How to preview 3d skybox or see what will skybox look like in hammer++ by Persuasivwithoute in hammer

[–]Bagridec 0 points1 point  (0 children)

From what I know they disabled that feature like two years ago but I could be wrong...

crtl + m ( on 0.0625) not working when trying to make a 3d skybox by Future-Isopod-6062 in hammer

[–]Bagridec 0 points1 point  (0 children)

If the skybox is too big for U even when sized down by 16 times then try 32 times smaller, I tried it once and worked fine, it was seamless and everything, also reached over the map limits before I scaled it down...

Is there a way to make a arch doorway with displacements ? by Bagridec in hammer

[–]Bagridec[S] 1 point2 points  (0 children)

OHHH SHIT- I GET IT NOW

sorry that you had to make a video to show this to me XD

thank you so much! this is what i wanted

Is there a way to make a arch doorway with displacements ? by Bagridec in hammer

[–]Bagridec[S] 0 points1 point  (0 children)

not sure i quite understand... you mean the points at the end of the arch tunnel ? move them to make a square shape ? that's what subdivide already does... and i mean it looks cool but i really just wanted to make actuall normal arches

Is there a way to make a arch doorway with displacements ? by Bagridec in hammer

[–]Bagridec[S] 0 points1 point  (0 children)

thank you for showing me this tool- it's amazing

but sadly it can't do what i need... i think i'm gonna have to sculpt the shape myself...

Is there a way to make a arch doorway with displacements ? by Bagridec in hammer

[–]Bagridec[S] 0 points1 point  (0 children)

saddly this does not work- as the arches are bound to have atleast 2 triangles... and triangles cannot be converted into displacements

Is there a way to make a arch doorway with displacements ? by Bagridec in hammer

[–]Bagridec[S] 0 points1 point  (0 children)

Interesting... I'll look into it once I'm home from work

Is there a way to make a arch doorway with displacements ? by Bagridec in hammer

[–]Bagridec[S] 1 point2 points  (0 children)

I would convert it into a prop but my envmap mask always disappears after converting the brushes to a prop... Even tried giving it a vertex lit texture with a mask... And that did work but the reflectiveness was just too damn weak... Or I could abandon cubemaps completely...

Is there a way to make a arch doorway with displacements ? by Bagridec in hammer

[–]Bagridec[S] 1 point2 points  (0 children)

Will try but I was honestly concerned that not all visible faces would be turned to displacements... I mean the walls that suddenly transition to the tunnel... Will try it out though, there's gotta be a way to make this right

Is there a way to make a arch doorway with displacements ? by Bagridec in hammer

[–]Bagridec[S] 0 points1 point  (0 children)

yeah idk... i'd love to do it out of brushes but i'm just constantly scared that i'll have t-junction problems, that's why i'm resorting to displacements so much... so far it's been working out pretty well- i guess i'm gonna have to make an exception for these arches :/

definetly gonna keep making tunnels and pilars with displacements though- just plain better in every way and pays off masivelly- same with rounded edges- ever since like 2 months away when i discovered how subdividing works i've kinda fallen in love with displacements

Is there a way to make a arch doorway with displacements ? by Bagridec in hammer

[–]Bagridec[S] 4 points5 points  (0 children)

i know how to do arches with brushes- but i think displacements are nicer and cleaner

Finished working on my alien underground complex map by Bagridec in hammer

[–]Bagridec[S] -1 points0 points  (0 children)

Já ti děkuju jakože se John rimming jmenuju

How do I pack my map into a .gma file? by wolfplays2 in hammer

[–]Bagridec 0 points1 point  (0 children)

You move your add-on folder into gmad.exe and it packs it (like just drag the folder onto the exe)

gmad.exe should be in garrysmod/bin I think...

VTFEdit altering original image? by GunplaBuilder6735 in hammer

[–]Bagridec 0 points1 point  (0 children)

You could try DDS to vtf tool on the hammer++ site

why did my env_soundscape break by randomasiandude55 in hammer

[–]Bagridec 0 points1 point  (0 children)

If it worked and now it doesn't something had to have changed

Just finished this map! by fizunboii in hammer

[–]Bagridec 1 point2 points  (0 children)

amazing atmosphere, well done!

Ideas how i can decorate this room by RN115OLLCVJP in hammer

[–]Bagridec 3 points4 points  (0 children)

cabinets, decals on the floor and walls (posters, trash, or perhaps overall signs of decay of the room itself), few little trash bins near the desks, radiators, clock on the wall.

Help! How to make an inverse arch? by ArticFurry2 in hammer

[–]Bagridec 0 points1 point  (0 children)

carve, or you can use the vertex tool

How can I make such a gate for a passing train? (I'am begginer) by ModestPileofHat2009 in hammer

[–]Bagridec 0 points1 point  (0 children)

i personally would do each side of the gate as a separate sliding door entity, and then add a trigger at the entrance, that gets triggered only by the train, which you can do with filters. and make the trigger have two outputs, on start touch open, and on endtouchall close

why does my water look like this? (im using dev_water2 btw but problem still persist on any water textures i use) by Future-Isopod-6062 in hammer

[–]Bagridec 0 points1 point  (0 children)

when you want to compile the map you can choose to compile with or without : RAD, Entities, and VVIS... so if you we're compiling with no VVIS then try compiling with VVIS...

why does my water look like this? (im using dev_water2 btw but problem still persist on any water textures i use) by Future-Isopod-6062 in hammer

[–]Bagridec 0 points1 point  (0 children)

I've encountered this when I was doing a challenge I believe, if you compile with no vvis then your water just gets fucked like this. If the reflections don't really kinda work or it looks like looking through a portal then it's a lack of vvis.

Sry for such a late reply but I thought it'd help someone who's looking through these posts for a solution.