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I'm working on a map that has a moving train that passes underneath some brushes. However, when players ride on top of the train they get pushed inside the brushes and become stuck:
To prevent this I've tried to add a trigger_teleport inside the brush to nudge the player outwards...
Hey, I'm trying to create a brush entity by pressing Ctrl+T with a brush selected. This works as expected:
However, once I deselect the brush and reselect it it's like the brush forgot that it's a brush entity and all the options are gone:
Does anyone know what's going on here?
Hello there,
Hammer lets me compile my map, but doesn't apply the changes I've made, keeping it in its previous state.
According to the compile log checker I have more brushes on my map than the limit.
However, according to the compile log I'm still under the limit of 8192 brushes (99,3%).
Does...
There was a bug with a brush with a fog texture. If you surrender, a beetle will appear, and if you get closer to a certain distance, it will disappear. How can this error be corrected?
p.s. rear if that displacement
So my map is big, and it's composed of nine large rooms that players are teleported to in order. But on my most recent compile it reverted to an old version! Anyone have any idea why it's giving me these errors, even though there's no pointfile and I can see the portal file?
FIXED!
Turns out I...
Alpha's I've personally been using inside of Substance and Gimp for doing textures. Most of these come from the offical Team Fortress 2 game textures, mostly ones named "patch00x".
I may find other suitable watercolor type brushes that I will include in this pack in the future
Some Brushes in...
I'm new to to mapping and have played a few imps with the Steam group. One common comment I've seen is when maps aren't "on grid", which seems to refer to the dev textures not lining up with the lines provided (the 64x64 ones I assume). I've noticed that with my maps that I've been trying to...
Brush based PL tracks.
Use in case of extremly niche track movement during alpha/early beta stages.
I made those to help me make PL maps way back, I no longer need them but hopefully other people will find a use for it.
Vertex tool recommanded for editing.
Use of propper basically required in...
The alphanumeric characters are based off of those from the fantastic Oat's Jump Mapping Resource Pack, with some small changes which I feel improve the readability of the font.
I have also included some other characters and some example usage for labels and stage numbers.
The image is a...
Hey everyone, Ive been looking around and have seen some different opinions, so I was wondering what is the easiest way to convert your brush work into models, any resources, or step by step guides that are still up to date and relevant would be greatly appreciated.
Thank you.
This workaround is completely obsolete! Valve has fixed func_rotating in the 19/20/2018 update.
Note: special thanks to @Spipper for setting up the example .vmf and verifying this, I'm making this thread so that this can be found easier
Ever thought that func_rotating didn't work in TF2...
Made for koth_netherlands:
https://tf2maps.net/downloads/netherlands.6183/
Used for a couple of these:
https://tf2maps.net/downloads/koth_netherlands-overlays.7016/
I've been working on this map for a long time and have gone through many iterations of it. My latest idea of a giant auger in the middle of the map was cool, but it was just a fancy death pit. I isolated it in a test map but found that trying to stand on it just gets you stuck as it rotates...
I am making a map with some bumpmapped materials, and decals/overlays don't work on it. So I thought of a work around to make a nodraw func_illusionary with the top textured. I just want to quickly ask, is it okay if I move it using the Transform tool 0.5 or 0.25 units down? I know about the...
Hi, I'm relatively new to hammer, so this might be a bit of a noob question.
I'm making a glass wall that I wish projectiles (like rockets) to pass through. I found the "Clip" texture https://developer.valvesoftware.com/wiki/Clip#Clips, but I want to use a glass texture instead of the clip...
Is it Possible to make a func_brush rotate and move up and down? If not, is it possible to have an brush to be translucent, have no collision, rotate and can move up & down?
I am having a weird problem. One of my brush faces is appearing as completely black, no matter what, even though all of the other nearby brushes are very well lit. Here's a screenshot in game:
Here's a screenshot in Hammer:
(The highlighted brush is the one having problems)
The weird part is...
Help
The brush faces are black and I don't know why.
I'm using -final -StaticPropLighting -StaticPropPolys and -TextureShadows.
Yes I know it ought to be made into a model but I really want to get this uploaded to the workshop soon.
Also ignore the atrocious brushwork on the sphere.
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