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vsh_toilet

Discussion in 'Team Fortress 2' started by fatboy not slim[nl], May 9, 2013.

  1. fatboy not slim[nl]

    fatboy not slim[nl] Registered

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    i been working on an map that is played in an toilet(room) its an rat like map so every thing is big!

    ther is an bug / glits that i know and valve know ( Bug:This entity will cease to render or cause visual artifacts if water and or portals are in a visible visleaf. / https://developer.valvesoftware.com/wiki/Func_reflective_glass \ )

    [​IMG]
    https://dl.dropboxusercontent.com/u/4359134/toilet/pano.jpg

    its an big open toilet room ..

    engis cant build on the floor but on some places they can! there is 1 big mirror! that you can see your other play mates! but your self not!

    * DL *TMP not here * DL *





    https://www.dropbox.com/sh/r6e1yl0jpdxml1t/nXKxo8E71i
     
  2. rswallen

    rswallen Wizzard

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    ooo
    I wonder if it renders a player's own reflections if they use that VR command (the one that lets you see your feet)

    also, piccies, piccies, piccies!!
     
  3. fatboy not slim[nl]

    fatboy not slim[nl] Registered

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    i dont know ! (jet ) the thirdperson is not working but this i dont know mayby not!
     
  4. Lord_Dragmore

    Lord_Dragmore Registered

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    TOILET ALARM :D
    i think this will fit more then 31 player ;)
     
  5. fatboy not slim[nl]

    fatboy not slim[nl] Registered

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    who can make texteures? for in hammer my texteures are not good all the things atre good but in game is it pink / black so who can help!
     
  6. Shadow

    Shadow Registered

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    Could someone talk to him on his language and get a full explanation of what exactly he needs? I can make textures but I need to know what exactly is the problem.

    (Oskis get in here)
     
  7. Darkness899

    Darkness899 Registered

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    I think it's a problem with custom textures not getting packed right/sitting in wrong folders on his hard drive. Not sure though.

    And I'm pretty sure Oskis doesn't speak Dutch, or did I just spoil a joke here :|
     
  8. rswallen

    rswallen Wizzard

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    Valve did break the SDK with the steampipe update. So even regular textures might be incorrectly referenced
     
  9. Shadow

    Shadow Registered

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    LZ logos are custom in my files work fine, steampipe just converted and moved files over if you corrected the settings after the update then it isn't a problem
    (big if maybe)?

    @Darkness: Oskis likes to translate fatboy sometimes (broken english translator)
     
  10. Darkness899

    Darkness899 Registered

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    Oh, I see :D


    And like Shadow mentioned, I don't have any problems with custom textures in hammer either.
     
  11. fatboy not slim[nl]

    fatboy not slim[nl] Registered

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    see for your self

    <a class="postlink" href="https://www.dropbox.com/sh/hqim3hld4azuims/RrRdQG7LF8" onclick="window.open(this.href);return false;">https://www.dropbox.com/sh/hqim3hld4azuims/RrRdQG7LF8</a>
     
  12. Darkness899

    Darkness899 Registered

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    Hm, maybe that's because of the hammer "version" you are using? There was a post today from a VALVe employee, stating that there is no need to stay in the sdktools_beta (in the tf2 properties), so opt-out on that one, and use the hammer.bat/.exe files found in the common/tf/bin folder.

    Also 1200th post :D
     
  13. Shadow

    Shadow Registered

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    Couldn't be. I'm still opt in for that and everything is still the same as it was before, maybe he didn't make vtm or vtf (ended up making just one but forgot the other )
    That can also lead to that as there's no file the image can read from what "it" is (material type/surface etc) needs to have that for basic stuff.. even if it's a default thing.
     
  14. fatboy not slim[nl]

    fatboy not slim[nl] Registered

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    so here it is the tree in my prev .. post
    Code:
    "LightmappedGeneric"
    {
    	"$basetexture" "pascal/rats/boom01"
    	"$translucent" 1
    }

    nothing spacial

    hammer sees the transparentness! but the other( pink!) not.
    my other befor the move to steam pipe works!

    Code:
    "LightmappedGeneric"
    {
    	"$basetexture" "pascal/Rats/behang"
    	"$bumpmap" "pascal/Rats/behang_N"
    	"$ssbump" "pascal/Rats/behang_ssb"
                    "$ssbump" 1
    $reflectivity "[.5 .5 .5]"
    
    }
    or this 1
    Code:
    "LightmappedGeneric"
    {
    	"$basetexture" "LZ/LZ_LOGO_PASCAL"
    "$bumpmap" "LZ/LZ_LOGO_PASCAL_N"
    	"$vertexcolor" 1
    	"$vertexalpha" 1
    	"$translucent" 1
    	"$decal" 1
    	"$decalscale" 0.25
    }
    
    THE LZ LOGO that is from my it has
     
  15. rswallen

    rswallen Wizzard

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    does anyone speak yoda?
     
  16. Darkness899

    Darkness899 Registered

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    The textures he made after the move to steampipe aren't working in hammer (as in purple/black squares; texture browser seem to be able to load the correct texture though).
    Example of this is the tree (first texture in Fatboy's post).

    Textures he made before the move work just fine. Examples are the 2 other ones.

    I can confirm that the textures (post-steampipe) aren't working in hammer.
     
  17. Shadow

    Shadow Registered

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    Her's the simple way.. just made..

    [​IMG]

    [​IMG]

    [​IMG]

    Made this real quick.. everything fine with texture making for me dunno what you guys are doing
     
  18. Darkness899

    Darkness899 Registered

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    Just made a texture real quick now, works fine for me too. But the textures fatboy made aren't working, yet I can't see anything weird in either the vmt nor the path it's in.
     
  19. Shadow

    Shadow Registered

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    Maybe he didn't put vtf's in the corresponding directory with vmt's.
    vtf is the picture so I am assuming this is a problem with vtf's vmt's are info of the texture of material, light etc.
    Suggest checking vtf's then we'll see if anything can be done