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?Solved?Several questions on hammer mapping~

1.How to make a completely dark room?I mean player can see nothing but black.In hammer I put no light entity in one room but the texture seems to be providing some lighting (like white panels are bright).I search on the web and find no info_texlights entity in my hammer.So how to make a room completely dark?

2.I put a bed in the map,using prop_static.But the bed seems to be not solid and I can walk throught it.So how to make a prop like bed solid?I see the properties "collision"=using VPhysics.Is it related?

3.How to use input/output systems among instances?The names of the instances seem complicated.

4.How to make a perfect func_door?I'm just using a block as a func_door and want to use it to block a way.The block is 128*128 sized and the way is also 128*128 sized so they can fit perfectly.But if I put the block right under the floor of the way,the texture seems to be mixed and looks bad.How to make a perfect func_door?Also how to set the distance a func_door move?

5.Can somebody explain the "Pitch Yaw Roll" to me?I'm using func_door and don't know how to set the direction it moves with it.

1. You can use the "tool texture" toolsblack. This texture doesn't code any lightmaps.

2. Some props just have no collisions. You can do 2 things here: you can use their surrounding box as collision model, so just select "bounding box" from the dropdown menu in the "Collision" property. Or you can make a brush textured on the playerclip toolstexture covering the whole bed.

3. First you must do is to ALWAYS name the instances you are going to fire I/O to (by using the "fixup name" property). Now, if what you meant was "how do I fire an output to an entity that is inside an instance", you should also make sure that the entity you need to fire the input inside the func_instance has an "@" symbol right before its name; this is required to be able to directly fire inputs to that entity. Take as example the "global_pti_ents" instance (instances/p2editor/global_pti_ents.vmf) mandatory for releasing any workshop map. There is a logic_relay entity inside called "@relay_pti_level_end"; well, you can trigger it from wherever other entity in your map via a simple output, for example with a trigger_multiple like so:

- "OnStartTouch > @relay_pti_level_end > Trigger"

4. Think that lightmaps (static lighting) are casted and stored during the compile. So if you bury your door down the ground, then it should appear black once you open it. So having this in mind, you should place it right in that 128x128 units corridor fitting perfectly. Then use a logic_auto to lower it down (if this is your desired state when the player gets near). This way, the door will have lighting in the moment of the compile, and lightmaps will be stored in the brushes.

The move distance of the func_door along an axis is the size (units in hammer) that the func_door's brush has. For example, if you made your brush 128x128 units (to fill the gap in that corridor) and you have selected "UP" for the "Move Direction" property, once you fire the "Close" output, it will move 128 units downwards; and 128 units up again if you fire the Open output. You can also control an "extra distance" by using the property "Lip".

5. Use the "Move Direction" property for that. The Pitch Yaw Roll is the orientation of your entity in the map. If you alter these values you'll rotate the entity. However, if you want to use the "Pointing at" feature of the "Move Direction" property, then hammer will automatically enter certain values for the P Y R in order to rotate the door and to make it move with the direction you made it point to.

I hope that helps.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

1.: Just don't place a light in a room. Careful: If there is not a single light entity on the map, the whole map will be lighed with a constant light (it is "fullbright").

2.: The model itself doesn't has a collision model. You must use brushes (invisible/nodraw texture) to create collison for it. Hint: A lot of entities in Portal 2 don't have collision models. In most cases invisible/clip-textured brushes are used.

3.: https://developer.valvesoftware.com/wik ... _instances
The names aren't complicated. Don't get confused because of that "@" in front of names. It just means that name won't get any fixup (prefix, postfix) as soon as it is compiled into the map.

4.: What do you mean by "the texture seems to be mixed and looks bad"?
To set the distance of a func_door, read the description of "lip" https://developer.valvesoftware.com/wiki/Func_door

5.: https://en.wikipedia.org/wiki/Flight_dy ... ircraft%29

Freeman|TR wrote:
1.How to make a completely dark room?I mean player can see nothing but black.In hammer I put no light entity in one room but the texture seems to be providing some lighting (like white panels are bright).I search on the web and find no info_texlights entity in my hammer.So how to make a room completely dark?

You need at least 1 light entity in your map, otherwise your map will be completely bright. put a light instance in another room, and use maybe some Blocklight, then your room should be totaly black.

Freeman|TR wrote:
2.I put a bed in the map,using prop_static.But the bed seems to be not solid and I can walk throught it.So how to make a prop like bed solid?I see the properties "collision"=using VPhysics.Is it related?

the collision probertie is right. Maybe the bed has no collsion, but you can make your own collision with the texture player_clip or invisible

So but i need to go, maybe if nobody more answers, i can help you later EDIT: oh, skotty and jose were faster

josepezdj wrote:
1. You can use the "tool texture" toolsblack. This texture doesn't code any lightmaps.

2. Some props just have no collisions. You can do 2 things here: you can use their surrounding box as collision model, so just select "bounding box" from the dropdown menu in the "Collision" property. Or you can make a brush textured on the playerclip toolstexture covering the whole bed.

3. First you must do is to ALWAYS name the instances you are going to fire I/O to (by using the "fixup name" property). Now, if what you meant was "how do I fire an output to an entity that is inside an instance", you should also make sure that the entity you need to fire the input inside the func_instance has an "@" symbol right before its name; this is required to be able to directly fire inputs to that entity. Take as example the "global_pti_ents" instance (instances/p2editor/global_pti_ents.vmf) mandatory for releasing any workshop map. There is a logic_relay entity inside called "@relay_pti_level_end"; well, you can trigger it from wherever other entity in your map via a simple output, for example with a trigger_multiple like so:

- "OnStartTouch > @relay_pti_level_end > Trigger"

4. Think that lightmaps (static lighting) are casted and stored during the compile. So if you bury your door down the ground, then it should appear black once you open it. So having this in mind, you should place it right in that 128x128 units corridor fitting perfectly. Then use a logic_auto to lower it down (if this is your desired state when the player gets near). This way, the door will have lighting in the moment of the compile, and lightmaps will be stored in the brushes.

The move distance of the func_door along an axis is the size (units in hammer) that the func_door's brush has. For example, if you made your brush 128x128 units (to fill the gap in that corridor) and you have selected "UP" for the "Move Direction" property, once you fire the "Close" output, it will move 128 units downwards; and 128 units up again if you fire the Open output. You can also control an "extra distance" by using the property "Lip".

5. Use the "Move Direction" property for that. The Pitch Yaw Roll is the orientation of your entity in the map. If you alter these values you'll rotate the entity. However, if you want to use the "Pointing at" feature of the "Move Direction" property, then hammer will automatically enter certain values for the P Y R in order to rotate the door and to make it move with the direction you made it point to.

I hope that helps.

I am really grateful to your detailed explanation!It helps a lot .
So for 1,actually the texture is specified.For instance I want to make a room,at first totally dark,then player enters and the room becomes totally bright and the player can see the white panels.Is it practical in hammer?
also I want to ask if I create a light and pick the black color in its properties "Brightness",will it reduce the light and increase darkness?

For 2,3 I got it.

For 4,yes one func_door really appears weirdly black.But in fact,I mean,if I create a 128*128 door,on a "floor",and then it is triggered and goes down into the floor,then,the "top surface"of the door will intersect with the floor,and in this case we know 2 different texture is on 1 surface and they will be shown at the same time (consider at the same surface,a black texture and a white texture are shown at the same time).How to avoid this problem?
An idea comes to me that I create an area underneath the func_door so when the func_door goes down it will fit into the area.Is it the best solution?

Also I want to know how to make func_door go further please.

For 5 I think it's too complex for me now ~

And thanks again.

Skotty wrote:
1.: Just don't place a light in a room. Careful: If there is not a single light entity on the map, the whole map will be lighed with a constant light (it is "fullbright").

2.: The model itself doesn't has a collision model. You must use brushes (invisible/nodraw texture) to create collison for it. Hint: A lot of entities in Portal 2 don't have collision models. In most cases invisible/clip-textured brushes are used.

3.: https://developer.valvesoftware.com/wik ... _instances
The names aren't complicated. Don't get confused because of that "@" in front of names. It just means that name won't get any fixup (prefix, postfix) as soon as it is compiled into the map.

4.: What do you mean by "the texture seems to be mixed and looks bad"?
To set the distance of a func_door, read the description of "lip" https://developer.valvesoftware.com/wiki/Func_door

5.: https://en.wikipedia.org/wiki/Flight_dy ... ircraft%29

Great thanks to your help !
For 4,I see the lip and it seems to be related to some kind of buttons...I'll try it out.
For 5,god it's complex~!

TheTobbell wrote:
Freeman|TR wrote:
1.How to make a completely dark room?I mean player can see nothing but black.In hammer I put no light entity in one room but the texture seems to be providing some lighting (like white panels are bright).I search on the web and find no info_texlights entity in my hammer.So how to make a room completely dark?

You need at least 1 light entity in your map, otherwise your map will be completely bright. put a light instance in another room, and use maybe some Blocklight, then your room should be totaly black.

Freeman|TR wrote:
2.I put a bed in the map,using prop_static.But the bed seems to be not solid and I can walk throught it.So how to make a prop like bed solid?I see the properties "collision"=using VPhysics.Is it related?

the collision probertie is right. Maybe the bed has no collsion, but you can make your own collision with the texture player_clip or invisible

So but i need to go, maybe if nobody more answers, i can help you later EDIT: oh, skotty and jose were faster

Great thanks for helping!
For 2 I understand that now.For 1,what is blocklight?

Blocklight texture is what the name says. It blocks light. It makes the surface invisible (so its "not existing") but no light can pass through it while compiling the map.