I'm pretty sure just getting Prime is enough.
You used to be able to get Prime for free if you leveled to 21 and had a phone number connected, but this is no longer the case.
The Max Map Planes error is a result of having too many brushes in your map, and it's a hard cap in the game engine. If you've used carve a lot, this can be the result. The only way to fix it are to either simplify your brushwork to remove a bunch of brushes, or turn some of them into models using a 3rd party program (Blender or Propper, for example).
As for alternatives to the carve tool, you can always just resize brushes if you want to make a rectangular opening, or use vertex editing for other shapes.
Edit: There's also a drop down menu in the brush tool that allows you to make shapes such as arches and cylinders.
You can't use CS:GO's hammer.
Here is what you need to do.
Open up Garry's Mod's mount.cfg using notepad++, it will be located in "steamapps\common\GarrysMod\garrysmod\cfg"
Read the text inside and their examples
Add CS:GO to it, here is what mine looks like
Launch hammer from the bin folder, "steamapps\common\GarrysMod\bin"
Launch Garry's Mod and make sure CS:GO is mounted in the bottom right
You're done
their is no central repository afaik
heres a few things:
https://www.moddb.com/mods/titan-xcix/downloads/titan-xcix-source-files
^this is good if you are making scifi map
https://www.dropbox.com/s/p4ahluk4xonnldt/doorpackV1.zip?dl=0 ^ this doorpack is good for hl2/episode themed maps
You have too many brushes or brushes with complex geometry. You could either reduce the number of brushes by making a few of them into func_details as you said or convert few of the brushes into models by either using blender or propper.
'Too many T-intersections' is due to too many func_details intersecting with other func_details, This is a common thing if your map has stairs in it. another method is to move the things which the player wont be noticing a lot away by a few units just so intersections are not happening. Hopefully this makes sense.
Any mapper working on singleplayer standalone Half-Life 2 maps is free to use this feature. I have not yet released a mod template that includes this fix for the flaregun, but I will in the near future. I did make a mod template for the custom NPCs that I made, which is linked in my previous video.
Additionally, the code for this fix has been pulled into the SMC MapLabs mod. Mappers will be able to use it in their maps for the next MapLabs challenge.
Set deadlines and stick to them. Break the maps progress up into smaller parts. Maybe week 1 focus on the design aspect of the map before you even touch hammer, draw diagrams, write up details, etc. Week 2 focus on blocking it out. And so on.
Use something like https://trello.com/ so you can gague your progress and if you want give links to it out to other people so you now have pressure to stick to your deadlines.
They do occasionally update hammer.
This on seems to be an side effect of:
> Hammer: Allow right click on 3D view to activate FPS camera controls, on tools where right click in 3D view is not used
fixed the leak, then when compiled and ran this message pops up in consol.
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/hr_metal/lcv_surface_1 Host_EndGame: Map coordinate extents are too large!! Check for errors!
Stopping All Sounds... ChangeGameUIState: CSGO_GAME_UI_STATE_LOADINGSCREEN -> CSGO_GAME_UI_STATE_INGAME CCSGO_MainMenu - bWasVisible=false ChangeGameUIState: CSGO_GAME_UI_STATE_INGAME -> CSGO_GAME_UI_STATE_MAINMENU CCSGO_MainMenu - bWasVisible=false Notification CDN download result: ok (code: 200, size: 2)... Request for blog RSS feed succeeded: (code: 200, size: 37066)... Scheduled config settings write (ui_news_last_read_link = https://blog.counter-strike.net/index.php/2020/04/29701/)... Got SDR network config. Loaded revision 275 OK Performing ping measurement RelayNetWorkStatus: avail=Attempting config=OK anyrelay=Attempting (Performing ping measurement) AuthStatus (steamid:76561198078541827): OK (OK) ChangeGameUIState: CSGO_GAME_UI_STATE_MAINMENU -> CSGO_GAME_UI_STATE_MAINMENU Cluster 'atl' has a selection penalty of 2ms for load balancing purposes. (As per atl#5 (162.254.199.170:27019)). Cluster 'lhr' has a selection penalty of 1ms for load balancing purposes. (As per lhr#21 (162.254.196.82:27015)). Host_WriteConfiguration: Wrote cfg/config.cfg PNG load error Interlace handling should be turned on when using png_read_image Failed to communicate with routing cluster 'gnrt'. Failed to communicate with routing cluster 'waw'.
For those coming from Google this is what I did
G:
on WindowsC:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source
to drive G:
Counter-Strike Source
folder to $HOME/.wine/drive_c/Program Files (x86)/Steam/steamapps/common
(create the directories if they dont exist)cd "$HOME/.wine/drive_c/Program Files (x86)/Steam/steamapps/common/Counter-Strike Source/bin"
wine hammer.exe
Optional, symlink to your Linux install of CS:S:
cd "$HOME/.wine/drive_c/Program Files (x86)/Steam/steamapps/common/Counter-Strike Source/cstrike" rm -rf .vpk maps ln -s "$HOME/.local/share/Steam/steamapps/common/Counter-Strike Source/cstrike/.vpk" . ln -s "$HOME/.local/share/Steam/steamapps/common/Counter-Strike Source/cstrike/maps" .
Now the map will go into your Linux install when you compile. And you save 2GB of disk space.
The only entities i have in my map right now, is env_cubemap and light_env. And i have everything set to normal when compiling. But i use expert, cuz normal somehow takes way to long, when theres only 1 building in the map. No errors or anyting, map is sealed off. The only parameters i have changed is in light, so i dont get black props.
This is my light parameters
(-StaticPropLighting -StaticPropSampleScale 0.25 -bounce 2 -noextra -game $gamedir $path\$file)
Here is my compile log from expert: https://hastebin.com/taceqawate.coffeescript
Hope this can help
Can't add Sublime Text, same reason why Java isn't included. Anyways, I have never used ST before so idk how to install plugins.
Crowbar? Sure, .qc file format would be bounded to it.
Blender is too big for including it. Either I will download BST from their website by installer or include it. Anyways you can download Blender off Ninite with additional software and it will install it automatically.
Hopefully this helps.
Only other Source engine you can do this in is Alien Swarm. A lot of mods used the Alien Swarm engine and made it back into an FPS.
You can accomplish CSGO environmental lighting by modding some existing entities. I have a small write-up here: https://www.moddb.com/members/gjsdeath
My code actually ended up in the hands of the guys that did it first and a few others. Poor bastards, my C++ skills from 2011 were awful. Lol.
But basically. You can do it without using the Alien Swarm engine and learning some c++. Even env_projectedtexture is pretty broken in most of all source games, especially pre-Alien Swarm. https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes
Hey! I know you want to use the Source engine, but there's a free pack this month for making walking simulators in UE4: https://www.unrealengine.com/marketplace/en-US/slug/first-person-story-adventure-template
I would grab it and forget about it, so if you ever want to use UE4 for something in the far future you have this in your pocket.
I think it's really cool that you want to make tutorials but I feel like you could use some tips.
For video tutorials you really should be talking over it. People don't want to watch either a silent video or a video that has a soundtrack over it even if it is really good like Neotokyo's.
Miziziziz put out a good tutorial on making tutorials that is incredibly blunt but useful.
If you just want to show off some different lighting tips I would recommend a written tutorial so people can see the actual values without having to pause a video and strain their eyes to look at it. There's several websites you can use or you can host your own. Github offers a pretty great service called GitHub pages for hosting websites made with Jekyll and other static site generators. You can of course also use Steam guides, medium, etc.
If you know how to use the command line, yes. Otherwise, I found a batch conversion plugin that seems to do what you need but I don't use GIMP enough to tell you how good it is.
Here’s a clip I took of the reflection issues. As you can see at the end there’s now a new problem with a pier I built from func_detail brushes, but this is less important to me than the reflections.
64 Bit Support and Increased entity limit (default is 2048, Gmod's is 8192) are the two major ones. There's also just been a lot of smaller changes as well over the years that really add up. Recently they've been putting out changes to hammer like ray trace preview in the 3d view after compile.
Change it to .png and run it thru this website - https://ezgif.com/png-to-jpg I had this problems many times, i never know what specific format is required and this type of website worked everytime.
Well, that's not going to work because the Source SDK is no longer supported by Valve. The only officially supported engine branches for modding are Source SDK 2013's.
You can install VS2013 Community edition alongside VS 2017 just fine, plenty of us already have.