1. Post #2601
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    600 i believe is default gravity.
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  2. Post #2602
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    9,890 Posts
    How can I make an AI move to a location straight after spawning from an NPC_maker
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  3. Post #2603
    Mesiter's Avatar
    March 2011
    306 Posts
    how can i make a platform shaped like a ring without genariting unnecessary brushes?
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  4. Post #2604
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    Use the arch brush primitive.
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  5. Post #2605
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,815 Posts
    How can I make an AI move to a location straight after spawning from an NPC_maker
    Ai_scriptedshedule / scripted_sequence / path tracks
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  6. Post #2606
    Gold Member
    General J's Avatar
    June 2008
    3,299 Posts
    World portals work in multiplayer maps for Portal 2 right?
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  7. Post #2607
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,815 Posts
    World portals work in multiplayer maps for Portal 2 right?
    Yes.
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  8. Post #2608
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,207 Posts
    Hey guys i am looking for Models that i can use on hammer editor like many kinds of Levers, switch and such i cant find any when im making a map and i would like to use them instead of the Classic Button texture
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  9. Post #2609
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    Hey guys i am looking for Models that i can use on hammer editor like many kinds of Levers, switch and such i cant find any when im making a map and i would like to use them instead of the Classic Button texture
    Where's the question?

    Ask the modelling section.
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  10. Post #2610
    Fabulous Vailglorous Extraordinaire
    Haxxer's Avatar
    February 2007
    10,707 Posts
    I am bad with lighting, so how am I to use light_spot properly? It looks really bad when I try to adjust its settings, anyone got any link to a tutorial with different values shown?
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  11. Post #2611
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    I am bad with lighting, so how am I to use light_spot properly? It looks really bad when I try to adjust its settings, anyone got any link to a tutorial with different values shown?
    http://www.interlopers.net/tutorials/17779
    http://www.interlopers.net/tutorials/1780
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  12. Post #2612
    Gold Member
    Pridit's Avatar
    June 2008
    4,177 Posts
    I'm creating a Slope map, it's based in the sky, a tower effect with loads of buildings around it but one main problem I want to resolve is avoiding seeing a huge black square at the bottom of the map. Now, to counter this I've messed around with various different entities like func_dustcloud and the fog controller but I just can't seem to get the effect I'm looking for, it seems to be either not thick enough or in your face.

    Basically I want it to spread across each building but thick enough to block any sight below ie can't see the bottom of any surrounding buildings, is there any effective way of doing this? I want to make it as seamless as possible.
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  13. Post #2613
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    You could just edit the skybox. Or in your 3d skybox make some sort of effect like smoke or fog
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  14. Post #2614
    Gold Member
    NotExactly's Avatar
    March 2011
    1,044 Posts
    Is there a maximum number of frames an animated texture can have?
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  15. Post #2615
    Unbound Moderator
    Terrenteller's Avatar
    January 2007
    1,299 Posts
    65,536.
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  16. Post #2616
    Gold Member
    Pridit's Avatar
    June 2008
    4,177 Posts
    You could just edit the skybox. Or in your 3d skybox make some sort of effect like smoke or fog
    Managed to do it by putting func_dustcloud in the 3D skybox, there's a bug I'm not too fond of where if you look at a certain angle you'll look right through the fog and the way to resolve that would be putting it into the normal skybox which will generate lag because it's huge I want to avoid lag. It's not the desired effect, but it'll have to do.
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  17. Post #2617
    Gold Member
    VaSTinY's Avatar
    May 2009
    4,948 Posts
    I recently opened a Half-Life 2 Episode Two Hammer-made .vmf with the Portal 2 Authoring Tools in order to copy-paste something I made in another Portal 2 map over to the Episode Two map, big mistake: When I save and close it, and re-open it in Episode Two's Hammer editor it simply crashes on "loading chunks 5%" with no warning or error message.

    After that I opened it in Portal 2 Authoring Tools again and deleted ALL of the things I pasted in, and tried to re-open it in Episode Two's Hammer editor with the same problem.

    I'm guessing it "converted" the Episode Two based .vmf into a Portal 2 based .vmf, and it won't "convert" it back so it is recognized by the Episode Two Hammer, and now I'm wondering if there's ANY possible way to get the Episode Two Hammer editor to open it again, with the Source 2009 Engine setting without re-creating it all in a new .vmf.

    I would re-make the map in a new .vmf, but the thing is I have been working on this .vmf since June, 2011 - There is simply too much at stake here in my opinion.
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  18. Post #2618
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    PM the vmf I think I know how to fix it
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  19. Post #2619

    September 2011
    718 Posts
    Okey i have a issue i cant seem to fix with light_enviroment

    Theres no holes in the map skybox ,its not inside a prop or brush(light_enviroment) and it doesnt show any errors and ive built it up several times and its not building the lights at all ...can someone please help me ?

    (also since im asking for help...can somebody tell me where i have to put custom skyboxes in order to use them ....like the ones from Mr.Chop )
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  20. Post #2620

    February 2009
    133 Posts
    I'm having this issue with geometry show up ingame:



    this is what it looks like in hammer:



    what's wrong, and how do I fix it?
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  21. Post #2621
    cwook's Avatar
    March 2010
    1,473 Posts
    I'm having this issue with geometry show up ingame:

    -snip-

    this is what it looks like in hammer:

    -snip-

    what's wrong, and how do I fix it?
    If you've had this problem before, it could mean that you're compiling a different version of your map. Otherwise, have you checked your compile log, loaded the pointfile, etc?
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  22. Post #2622
    Viking Member
    Hellsten's Avatar
    November 2008
    5,438 Posts
    Whatever is wrong with it I think you should be using displacements.
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  23. Post #2623
    Gold Member
    bIgFaTwOrM12's Avatar
    October 2010
    1,457 Posts
    -snip-
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  24. Post #2624
    Javyer's Avatar
    August 2008
    596 Posts
    I'm looking for a good coop map, any know one?
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  25. Post #2625
    krauterz's Avatar
    February 2012
    22 Posts
    hey guys quick question, how long can i expect a full vvis compile to take if a quick one takes 4 seconds?


    Optimized: 409610 visible clusters (0.00%)
    Total clusters visible: 3007732
    Average clusters visible: 713
    Building PAS...
    Average clusters audible: 1526
    visdatasize:1617787 compressed from 4453152
    writing h:\users\****
    4 seconds elapsed
    im asking because i assume it to take at MAX about 5-6 hours.. but last time i did it, i left it for 24 hours and it still wasnt done..
    i7, 16gb ram etc etc..

    PS. its a HUGE map. and i have func detailed and visclustered my ass off for days. dont think i could do much more as everything else needs to be world brushes.
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  26. Post #2626
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    Did you put hints and skips?
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  27. Post #2627
    krauterz's Avatar
    February 2012
    22 Posts
    Did you put hints and skips?
    i put hints in the doorways. the map is completly enclosed so there really isnt much need. there is no sky box.
    everything that can be sipped is func detailed is it necessary?
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  28. Post #2628
    TDocter's Avatar
    October 2009
    1,089 Posts
    -snip-

    Wrong thread, sorry.
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  29. Post #2629
    I've got a problem with the shadows in my map. They seem to be creating wierd artifacts and overall seem pretty horrible. I have a lightmap scale of 4 on the areas that should have detailed shadowing. All my settings are maxed out too for that matter. Also, the doors doesn't seem to block any of the lighting for whatever the reason.

    Here's the compile log:

    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\mac338\sourcesdk\bin\source2009\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2" "C:\Users\nichr642\Documents\maps\Level01_apartment_dev.vmf"
    
    Valve Software - vbsp.exe (Sep 15 2011)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2\materials
    Loading C:\Users\nichr642\Documents\maps\Level01_apartment_dev.vmf
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2\gameinfo.txt
    Patching WVT material: maps/level01_apartment_dev/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\nichr642\Documents\maps\Level01_apartment_dev.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day01_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day01_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (28832 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 94 texinfos to 47
    Reduced 13 texdatas to 10 (400 bytes to 339)
    Writing C:\Users\nichr642\Documents\maps\Level01_apartment_dev.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\mac338\sourcesdk\bin\source2009\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2" "C:\Users\nichr642\Documents\maps\Level01_apartment_dev"
    
    Valve Software - vvis.exe (Sep 15 2011)
    4 threads
    reading c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp
    reading c:\users\nichr642\documents\maps\Level01_apartment_dev.prt
     103 portalclusters
     291 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 11 visible clusters (0.00%)
    Total clusters visible: 5236
    Average clusters visible: 50
    Building PAS...
    Average clusters audible: 98
    visdatasize:3519  compressed from 3296
    writing c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\mac338\sourcesdk\bin\source2009\bin\vrad.exe"
    ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2" "C:\Users\nichr642\Documents\maps\Level01_apartment_dev"
    
    Valve Software - vrad.exe SSE (Sep 15 2011)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [48 texlights parsed from 'lights.rad']
    
    Loading c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp
    Setting up ray-trace acceleration structure... Done (0.03 seconds)
    225 faces
    25088 square feet [3612672.25 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    225 patches before subdivision
    4581 patches after subdivision
    6 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 375314, max 292
    transfer lists:   2.9 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(19222, 10174, 3843)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #2 added RGB(8547, 1920, 363)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(3810, 308, 32)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(1755, 55, 5)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(822, 9, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(390, 2, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #7 added RGB(187, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(90, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #9 added RGB(44, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(22, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #11 added RGB(11, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #12 added RGB(5, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #13 added RGB(3, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #14 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #15 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0011 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   1/1024           48/49152    ( 0.1%) 
    brushes                 82/8192          984/98304    ( 1.0%) 
    brushsides             508/65536        4064/524288   ( 0.8%) 
    planes                 186/65536        3720/1310720  ( 0.3%) 
    vertexes               529/65536        6348/786432   ( 0.8%) 
    nodes                  230/65536        7360/2097152  ( 0.4%) 
    texinfos                47/12288        3384/884736   ( 0.4%) 
    texdata                 10/2048          320/65536    ( 0.5%) 
    dispinfos                0/0               0/0        ( 0.0%) 
    disp_verts               0/0               0/0        ( 0.0%) 
    disp_tris                0/0               0/0        ( 0.0%) 
    disp_lmsamples           0/0               0/0        ( 0.0%) 
    faces                  225/65536       12600/3670016  ( 0.3%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              143/65536        8008/3670016  ( 0.2%) 
    leaves                 232/65536        7424/2097152  ( 0.4%) 
    leaffaces              250/65536         500/131072   ( 0.4%) 
    leafbrushes            152/65536         304/131072   ( 0.2%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             1701/512000       6804/2048000  ( 0.3%) 
    edges                 1024/256000       4096/1024000  ( 0.4%) 
    LDR worldlights          6/8192          528/720896   ( 0.1%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips             32/32768         320/327680   ( 0.1%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices           615/65536        1230/131072   ( 0.9%) 
    cubemapsamples           4/1024           64/16384    ( 0.4%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]       96016/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]        3519/16777216 ( 0.0%) 
    entdata               [variable]        3255/393216   ( 0.8%) 
    LDR ambient table      232/65536         928/262144   ( 0.4%) 
    HDR ambient table      232/65536         928/262144   ( 0.4%) 
    LDR leaf ambient       963/65536       26964/1835008  ( 1.5%) 
    HDR leaf ambient       232/65536        6496/1835008  ( 0.4%) 
    occluders                0/0               0/0        ( 0.0%) 
    occluder polygons        0/0               0/0        ( 0.0%) 
    occluder vert ind        0/0               0/0        ( 0.0%) 
    detail props          [variable]           1/12       ( 8.3%) 
    static props          [variable]           1/12       ( 8.3%) 
    pakfile               [variable]      529752/0        ( 0.0%) 
    physics               [variable]       28832/4194304  ( 0.7%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 679
    Writing c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp
    8 seconds elapsed
    Valve Software - vrad.exe SSE (Sep 15 2011)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [48 texlights parsed from 'lights.rad']
    
    Loading c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp
    Setting up ray-trace acceleration structure... Done (0.03 seconds)
    225 faces
    25088 square feet [3612672.25 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    225 patches before subdivision
    4581 patches after subdivision
    6 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
    transfers 375314, max 292
    transfer lists:   2.9 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(2093, 1672, 871)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(800, 503, 217)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(203, 70, 23)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(66, 15, 5)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(21, 2, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #6 added RGB(7, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(3, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #8 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0011 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   1/1024           48/49152    ( 0.1%) 
    brushes                 82/8192          984/98304    ( 1.0%) 
    brushsides             508/65536        4064/524288   ( 0.8%) 
    planes                 186/65536        3720/1310720  ( 0.3%) 
    vertexes               529/65536        6348/786432   ( 0.8%) 
    nodes                  230/65536        7360/2097152  ( 0.4%) 
    texinfos                47/12288        3384/884736   ( 0.4%) 
    texdata                 10/2048          320/65536    ( 0.5%) 
    dispinfos                0/0               0/0        ( 0.0%) 
    disp_verts               0/0               0/0        ( 0.0%) 
    disp_tris                0/0               0/0        ( 0.0%) 
    disp_lmsamples           0/0               0/0        ( 0.0%) 
    faces                  225/65536       12600/3670016  ( 0.3%) 
    hdr faces              225/65536       12600/3670016  ( 0.3%) 
    origfaces              143/65536        8008/3670016  ( 0.2%) 
    leaves                 232/65536        7424/2097152  ( 0.4%) 
    leaffaces              250/65536         500/131072   ( 0.4%) 
    leafbrushes            152/65536         304/131072   ( 0.2%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             1701/512000       6804/2048000  ( 0.3%) 
    edges                 1024/256000       4096/1024000  ( 0.4%) 
    LDR worldlights          6/8192          528/720896   ( 0.1%) 
    HDR worldlights          6/8192          528/720896   ( 0.1%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips             32/32768         320/327680   ( 0.1%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices           615/65536        1230/131072   ( 0.9%) 
    cubemapsamples           4/1024           64/16384    ( 0.4%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]       96016/0        ( 0.0%) 
    HDR lightdata         [variable]       96016/0        ( 0.0%) 
    visdata               [variable]        3519/16777216 ( 0.0%) 
    entdata               [variable]        3255/393216   ( 0.8%) 
    LDR ambient table      232/65536         928/262144   ( 0.4%) 
    HDR ambient table      232/65536         928/262144   ( 0.4%) 
    LDR leaf ambient       963/65536       26964/1835008  ( 1.5%) 
    HDR leaf ambient       823/65536       23044/1835008  ( 1.3%) 
    occluders                0/0               0/0        ( 0.0%) 
    occluder polygons        0/0               0/0        ( 0.0%) 
    occluder vert ind        0/0               0/0        ( 0.0%) 
    detail props          [variable]           1/12       ( 8.3%) 
    static props          [variable]           1/12       ( 8.3%) 
    pakfile               [variable]      529752/0        ( 0.0%) 
    physics               [variable]       28832/4194304  ( 0.7%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 679
    Writing c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp
    6 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\nichr642\Documents\maps\Level01_apartment_dev.bsp" "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2\maps\Level01_apartment_dev.bsp"
    
    
    ** Executing...
    ** Command: c:\program files (x86)\steam\steam.exe
    ** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2"  +map "Level01_apartment_dev"
    And here's a picture of the issue.



    I'd be really grateful if you could help me fix it.
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  30. Post #2630
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    put a block light brush inside of the door.
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  31. Post #2631
    Gold Member
    Chrille's Avatar
    August 2005
    5,427 Posts
    put a block light brush inside of the door.
    I always hated this issue, you either get light coming through the door which looks stupid when it's closed, or you get no light at all.
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  32. Post #2632
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    4,126 Posts
    -snip fixed my problem-
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  33. Post #2633
    put a block light brush inside of the door.
    Still doesn't really explain the other, really major issues such as:
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  34. Post #2634
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    Compile with -final
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  35. Post #2635
    I did a compile with the parameter: -final but this is still the result:
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  36. Post #2636
    Resi wouldn't listen to me so he gave me a title about how I make love to cartoon midget horses. <3
    wizu's Avatar
    October 2008
    1,767 Posts
    My map drew a transparent cube around my map and i can just create or move brushes within this cube otherwise they dissappear , what should i do?
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  37. Post #2637
    Gold Member
    Chrille's Avatar
    August 2005
    5,427 Posts
    My map drew a transparent cube around my map and i can just create or move brushes within this cube otherwise they dissappear , what should i do?


    Click on the left of the encircled buttons.
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  38. Post #2638
    supatails's Avatar
    May 2008
    746 Posts
    I am surprisingly having trouble getting two simple things to work in my map:
    1. I want these platforms to fall upon stepping on them, with a 1 second delay, and eventually rising up. I'm using a trigger brush and a func_door, and it should work. I dunno what the problem is.

    2. I'm trying to get these flames to turn on and off using a timer. I have two flames in one spot, both hooked up to a logic_auto, the first flame emits a very small, harmless flame as a warning that the larger one will come. About 1.5 seconds afterwards the larger and deadly flame appears for 4 seconds, then 7 seconds goes by until the process repeats.

    Instead, there is just a single flame constantly burning, and it hardly hurts you. Any ideas?
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  39. Post #2639
    Gold Member
    WitheredGryphon's Avatar
    July 2011
    1,377 Posts
    I am surprisingly having trouble getting two simple things to work in my map:
    1. I want these platforms to fall upon stepping on them, with a 1 second delay, and eventually rising up. I'm using a trigger brush and a func_door, and it should work. I dunno what the problem is.

    2. I'm trying to get these flames to turn on and off using a timer. I have two flames in one spot, both hooked up to a logic_auto, the first flame emits a very small, harmless flame as a warning that the larger one will come. About 1.5 seconds afterwards the larger and deadly flame appears for 4 seconds, then 7 seconds goes by until the process repeats.

    Instead, there is just a single flame constantly burning, and it hardly hurts you. Any ideas?
    For the first one try using a func_movelinear with the move direction pointed downwards.

    For the flame, could you post a pic of the inputs/outputs of both flame entities?
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  40. Post #2640
    supatails's Avatar
    May 2008
    746 Posts
    For the first one try using a func_movelinear with the move direction pointed downwards.

    For the flame, could you post a pic of the inputs/outputs of both flame entities?







    I hope the text in the images aren't too small.
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