2 weird problems?

f0rce

L1: Registered
Mar 13, 2010
6
0
FYI, this is my first map, so im not that experienced, perhaps these problems are obvious to solve ^^ (i hope so...)

My flat train prop is completely dark ingame...
I deleted it and created it again but it didnt help...

dmforce0001.jpg


in hammer:

trainhammerprop.jpg



my other problem is with this brush with glass texture,
from different angles its visible and not visible or partially :/

visible:

dmforce0002.jpg


not visible:

dmforce0003.jpg


partialy visible:

dmforce0004.jpg


Yet another problem:
When i try to buildcubemaps i also get this error,
but i dont see anything wrong with my skybox?
In what cases does this error occur?:
*** Error: Skybox vtf files for sky_hydro_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file sky_hydro_01 to build the default cubemap!

thanks in advance!
 
Feb 18, 2009
640
629
firstly, are you compiling on full. having RAD run on low can cause some weird problems that seem to have no cause (such as funny looking shadows).

if still no luck, try chucking your compile log into this and see what it tells you.

When you make cubemaps, does the process fail completely, or does is work fine except for that error. you see that error is perfectly fine, it's telling you that it doesn't recognise the skybox as a HL2 default... I think... it may be a similar error I'm thinking of...
 

f0rce

L1: Registered
Mar 13, 2010
6
0
Yes i am compiling on all normal settings...
Btw, that train model is the same as in badlands so i'll try and copy it from the badlands .vmf ...

And no, the cubeboxes are actually working fine, so i dont mind if that error remains...

edit:
i found this;
Can't load skybox file [texture] to build the default cubemap!

Description:
You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture.

I'm using the skybox of hydro and it works ingame so it isnt invalid right?
so my "vmt" files might be broken?

(I let my compile log search for errors but there were none)
 
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UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
That error is a normal thing to happen. Dont worry about it.

For the cart. check if the origin isnt inside the ground. That will couse such light issues. If everything fails make a info_lighting, give it a name and set the objects lighting origin to that. It will couse the object to be lit like it was on the info_lighting place. Note that its best to have a diffirent info_lighting if there are more objects and they are spreaded.

An info_target could do the same but if im right the info_lighting is a static object (even though it has a name) and so doesnt harm with the dynamics cap.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
What's happening with the train is related to the way lighting is calculated on props (normally). Lighting is calculated from the origin which, from the looks of your case, is either underneath a crate of inside it. Make an info_lighting entity where you would like the lighting to be sampled from (probably at the end of the car, just make it somewhere light will reach it) name the info_lighting then go back to the prop_static and set the lighting origin keyvalue to whatever you just named your info_lighting. I hope that sounds clear enough, I'm not sure about how to fix your glass texture, though.
 

f0rce

L1: Registered
Mar 13, 2010
6
0
that worked fine :)
I also fixed my glass textures by making it a func_detail brush
and i'll just ignore that skybox error then ^^

thanks all

btw, I'm trying to make an elevator by airflow, so like a windtunnel
I need some kind of trigger system that pushes the player up right?
What and how exacly?
 
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gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
A trigger push.
Place a trigger tie it to the entity trigger push and then change what direction you want it to push the player.
 

f0rce

L1: Registered
Mar 13, 2010
6
0
easier than expected, thanks :D

one last question (probably more complicated)
I've been making my map as a KOTH map,
but now i came across this unofficial gamemode
"king of the flag" with as description:
The intel must be held for an allotted amount of time for a successful capture. Only one flag.

This sounds interesting and possible for my map,
i searched around on how to accomplish this game mode in hammer but haven't found anything...

Anyone know how to? or link me up...

edit: nvm, i found a prefab for the mode on FPSBANANA
 
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