/r/AskMappers
This is a subreddit made for people new or old to mapping to ask their questions and discuss them.
This subreddit was made for those mapping in the Source Engine to ask questions and then discuss them. Please do not ask questions about other game engines.
No question is a dumb question. Answer it and move on.
Downvoting is there for a reason. Use it only to hide spam or unworthy discussions.
Link to sources when you can. Often, you won't have to.
Game tags! If you're mapping for Counter Strike: Source, use [CS:S].
[Q] for general questions.
Mods only can use [PSA] or [Meta] tags. Don't use these!
If they are texture related, please link to appropriate websites (ex: gamebanana) and use a [TEX] tag.
You may put tutorials - use the [TUT] tag - but search first to make sure yours isn't a duplicate.
Some great tutorial makers are TopHattWaffle and 3kliksphillip.
Those are just some main ones. If you have something else to search by, use your imagination with tags! If your posts are being removed, you have an incorrect tag. Use a [Q] tag and you can ask that way!
/r/AskMappers
I want to make a mod for HL2, but i'd like to use assets from Black Mesa as well, like textures, models, and NPCs. is there a way to use the assets from Black Mesa in HL2's version of hammer?
Just asking out of curiosity. Mine was making every wall as thin as possible and using the most detailed grid.
DON'T DO THAT.
my map isnt done yet but i know others have posted their maps when they arent done. when is a good point in development that i should post it online?
First of all, apologies if this question doesn't really fit this subreddit, but I'm not sure where else to ask it. (/r/SourceEngine didn't want it.)
I have a strange problem that I can't find any evidence of anyone else on the internet having. I got a 21:9 "ultrawide" monitor a year or two ago, partly to play games on, and it's great, except that in every Source engine game (across multiple computers) the on-screen text (chapter titles and similar) is cut off to the right, starting from a little bit right of center.
It looks like the text is only rendered in a 1440px wide area aligned with the left of the screen. For an engine with otherwise great ultrawide support, this seems kind of strange. Has anyone else run into this issue, or does anyone know of any potential solutions? Thanks!
Here is an example of this happening. Please note that this issue is certainly not limited to this mod, it's just what I had running.
Hello. I am kind of a beginner mapper and I would really like to know which game should I focus on to begin with.
Screenshot of problem: https://imgur.com/bjRnVZX Whenever i load a project in the CS:GO SDK/hammer, i'm unable to work in it because the editing windows won't load, as shown in the screenshot. I've looked in a lot of places but couldn't seem to find a solution. I've tried reinstalling, verifying the tool files, looking in the options inside of the hammer editor, nothing worked. I've tried to load various maps and none have worked. Weirdly enough i am able to compile the map and play it, but still not able to edit it.
What do i do? i've also posted this on /r/hammer, and nobody had a working solution.
post: https://www.reddit.com/r/hammer/comments/7eil6v/unsolved_hammer_problem_please_help/
I would be very happy if any one knows the solution and would share it with me.
Thank you <3
-tryagen
Hi folks! I have no experience with level design, but seeing the environments people have made for SteamVR Home has me interested in starting my own. I want to make an environment in the sky, including clouds people can walk on.
Can anyone suggest a way I might create a nice thick cumulus cloud that fades to translucency at the edges? A tutorial would be great--all the ones I've found so far focus on semitransparent textures applied to the faces of an object, when what I'd really like is some kind of thick volumetric material I can apply to a mesh. Thanks!
Hey all, Is there any way to keep a certain skin on the scientists in Black Mesa? I've poked around C1A0 trying to figure out how they keep the predisaster skins with no luck. Any help appreciated. Sidenote: I already have the "predisaster enabled" in env_global
I'm wondering where I can submit some maps for people to check out.
So I've added the Marker and the Trigger_changelevel, but it just takes me back to the title screen, the marker and trigger are in the same level, any idea what's wrong or how I should change levels?
I want to make a gamemode where you to have to get to a certain zone to win and you instantly win. Is there any way to do this?
I'm looking to create a kart track for a TF2 map. I already have the track itself built, along with the other logic for starting / ending the race. However right now it only lasts one lap and I'd like to make it longer.
Does anyone know of a way I can make it count the number of laps a player has completed, accounting for each individual player (the track supports a maximum of 6 players right now). I'd like a minimum of 3 laps, though more would not hurt.
I want to avoid a situation where a player can simply drive cover the finish line, then reverse back though it for it, or situations where Player1 is on the last lap but Player2 who is a lap behind wins because they crossed the finish line ahead of Player1 (I hope that last one makes sense!)
A bonus (but not essential) feature would be for players to be able to set the number of laps before starting the race, so that if they wished they could have just 1 lap or increase it to 5.
I'm making a bioshock map and I'd love to know how to make some of the windows that look out refract giving the look of currents, thanks
Origin. But then, I press the button and it goes into the correct orientation. In case it's important: I starts inside of the elipse in the wall, then comes out from the wall and moves to the right.
Hi all,
I'm a psychology researcher and I'm working on designing a map for a virtual reality study. Although I was originally planning to use Gmod (which easily lets me import content from other Source games), their Occulus Rift support is broken, and so I'm trying to port the maps we're using for the study to HL2:DM. However, these maps use CS:S content and some Gmod stuff as well.
Is there any way I can import the props and textures my map uses from CS:S (e.g.: a bunch of tables/paintings from cs_office) and Gmod (e.g. baloons) into HL2:DM, or include these assets in the map?
Thank you! I really appreciate your time.
So I've built these custom func_door_rotating doors, and they open fine and work and everything, but they just won't light up unless you're very very close or have a flashlight on them. The rooms are properly lit and everything and i'm pretty sure I've ballsed something up.
As the above link will show, I have been trying to get the hevsuit texture to show up in episode 2. This has proven to be quite difficult. I have tried going into HL2's vpk files and extracting the vtf and vmt files. I have put those into the materials folder in ep2, (and tried putting them into the other game's folders as well) I have tried extracting the model files of the hevsuit from the HL2 vpk files and putting those in ep2's models folder (which i made)
I have made sure to follow the correct folder paths, but to no avail. In hammer, the new hev texture shows up, but the game doesnt recognize it for some reason.
Is there any way to fix this?
(sorry for crossposting to other hammer subreddits)
FIXED!
Here is what you do:
Extract the HL2 hevsuit texture files (you need both vtf and vmt) from the HL2 VPK and extract them both into:
common\Half-Life 2\ep2\custom\hevsuit\materials\models\hevsuit\
Create any folders you don't have.
I'm trying to make a map for NEOTOKYO and followed a community guide for Hammer's config. Most of it checks out, except when I try to do anything within the 2D or 3D views of Hammer it flickers and glitches out making it so I can't even see whether or not I've placed a block.
Solutions?
I know that Goldsource was built off of the Quake engine and Source is built off of Goldsource, but why do they still use that extension?
EDIT:What I meant to ask was why the extension used in maps in the source engine hasn't changed.
Nintendo 3DS game models can now be extracted. I tried to convert Hyrule Field into a Source model, but got lost after it exported .dmx files. Here's the field, if you want to look at it: http://breakfastbungalow.biz/robotortoise/field.zip
In the map aim_redline. How do I change what everyone spawns with? (Preferably nothing)
I use this map to warm up and the bots naturally drop their guns and accumulate on the floor.
I'd like to eliminate that entirely by altering the map so there's no guns at all and I'll acquire my guns through the console.
Thanks!
How do I make it show up in hammer and is it too unfinished to be usable.
I'm trying some silly experiments and wonder what the limit is. I know that it's below 900, due to me trying that many. What happened was after the 35 minutes of getting the views, Source just crashed.
So I've been working on a map for a while, all goes well, but there was something I REALLY wanted to do. I wanted to make a point_push that's Magnitude was controlled by a math_remap"its a garrys mod map so Im using a math_remap as a translation between wiremod inputs and hammer IO" but I can't rap my head around how to edit the keyvalue of the point_push's magnitude I'm starting to wonder if its impossible to dynamically edit a keyvalue like that.
for clairty heres what im trying to do math_remap>point_push>addOutput>magnitude >"insert math_remap's value here"
Hi guys! I run a TF2 trade server and would like to be able to use gmod maps since game play won't be affected. I'm currently running gm_bigcity but would like to try some others. Any tips?
Edit: I should mention that I've tried dropping a couple into the maps directory and firing them up but the server crashes.
I've played a lot of these MP maps where the players a really tiny in relation to the map size. The maps tend to be a single room in a house (i.e.: a bedroom or kitchen) and the players are the size of mice. Thanks!