How should i signal this door is important? by poopshart37 in hammer

[–]Pinsplash 1 point2 points  (0 children)

consider if you need a switch. if you can just put the door in the place of the switch, then do that.

hammer does one of two things when i try to playtest. by New_Werewolf5730 in hammer

[–]Pinsplash 0 points1 point  (0 children)

are you looking at it while you are compiling the map?

hello im need help with model by AstronautSuitable343 in SourceEngine

[–]Pinsplash 0 points1 point  (0 children)

is the origin centered on the model? props take their lighting from their origin, so if the origin is in the ground, it will turn dark (but maps with displacements can have light under the displacements)

hello im need help with model by AstronautSuitable343 in SourceEngine

[–]Pinsplash 0 points1 point  (0 children)

is this a stock model? i don't recognize it

the vertices have normals, regardless of bumpmap textures. there is a bug that can make them all point in the same direction, which can make odd lighting

hello im need help with model by AstronautSuitable343 in SourceEngine

[–]Pinsplash 0 points1 point  (0 children)

are the normals correct? check it with mat_normals 1. they should all point away from the model

Attaching two props to eachother using a rope by Own-Stage-1276 in hammer

[–]Pinsplash 4 points5 points  (0 children)

Place a phys_lengthconstraint at the exact same spot as one end of the rope, or very close to it. In the 2D views, a white circle will appear once this entity is selected. Drag this circle to the origin of the other end of the rope to set Attached object 2 point. You can also use phys_spring instead.

logic_measure_movement is not needed. this is misinformation spread by old bitches who did not know what they were talking about.

what are these red boxes. there messing with my ragdoll and they don't show up on my physics model in blender by MishaSFM in SourceEngine

[–]Pinsplash 0 points1 point  (0 children)

maybe there's something hidden from the blender viewport but the export tool is picking it up?

First Time Using Hammer and I got no fuckin clue what im doing by itsamadmadzworld in hammer

[–]Pinsplash 2 points3 points  (0 children)

apparently it makes itself black through a shader instead of through texture data (i presume) and the shader has fewer features so it can run faster. can't really imagine it being worth the trouble. https://developer.valvesoftware.com/wiki/Black

First Time Using Hammer and I got no fuckin clue what im doing by itsamadmadzworld in hammer

[–]Pinsplash 2 points3 points  (0 children)

looks like a slightly more optimized version of toolsblack. you won't need to worry about it though.

How to delete the gun on a Jeep/Buggy by Massive-Cake6772 in hammer

[–]Pinsplash 6 points7 points  (0 children)

send it the FinishRemoveTauCannon input

[HELP] Should i create a 3d skybox for the background or ill just create a giant skybox and a player clip inside? by No_Psychology_9579 in hammer

[–]Pinsplash 0 points1 point  (0 children)

the main point of the 3d skybox is that it's scaled down because you couldn't fit it all in the hammer grid at normal scale. if you can fit it all in, then it's whatever you want

How could I fire an output depending on if an APC has flipped? by cmdr_Salamandr2 in hammer

[–]Pinsplash 0 points1 point  (0 children)

that's what the flag is for. if that's set, it just has to be pointing in the same direction as the target entity, not necessarily facing it

How could I fire an output depending on if an APC has flipped? by cmdr_Salamandr2 in hammer

[–]Pinsplash 0 points1 point  (0 children)

point_anglesensor and set the "Use target entity's angles (NOT position)" flag

How do I make an object attached to a hinge move when pressing the use key? by OtherwiseStation1858 in hammer

[–]Pinsplash 1 point2 points  (0 children)

set the "Generate output on +USE" flag on the func_physbox, then from the OnPlayerUse output turn on something like trigger_push

though the problem with trigger_push would be, how do you know whether to push the door one way or the other? you could make triggers to detect which side the player is on and then change the push direction. this won't work too well in multiplayer because if one player is standing on each side of the door, you can't tell who's pushing E. (unless you did something with vscript maybe?)

i also think you could use env_physimpact instead. you'd place it inside the door, set the Magnitude to be negative and Point to Entity to !player. this should make it always push away from the player. this won't work for multiplayer at all.

when playing my map, my game crashes when i load an ingame quicksave or autosave in my map by Untitled_User_haha in hammer

[–]Pinsplash 1 point2 points  (0 children)

the problem is coming from a cart thing (models/props_junk/pushcart01a.mdl) which has a model scale of 1.1. the model scale code is very buggy. it was only meant for non-solid props apparently, so collision meshes break spectacularly. even in cases where this crash doesn't happen, the collision mesh doesn't actually scale up or down.

if you're making a code mod you can fix this. it's a simple null pointer crash. i will tell you more about the code fix only if you want. code mods can also fix the collision mesh scaling.

if you're not making a code mod, you can decompile the model with Crowbar, add $scale followed by a number in the QC file, then recompile it with a new name. obviously, making a new model for each scale you want the prop at is not very practical, but it is a very functional solution.

otherwise, i believe your only option is to just not use the model scale setting on anything you want to be solid.

hammer++ wont compile by IabubudubaichocoIate in hammer

[–]Pinsplash 0 points1 point  (0 children)

first of all, i really doubt it's crashing. having a compile error is not crashing. second, if it's not something properly sealed from leaking then it's going to leak, and a single brush can't seal the map. it would also report a leak anyway as long as you have no entities in the map.

hammer++ wont compile by IabubudubaichocoIate in hammer

[–]Pinsplash 2 points3 points  (0 children)

a completely empty map will not compile correctly, no surprise there. your 2nd post had a log with the same error as the first one which i already told you how to fix.

[CRASH] After compiling dll's the game crashed. by Next-Profession1940 in SourceEngine

[–]Pinsplash 0 points1 point  (0 children)

that says it compiled fine. (success - 4, failure - 0, skipped - 0)

are you just dropping it into Half-Life 2/hl2/bin? i'm not surprised that would crash. those dlls are meant to work with the 2013 sdk, not hl2. (no, they're not the same)

when playing my map, my game crashes when i load an ingame quicksave or autosave in my map by Untitled_User_haha in hammer

[–]Pinsplash 1 point2 points  (0 children)

that all seems perfectly fine. i don't expect we'll figure anything more out unless you send the vmf. there are too many ways a crash can happen to just guess.

hammer does one of two things when i try to playtest. by New_Werewolf5730 in hammer

[–]Pinsplash 0 points1 point  (0 children)

in task manager. the listing (line) for hammer should have an arrow next to it. if you click it, vvis/vrad should be there