many light styles on a face at (-2517.000000, -1220.000000, 217.750000)

WARNING: Too many light styles on a face at (-2516.000000, -1218.000000, 212.000000)

WARNING: Too many light styles on a face at (-2518.000000, -1223.000000, 200.000000)

WARNING: Too many light styles on a face at (-2520.500000, -1218.000000, 200.000000)

WARNING: Too many light styles on a face at (-2540.028564, -1220.000000, 215.500000)

WARNING: Too many light styles on a face at (-2501.498779, -1556.000977, 205.000000)

WARNING: Too many light styles on a face at (-2546.000000, -1555.000000, 215.500000)

WARNING: Too many light styles on a face at (-2545.000000, -1556.000977, 199.000000)

WARNING: Too many light styles on a face at (-2565.028564, -1220.000000, 215.500000)

WARNING: Too many light styles on a face at (-2563.000000, -1555.000000, 215.500000)
..9...
WARNING: Too many light styles on a face at (-2266.000000, -997.000000, 179.000000)

WARNING: Too many light styles on a face at (-2466.000000, -1223.000000, 199.875000)

WARNING: Too many light styles on a face at (-2518.125000, -1219.000000, 199.875000)

WARNING: Too many light styles on a face at (-2460.125000, -1219.000000, 199.875000)
10 (19)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (62)
transfers 15780191, max 1994
transfer lists: 120.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(63728, 60058, 49898)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(5158, 4370, 3000)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(284, 224, 130)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(30, 21, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(4, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0776 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (28)
Writing leaf ambient...done
Ready to Finish
And that's about the end of anything interesting. I'm going to guess those errors are linked to my problems; however there's a lot more errors than I have actual problems. I have between 3-5 noticeable lighting errors on compile. Perhaps there are more and I am just not seeing them.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Sat Dec 07, 2013 10:07 am
by MaestraFénix
This webpage is very useful to check problems about Hammer/in-game: http://www.interlopers.net/errors/

This is what it says about your problem:
Description:
There's a face with too many different light styles of light shining on it. (more than six). For every switchable light (that is: any light that is named or has a custom appearance) shining on a face, vrad.exe makes a new lightstyle. Basically, it calculates how the face looks like when:
-light 1 is on and light 2 is off
-light 1 is on and light 2 is on
-light 1 is off and light 2 is off
-light 1 is off and light 2 is on
I'm sure you understand how 6 switchable lights make 2 ^ 6 lightstyles, and how this enormous amount of memory has to be saved somehow. and limited.

Solution:
To stop this error, remove lights, dont give the light names unless you need to, make sure certain lights dont shine on the face (max_shining distance or by blocking it with brushes) or simply dont use that much switchable lights. Dynamic lights are not used by vrad.exe thus dont count. Lights with the same names are counted as the same lights. Find the location of the error using the coordinates.
In resume, don't put too many switchable lights on the same zone, especially if there are another type of lights.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Tue Jan 07, 2014 8:54 am
by Axel_m3sh
Right, need logic/entity help. Might need to write a step wise explanation so you can get the flow of what I'm thinking.

1) I have a bunch of fences that can be boarded up with wood planks ( a set number of fences)
2) Scattered across the map are wood planks that can be picked up ( X number spawns in every map load )
3) Interacting (aka: holding down use) on planks or fences take 1.3 seconds to either fully pick up wood planks / board up fences
4) Picking up wood planks adds one to our "universal inventory"
5) As long as we have wood planks in the "universal inventory" we can board up ANY fence of our choosing.
6) If we run out of planks / don't have anymore in map then disable all fences until we get more

If someone could help I'd be thankful. I got a video uploading to demonstrate what I mean.

EDIT: [BBvideo 425,350][/BBvideo]

Re: Post here your problems/questions with hammer. Post & Re

Posted: Tue Jan 07, 2014 5:10 pm
by MaestraFénix
What about a counter which contains the total number of planks in the world (Universal inventory), and it goes down on spawning the planks at the fence, and then, when it reaches the minimum amount (zero), it disables the fences (buttons)

If you find more planks, you add them to the counter.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Thu May 22, 2014 12:46 am
by Axel_m3sh
How does one control the number of npcs spawned / make an artificial difficulty based on player count?
I know there is an entity that counts players in the volume but I'm not sure how exactly to set it up / how it's functionality works / how to use it.

An example vmf would be great and I could probably go on controlling other stuff from there. Thanks in advance, if anyone feels up to it.

Re: Post here your problems/questions with hammer. Post & Re

Posted: Thu May 22, 2014 12:42 pm
by MaestraFénix
Axel_m3sh wrote:How does one control the number of npcs spawned / make an artificial difficulty based on player count?
I know there is an entity that counts players in the volume but I'm not sure how exactly to set it up / how it's functionality works / how to use it.

An example vmf would be great and I could probably go on controlling other stuff from there. Thanks in advance, if anyone feels up to it.
The official server had a script that depending of the total number of players changed dinamically the Skill level.


Basically, use a counter (simple trigger_multiple_oc+math_counter, or trigger_player_count, or logic_player_branch, or game_zone_player) and send it triggers regarding the number of players.

Trigger_multiple_oc, trigger_player_count and game_zone_player calculates the players that are inside them.*

*Trigger_player_count DOESN'T TAKE INTO COUNT dead/spectator players, so be careful when using the OnAllPlayersEntered input on a Lives map, since all the alive players wouldn't count as ALL the players.

Logic_player_branch gets the actual players from the server, no matter where they are, or their state.


As an easy way to change the difficulty, you can just use a point_servercommand and send the command "skill X", where X is the number of difficulty (1: easy, 2: normal, 3: hard). If you wanna control certain aspects of it, play with the sk_ commands as an example (determinates for example the default life of a npc, or the damage of a HL2 weapon).

To control the number of npcs spawned, you can either send to spawn more or less times a template, or editing via addoutputs the number of npcs of a npc_spawner.



I would like to continue the work of Tysn about making new tutorials, but I have a bigger plan on my mind right now.