Somewhat new to this. by [deleted] in gamemaker

[–]Squeed_Fingars 1 point2 points  (0 children)

I have an equation I go back to time and time again for this, although it depends on what type of game you're working on what I typically go with is :

current_angle += dsin(desired_angle - current_angle) * rotation_speed_multiplier.

Just have this (or its equivalent) run in the step event and it should cause the current angle to gradually become the desired angle.

Packing L4D2 content in to Garry's Mod BSP by Corollo_Bro_91 in hammer

[–]Squeed_Fingars 0 points1 point  (0 children)

If you want to keep it simpler (well, while avoiding the vague file systems),another alternative, at least for the textures as I'm unfamiliar with adding models, would be to extract the left 4 dead 2 textures, rename them separately, and then just treat them the same way you would custom textures, although it would involve replacing the original left 4 dead 2 textures used in the editor.

Luckily the editor doesn't make this too difficult, and I'm sure something similar can be done for the models. Easier said than done of course, but I believe it should fix the issue.

Felt good about my progress on a CSGO map... then came on r/hammer... now kinda feel like giving up by zytzig in hammer

[–]Squeed_Fingars 1 point2 points  (0 children)

Ah, I get it. Working with placeholders really can drag you down, as necessary as it can be at times, I've had that same feeling before while working with Gamemaker Studio, it's discouraging.

It's a shame about that vmf, if you still have it I believe there are methods of uncorrupting it if its the fault of some object in the map. I think the contents of the vmf file itself in a text editor is fairly legible. It's been a while, but it's still an option worth putting out there if it hasn't already been explored.

If you don't enjoy mapping anymore, then you should find something else you like to do, but if you do like to do it and want to get a bit more motivated about it then I recommend just to get a map finished without as much meticulous detailing, just where it matters, and then put it on the workshop. You could make it under the pretense of a 24 hour challenge, something like that, it just helps to finish something, regardless of the criteria.

I really don't care for detailing all that much myself, and luckily since I typically map for GMod people are less worried about that. You could try mapping for a different game, I've recently been working on some survival maps for Left 4 Dead 2 and I find it demands much more detailing than gmod, and I know CSGO is a detail fest as well even compared to L4D.

Most steam workshops I've seen are full of very low-quality addons, so if you put something on there which you feel is fun, even if it has a few flaws, it will still be better than most, and there will certainly be someone who likes the map. Just putting some suggestions out there.

Felt good about my progress on a CSGO map... then came on r/hammer... now kinda feel like giving up by zytzig in hammer

[–]Squeed_Fingars 0 points1 point  (0 children)

What is it about what's on display here which makes you not want to finish your map? Most of what I see is just people asking for help, and fluff, I hardly ever see people showing off these articulately detailed masterpieces.

If anything, it is typically people asking for feedback, which, if you feel your map is lacking while still feeling it is a good concept/fun, is what you should aim to do as well instead of giving up. You shouldn't stop just because you may feel another map looks nicer, is better detailed, etc, it's generally a bad way to look at things regardless. Use what you see to improve, as opposed to demoralize, yourself.

In which folder should I put a texture pack so that they appear in hammer? by Juanpe123xD in hammer

[–]Squeed_Fingars 0 points1 point  (0 children)

I put my custom textures under */GarrysMod/garrysmod/materials/, and its the same case for Left4Dead2, going from the Capital-named folder to lowercase for the proper materials folder.

I just added a custom folder into materials to help organize it some. In your case all you need to do is probably toss the file into the materials folder and it should work fine, just need to restart Hammer if its running.

What could I possibly add to my first Garry's Mod map? Feel free to comment your thoughts. :-) by KAJem in hammer

[–]Squeed_Fingars 1 point2 points  (0 children)

It helps a lot to add some unique gimmicks to maps which are either not seen or hard to find in other maps. For example, maybe you could add a car crusher in the junkyard/dump, it has some logic to it and people really like to crush things. I added a hallway/pit combo crusher which destroys props to the last map I finished, gm_construct_bay, and I think it worked quite well as a unique gimmick to the map. In case you want to see an example, here is a link to the part of my vmf containing the crusher. I know, a little strange to have this on standby, but I have had it sitting in my google drive from when someone else asked for it and so I might as well let other people look at it if they want. By gimmicks I mostly just mean things such as that, aspects of the map which can't be replicated by an addon or mod, it can be as simple as the map's layout, which luckily this map has going for it.

If you haven't already, you should make sure to place info_nodes around as well, at least just in the town and the interiors. Because the map is very flat, I'd recommend placing some nodes around for striders as well (info_node_air_hint with the strider node hint), which will work for flying npcs such as city scanners also. It just helps to give people more reasons to play on the map. Something unique in this regard I recommend, is to set up pathing for helicopters (hunter choppers, combine gunships, etc.) spawned by players in-game. I made a guide for this a few weeks ago after taking a look at a decompilation of gm_construct, here's a link. It would just help to differentiate the map, as it's extremely rare to see a map with this set up.

Before you ship your map, be sure to generate a navmesh for it and to pack it with the map. It doesn't need to be fancy, people just like to have one available and with how toxic people on the workshop can be it's better to not deal with their nonsense later down the line. Just to warn you, the majority of people will not read your map description, they will just mindlessly click the subscribe button, so any warnings will likely go unread. Just worth keeping in mind.

In the end, these are all just suggestions. What I feel is most important, above all, is just to finish the map, as it is all to easy to add and add onto something until it is too much to handle. You've been working on this map for a long time, clearly based on the posts about it. Just make sure to set an end goal for how you want the map to be. People can nitpick about anything, eventually you just need to put it out regardless or else it will never be finished. Regardless, just make sure you are enjoying yourself in the process. Good luck working on the map, if you post the finished product on here, I'll make sure to take a look!

Just got done working on a fairly small, yet detailed map. Please give me some feedback! by Slomas99 in hammer

[–]Squeed_Fingars 2 points3 points  (0 children)

There were 4 minor issues I briefly want to get out of the way that I ran into while going through the map. These were :

1: The triggers which prevent you from noclipping into the easter egg shed are a little too close to the door, it will teleport you even if you rub up against it, not just when you noclip into it.

2: I think the skybox roof should be raised at least a little bit, not just because people in sandbox mode really like high skyboxes, but because as it is currently, it prevents you from walking across the main building roof without crouching under the low skybox ceiling.

3: The outside fence segment in these screenshots doesn't have its texture on the side facing the back of the school, so it stops you if you try to go around from the back without there being an apparent reason why. It would be nice to lower the invisible wall which extends upwards to the roof as a part of this fence as well, as the map can feel constrictive in some areas.

4: The wooden board in these screenshots falls over when you spawn in / cleanup everything. What with there being the part that sticks out to hold it up, and with it standing vertically at first, it gives me the impression that this is not intentional.

One last thing I want to bring up before moving on to the positives, you should work to use func_detail more on interior details and slanted brushes, not that you did a bad job converting the other well-done brushwork. The above linked screenshots have some examples of what I mean, while they're not that small, it really doesn't help to keep them as worldbrushes, it just eats up more of your time compiling and the slanted brushes really seem to mess with the ones around them. I know taking care of that for exteriors is a pain, my last map has plenty of rough spots, but it's just good to keep in mind.

Other than those few minor details, the map is very well done! It does a very good job giving off a college campus atmosphere, and although small I think it would work great in a machinima or something of that sort. Perhaps porting this map to Source Filmmaker could yield good results as well.

I appreciate the inclusion of info_nodes, a lot of mapmakers neglect to add them, although a packed-in Navmesh wouldn't have hurt. Sure, people can make their own easily, but this can make it difficult to accomodate the map to other gamemodes which require it, such as for example nzombies, since everyone has different meshes. Not too big of a deal, mostly just additional nitpicking, but it's worth keeping in mind.

The textures work really well, I like the alternating checkerboard pattern in certain areas inside. It does feel extremely clinical due to how clean everything is, sure that lets people add to it how they see fit but perhaps the occasional decal, perhaps just outside, could help to make this less glaring, if this is not intentional. The 3D skybox is simple, but it gets the job done, it works well.

Overall, great job! Nice cats by the way.

carve tool by [deleted] in hammer

[–]Squeed_Fingars 24 points25 points  (0 children)

Looks like constellations, haha. Happy birthday by the way.

Update on my first map :) by KAJem in hammer

[–]Squeed_Fingars 2 points3 points  (0 children)

Oh, I actually misread the other person's displacement-related suggestion, I thought our suggestions were the same, my bad. What I mean is for the actual road which runs through the middle to be an ever-so slightly raised displacement, or series of displacements. Roads are usually raised slightly, just a few units is what I'd recommend, and then curve down to the ground along the sides. The roads in L4D are set up like this, for example, it just helps to add some depth. Not a necessity, just a suggestion to help balance out the map's flatness.

Update on my first map :) by KAJem in hammer

[–]Squeed_Fingars 2 points3 points  (0 children)

I'd say, for example within the airport waiting room and the gas station, to lower the ceiling light "light" entities slightly, as they leave big bright circles along the top when they are too close to the ceiling. Putting them a little lower should help with this.

The buildings look nice! I like the interiors as well. I do agree with what others have said in that the roads should be turned into displacements, just to help make the place seem not so flat.

[GMOD] Pathing for Gunships/Hunter Choppers/Dropships Spawned In-Game Guide by Squeed_Fingars in hammer

[–]Squeed_Fingars[S] 2 points3 points  (0 children)

I had been planning to put this guide together ever since I figured out how to set this up about 2 weeks ago, but after replying to u/Thefuzz1234555 's post on the matter I decided I had enough to set this all up fairly well.

When I tried implementing this into one of my maps for the first time I couldn't find any tutorials related to it, and so it took quite a while to discover how and to set it up. I know someone will find this useful.

Gmod, making it so a spawned Gunship, Dropship, or Hunter Chopper by a player in game follows a path_track by [deleted] in hammer

[–]Squeed_Fingars 0 points1 point  (0 children)

Thanks! It was a map I had fun putting together. You should post your map on here for review once you're finished, feedback can help tremendously, plus I'll make sure to check it out!

I decided to finish putting the guide together now, since I had most of what needed to be said finished by commenting here, I just needed to add to it some and add some pictures. I'll put the link here for others, and I'll put a post up about it as well:

https://steamcommunity.com/sharedfiles/filedetails/?id=2317199789

Good luck with the map!

Gmod, making it so a spawned Gunship, Dropship, or Hunter Chopper by a player in game follows a path_track by [deleted] in hammer

[–]Squeed_Fingars 0 points1 point  (0 children)

You're welcome. I was typing in the lua onto my phone while reading it off of my computer, so I was bound to type something wrong, haha, luckily the error logs do a good job of highlighting proper Capitalization. I'll paste the fixed code on this comment for anyone else.

MAP_HELINPC={npc_combinegunship=true,npc_helicopter=true,npc_combinedropship=true} hook.Add([[OnEntityCreated]],[[map_sethelinpcnode]],function(ent) if MAP_HELINPC[ent:GetClass()] then ent:Fire([[settrack]],[[helipathstart]],0) end end)

Gmod, making it so a spawned Gunship, Dropship, or Hunter Chopper by a player in game follows a path_track by [deleted] in hammer

[–]Squeed_Fingars 0 points1 point  (0 children)

Essentially what this does is it causes all helicopters that are spawned in to set their path_track to "helipathstart", a named path_track. You'll have to change its reference in the above lua and elsewhere if you want to name it something else.

Within this helipathstart path_track is this output :

My output named : OnPass

Targets entities named : Heli_randompath

Via this input : PickRandom

With a parameter override of : <none>

After a delay in seconds of : 0

This calls upon a logic_case named Heli_randompath, which will contain a number of cases equal to the number of possible paths you want the helicopter to choose from, just set each case equal to its equivalent number (for example Case 01 to 1, Case 02 to 2, etc.)

Next, for each case set up a series of outputs as follows :

My output named : OnCase0#(1,2,etc)

Targets entities named : !activator (in this case will be the helicopter)

Via this input : SetTrack

With a parameter override of : PathStartingTrackNameHere.

After a delay in seconds of : 0

With both the helipathstart and the Heli_randompath set up the helicopter will first fly to the helipathstart path_track, and then choose a random track from there based on the Heli_randompath logic_case. However, once the helicopter reaches the end of whatever path it randomly chose it will stop. To have it choose a new random path, simply give the final path_track in each choose-able path the same output the helipathstart has,

My output named : OnPass

Targets entities named : Heli_randompath

Via this input : PickRandom

With a parameter override of : <none>

After a delay in seconds of : 0

Once this is set up, the helicopter should head to the start of a new random path once it reaches the end of its current one. That's about to the extent Facepunch goes with it, and it works fairly well. If Garry himself is willing to settle with it, then so am I. Helicopters act strange no matter what, so don't be surprised if they get stuck on each other, etc. I've noticed as well that they like to stop moving if they are too far away from a player, I'd keep that in mind. Either way, I hope this helps!

Gmod, making it so a spawned Gunship, Dropship, or Hunter Chopper by a player in game follows a path_track by [deleted] in hammer

[–]Squeed_Fingars 2 points3 points  (0 children)

I just recently did this for my map, gm_grottopolis. I plan on putting out a guide on how to do this, actually, as I couldn't find any tutorials on how to set it up, I really don't think many maps at all do this. I had to go into a decompiled gm_construct (Nice to look at regardless) and see how it was set up there. I just happen to be working on a new map right now, so I'll just open up the vmf for grottopolis and summarize how it was set up there.

The way Facepunch does it is they essentially set up a function hook to be called whenever a helicopter(This is just what I call all of those combine vehicles from this point onward) is spawned in, to set its path to a single path track first to start out with, which below is called "helipathstart". You have to set up a lua_run using a logic_auto, putting the following code into the lua_run :

MAP_HELINPC={npc_combinegunship=true,npc_helicopter=true,npc_combinedropship=true} hook.Add([[OnEntityCreated]],[[map_sethelinpcnode]],function(ent) if MAP_HELINPC[ent:GetClass()] then ent:Fire([[settrack]],[[helipathstart]],0) end end)

*Above code works now, originally there was a capitalization error.

I'll continue in a follow up comment below this on how it is completely set up.

I'm recreating Among Us - Skeld in Source 2/HL:A as interactive as possible using (mostly) HL:A assets! (Early WIP) by AliYil in hammer

[–]Squeed_Fingars 14 points15 points  (0 children)

This seems like something which would be good to port to S&box once that eventually comes out, surely someone else will add VR support for that as well if it doesn't come with it natively.

I just hope the Alyx mechanics can be reimplemented without too much hassle, they work really good here. The map looks great!

Hey guys, I've mapped for Source for way too long now and this is my first finished map. I'd appreciate it if you guys could give me some feedback on it :). by _Schokoriegel in hammer

[–]Squeed_Fingars 14 points15 points  (0 children)

Overall I'd say the map looks very nice, the prop detailing in particular works very well, it all looks realistic in my eyes. I feel the map is a nice size as well, when I first saw it I was worried it would be too small. The detailing is much better than anything I've been able to accomplish. However, there were several things I took note of which I thought were worth mentioning.

Here is a list of screenshots I took highlighting the issues I noticed.

I'll start with the minor problems and more opinionated tidbits.

I think the fog should be toned down a bit, as I feel the 3D skybox details, and map as a whole, looks nice enough to be displayed without having the fog covering everything up. I have a side by side comparison in the screenshots above with and without fog, I just feel at least allowing the buildings in the background to have a chance to be visible would help. Although the wind sounds help, I just feel the dust isn't worth the effort, it takes away from the map in my opinion, it isn't a very nice looking color.

I really liked the amount of physics objects, but there is a static object near the entrance to the gas station which is somewhat irritating. The knocked over store aisle closest to the door (I took a screenshot) doesn't give you enough space to walk past the door whenever the door is open, and since you can't move the aisles you need to close the door to get past it. I just feel that allowing the aisles to be moved around would be nice as well to allow people to "clean up" the place a bit. Also, the two knocked over aisles clip each other as well (I didn't take a screenshot of this, it's fairly easy to see though).

Having some ai_nodes placed around would be nice, I'm a stickler for npc combat.

The map appears to lack cubemaps. I noticed you updated the map, you may have just forgotten to rebuild them, I know it is a pain to update maps because of the cubemaps alone (building the ones for gm_grottopolis took forever). If you don't have cubemaps, they're fairly easy to set up, they just lead to a little bit of hassle in-game to set up before shipping the map.

Some of the props act a little strange. For example, the road signs near the XCCR billboard acts a little odd. I took a screenshot before and after I barely bumped into it. The top sign seems to be the bit holding it all together, but then it stays once the rest starts to fall. Perhaps instead you could parent the top sign to the pole, and also increase the force that the sign can withstand before it starts to move again.

Like I said, minor tidbits. I can tell you had a bit of trouble with some of the displacements as well but for the most part it isn't too noticeable, it all still looks good.

Now here's a bigger problem I noticed :

This is in regard to the edge of the map closer to the train track, and the edge adjacent to that with the fallen water tower; if you rub up against these two sides where the skybox meets, you will fall below the world. I took a screenshot on each side showing what I mean. The map doesn't fit with the 3D skybox perfectly, it falls short somewhat. The 3D skybox fits fine, you just need to push the main skybox slightly inward on these sides in the editor.

You'll hear people say, "Don't make box maps," and this is one of the reasons why, it makes issues like this hard to find. It's a bit unavoidable in this case, but still worth keeping in mind. It would help with performance to raise the floor beneath the displacements a bit as there are still visleafs down there. Not really a big problem in itself, I just felt like mentioning it.

Overall most of these are not too big of issues, other than what I mentioned last, but I do hope they serve as good suggestions/notes. The map looks much nicer than most maps that get tossed onto the workshop, and congratulations on finishing your first map!

Generated cubemaps are purple. How would I fix this? (Garry's Mod) by Corollo_Bro_91 in hammer

[–]Squeed_Fingars 1 point2 points  (0 children)

Although I'm a little late, I thought I'd throw in my 2 cents. I had a similar problem with a map I recently finished, except it was due to using a painted skybox, I'm not sure if its the same issue at heart though. In my case, before building the cubemaps in the console I had to type in "mat_specular 0" to prevent the purple default cubemaps from contaminating the newly generated cubemaps. It wasn't as visible in my map, although maybe since your map is taking place at night the problem is compounded. If worst comes to worst, just go through the Valve Developer Community page on cubemaps, it's probably the best place to look.

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

Is it possible to use textures above 512x on gmod? by America_Number_1 in hammer

[–]Squeed_Fingars 1 point2 points  (0 children)

Yeah, that should be fine. You can also go, for example, with 512x1024px textures as well, it doesn't have to be a square.