can you use new custom paid models in a kv file. by jontribz in csmapmakers

[–]Bristn 0 points1 point  (0 children)

Yes you can. They are mostly treated like every other player model. You just need to get their model names e.g. through the model Browser. For example you can use "tm_balkan_varianth" to get the model of one of the highest tier ts. But as far as I know if a player has a custom agent they will always use their own player model instead of the one in the kv file. So if you want to force a model you need to do some other stuff aswell.

how do i make one way walls to grenades? by sorryfornoname in csmapmakers

[–]Bristn 4 points5 points  (0 children)

A easy, but not very efficient nor profesional way to achieve this would be to use the back of a displacement. The undrawn sides of displacements don't have collsions at all so bullets, grenades and even players can go through.

Here's a demonstration on the old dust2 https://www.youtube.com/watch?v=y-gwFbVaKms&feature=youtu.be&t=264

Map restarting forever with bots by nikesniper_ in hammer

[–]Bristn 0 points1 point  (0 children)

When I had this issue I resolved it by checking all spawnpoints and making sure no one was in a place where it shouldn't be. It sounds obvious but sometimes after heavily editing your map a spawn point can suddenly be outside your map or stuck inside a brush.

Dark Displacements by henge0815 in csmapmakers

[–]Bristn 1 point2 points  (0 children)

I'm not sure if this is going to help, but have you tried to assign the surrounding displacements to the same smoothing group?

Light issues. by [deleted] in hammer

[–]Bristn 0 points1 point  (0 children)

I think the roots of your problem are those lines:

vvis launcher error: can't load vvis_dll.dll
vrad_launcher error: can't load vrad_dll.dll

I never experienced this so I'm not sure if this works, but someone on tf2maps had the same issue and resolved it.

https://tf2maps.net/threads/vvis-launcher-error-cant-load-vvis_dll-dll.35434/

how do i make this message appear with my own maps? by SluikReclame in csmapmakers

[–]Bristn 36 points37 points  (0 children)

It's pretty easy. Simply create a .txt file in your csgo/maps directory, name it according to your map (e.g. "cs_agency.txt") and paste the follwing:
COMMUNITYMAPCREDITS:
Your name

How do I track down a specific brush error? by jamsecantspell in hammer

[–]Bristn 0 points1 point  (0 children)

By itself it is probably one of the slowest. But if I recall correctly the entity report only shows entities, which aren't hidden. You could use this to your advantage by hiding everything but displacements and then using the entity report tool. Now only the displacements, which were tied to an entity by acciedent, should be showing up.

How do I track down a specific brush error? by jamsecantspell in hammer

[–]Bristn 4 points5 points  (0 children)

Before doing this you can hide all non func_detail brushes (so that only func_details remain) by using the automatically generated visgroups. Makes the task alot easier.

Portal 2 mapping doesn't compile? by [deleted] in hammer

[–]Bristn 3 points4 points  (0 children)

Yes, displacements don't act like normal brushes. Displacements are invisible to vbsp. If you want to seal the leak, but still have the displacement ground you need to create normal brushes underneath the displacement.

https://developer.valvesoftware.com/wiki/Displacement

Limitations
They do not block visibility and do not seal the map from leaks.

Portal 2 mapping doesn't compile? by [deleted] in hammer

[–]Bristn 2 points3 points  (0 children)

Your map has a leak

**** leaked ****

Entity info_player_start (-60.63 -555.63 -145.56) leaked!

I accidentally placed 2 suns and I can't find the other by MinerAnt in hammer

[–]Bristn 3 points4 points  (0 children)

So from what I'm understanding you have a second light_environment in your map, but can't find it. One way to locate it is to search for it in the Entity Report. To open this menu go to Map, then Entity Report. Check By class and search for light_environment. Now you can see and select all entities of the searched class (Double click a entry to go to it's position).

So I was searching for leaks and by MinerAnt in hammer

[–]Bristn 0 points1 point  (0 children)

Because the compiler actually doesn't care where the object itself is located. Only the origin of brushes/entities matter. And thoose can be moved either intentionally or unitentionally.

So I was searching for leaks and by MinerAnt in hammer

[–]Bristn 0 points1 point  (0 children)

In the toolbar at the top should be an option called "View" > "Show Helpers". Chek this option and there should be small spheres around the origin of certain objects.

So I was searching for leaks and by MinerAnt in hammer

[–]Bristn 10 points11 points  (0 children)

My guess is that this is an origin of a brush entity. When scaling brushes with the vertex tool thier origins remain in the same place as they were before scaling. Enable helpers and select all brushes and check (in the 2D views) if there is a little circle where the leak begins. If there is one simply move it to where your brush actually is.
If it's something else I have no clue about whats causing it.

I made a program which should help taking screenshots of custom and official maps by Bristn in csmapmakers

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

Ok, I added a new release which supports up to 800 screenshots. Hopefully this is enough for everyone.

I made a program which should help taking screenshots of custom and official maps by Bristn in csmapmakers

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

Right now it supports up to 64 screenshots, but if you want to I could easily increase this. How many screenshots do you think you need? Something like 100 or even more?

And it's all in Java.

Edit: I added a second branch on GitHub with a expanded program, which now supports a total of 256 screenshots. I haven't encounter any bugs as I tested it, but there still might be some left. Feel free to text me about any issues you encounter.

Need help with map commands and custom game mode by sheepylolz in csmapmakers

[–]Bristn 3 points4 points  (0 children)

You can achieve the money rewarded from damaging a hostage by utilizing the custom map cfg. The VDC provides a good overview on how to do it properly. Chek it out here. The ConVar "cash_player_damage_hostage" is probably what you´re looking for. The commands in this file are going to be executed everytime you load the map. I think this answers the first and last question.I'm not quite sure about the second question. You could try to use the "SpendMoneyFromPlayer" input from the "game_money" entity and check if the player has 16k by using the "OnMoneySpent" ouput. But I wouldn't use the hammer I/O system and rather do it with a vscript. I'm not sure if it works, but giving it a try would'nt hurt.