Mapping Tips and Useful Links

Mapping Tips and Useful Links

Postby espen180 » Mon Nov 19, 2007 3:57 pm

Post useful tips about mapping, or post links to threads on this forum which feature such tips.
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Re: Mapping Tips and Useful Links

Postby npc_msleeper_boss » Mon Nov 19, 2007 4:05 pm

Valve Developer Wiki: http://developer.valvesoftware.com/wiki/
Invaluable site, full documentation on every entity. Be sure to read the Discussion pages as they have some pricesless info, too.

Halfwit-2.com: http://halfwit-2.com/?page=tutorials
A long time ago, Interlopers used to be the number one place for mapping tutorials, but this site has come a long way and has some really kick ass stuff. From the basics to the specific, advanced stuff.

Interlopers.net: http://www.interlopers.net/index.php?page=tutorials
Speaking of Interlopers, they are still a great site with a lot of tutorials and one of the oldest forums around.

GCFscape: http://nemesis.thewavelength.net/index.php?p=26
Awesome tool, allows you to view and extract the contents of GCF files.

VTFedit (VTFlib): http://nemesis.thewavelength.net/index.php?p=40
Another priceless tool, a GUI for creating images into VTF textures.
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Re: Mapping Tips and Useful Links

Postby npc_msleeper_boss » Thu Nov 29, 2007 1:52 am

HL2 Map Editing Optimization Guide: http://optimization.interlopers.net/
Everyone needs to read this from front to back atleast once. This is the most comprehensive, in-depth, and thorough explaination of how the Source engine works and how to optimize your map. Read this right now.
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Re: Mapping Tips and Useful Links

Postby Hober » Sun May 04, 2008 1:39 pm

PakRat: http://www.bagthorpe.org/bob/cofrdrbob/pakrat.html
Pakrat is a graphical replacement for the BSPZIP program, that allows you to embed external files, such as textures (vtf), material (vmt) and model (mdl) files into a HL2 bsp file. Using this, you don't have to have a lot of files spread out among many folders. It's tricky to use, but can be very effective when done well.
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Re: Mapping Tips and Useful Links

Postby Groxkiller585 » Thu Dec 23, 2010 6:38 pm

Few tips you should know:

1. !Activator is the first thing that triggers something (in trigger's case the first thing in it's volume that can trigger it), !player is the player.

2. When the player touches Fizzlers in or touching hurt triggers, Portal will crash. To remedy needing to remove boxes, have a trigger_multiple with a filter so it only is triggered by physics objects. (or if needed just the box) then add an output to kill !Activator, and resend a new box.

3. You can parent objects, entities, etc. to portals by use of Prop_Portal. Have it's ID set to 0 (the portals the gun shoots) and name it. BE SURE YOU HAVE IT ACTIVE AT THE BEGINNING OF MAP LOAD! If you don't the parenting never works, or can be glitchy.

4. If you find a light produced by a texture (for example, lightrecessedcool002) is not bright enough or too bright, you can change this via how big the texture scale is - higher scales on both the X and Y axis decrease brightness, while lower scales (below 1) on the X/Y axis increase brightness. Be careful not to make it TOO small (usually below 0.05) or the light will be way too bright. Too high (5+ usually) nulls the light completely.

5. When making a prefab, be sure to set all things in the prefab with an "&i" ending. This ending allows you to place multiples of the prefabs without one activating the other, moving the other, etc. Also, be sure to place your prefab close to the map origin so that when you use it, it is not far away from where you clicked.
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Re: Mapping Tips and Useful Links

Postby Whysopro? » Fri Dec 24, 2010 8:25 pm

Just found this awehsum page on interlopers for solving ALMOST EVERY bug in Hammer compiling. So useful I just thought it deserved a straight link to instead of having to browse their website.

http://www.interlopers.net/errors/
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Re: Mapping Tips and Useful Links

Postby NocturnalGhost » Wed May 18, 2011 4:46 pm

BSPSource: http://nuclearvelocity.com/barracuda/bspsrc/about.html

A .bsp file decompiler with support for Portal 2 maps. Useful for looking into the official Valve maps, to discover how certain effects are produced etc.
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Re: Mapping Tips and Useful Links

Postby MrTwoVideoCards » Thu May 19, 2011 9:42 pm

Various Programs for both bumpmap and heightmap creation:

Smartnormal: http://www.smart-page.net/smartnormal/fl10.htm

nDo http://www.philipk.net/ndo.html
Currently working on Darksiders 3.
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Re: Mapping Tips and Useful Links

Postby Mr. Happy » Fri May 27, 2011 10:22 pm

Oh wow, smartnormal is really cool...never seen that before
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Re: Mapping Tips and Useful Links

Postby Nacimota » Sat Jun 04, 2011 8:37 pm

nVidia makes a photoshop plug-in that does normal maps.
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Re: Mapping Tips and Useful Links

Postby ChickenMobile » Sat Jun 18, 2011 4:06 am

Groxkiller585 wrote:
5. Also, be sure to place your prefab close to the map origin so that when you use it, it is not far away from where you clicked.
If you hid everything in your map except your prefab then created the prefab at the origin to begin with, you wouldn't have this problem.
Nice tip with the &i grox.
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Re: Mapping Tips and Useful Links

Postby npc_msleeper_boss » Sun Jun 19, 2011 7:45 pm

Or you can just use instances. :idea:
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Re: Mapping Tips and Useful Links

Postby ChickenMobile » Mon Jun 20, 2011 9:26 am

msleeper wrote:
Or you can just use instances. :idea:
Unless you are making a prefab.
:lol:
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Re: Mapping Tips and Useful Links

Postby kwp21 pitts » Mon Jun 20, 2011 11:37 pm

chickenmobile wrote:
msleeper wrote:
Or you can just use instances. :idea:
Unless you are making a prefab.
:lol:

I would prefer to use instances over prefabs any day. Alot less horsing around. Unfortunatly, I can't use instances with certain games. :(


EDIT: Anyone may PM me If they need help. I always search the vdc on a regular basis, and will find somthing useful. In some cases I might make examples for some to work with. All you need to do is ask.
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Re: Mapping Tips and Useful Links

Postby Skotty » Mon Jul 25, 2011 4:31 am

Overview of available flashlight textures for env_projectedtexture:

flashlight_border
Image
flashlight_moon (just white)




flashlight_security001
Image
flashlight001
Image
flashlight001_improved
Image
flashlight001_intro
Image
flashlight002
Image
flashlight003
Image
flashlight004
Image
flashlight006
Image
flashlight007
Image

Don't use any texture with existing .vmt. In nearly every case you will get tiling textures, even outside the FOV of the env_projectedtexture.
Last edited by Skotty on Wed Aug 27, 2014 12:42 pm, edited 4 times in total.
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