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Hazard Liquid Problems

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Oh god. My english fails and google translator helps me as my mother would help ??
Thanks Mek, I would never realize this.
And wtf... 6 hours!? I guess I will compile my maps in fast, and, once I finished my mod, I will run them on HDR final and go sleep.
:)

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http://www.moddb.com/members/vinivite
Yes, I'm now on ModDB to annoy you all... MWAHAHAHAHA.

If you suspect that a compile has crashed, check your CPU load. If it's pegged at 100% and you're not doing anything else with the computer, it's still running fine.

Also VBCT (Mevious' suggestion) is a very nice alternative I totally forgot about. That will also show you the progress of the compilation so you can see how fast or slow it's going.

(p0rtalplayer's 6 hours is indeed an extreme example.)

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

To shorten your compile times, there are some things you can do to optimize your map. For example, make smaller brushes (which don't need to cast a shadow) a func_detail - this helps greatly.
There are some more tips (can't remember them, hadn't been mapping for quite some years), perhaps somebody else can help you.

Test Chamber 74:
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!

All maps for Portal (1/2) worth playing are mirrored here.

http://rvanhoorn.ruhosting.nl/optimization.php
This is the guide to optimising a map.

It's in the Useful Mapping Links sticky and, frankly, you should have to pass a written exam on the material before you should be allowed to use Hammer.

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Practical'd be better. Take this map, optimize.

That could be the next competition, actually. Marks for framerate, compile time, play quality after optimizing, etc. Or not.

Yo, time for another stupid question:
Where that picture that's showed when the game is loading should be in the mod folder? I can't figure out where... I'm looking at Portal Prelude folders and can't see where this pic should go.
._.

Image
http://www.moddb.com/members/vinivite
Yes, I'm now on ModDB to annoy you all... MWAHAHAHAHA.
vinivite wrote:
Yo, time for another stupid question:
Where that picture that's showed when the game is loading should be in the mod folder? I can't figure out where... I'm looking at Portal Prelude folders and can't see where this pic should go.
._.

As in...the intro video? If so, stick it in the media folder and add it to StartupVids.txt. If you mean the blurred photo, put it in materials/console/. Name it <background_map_name_here>.vtf or <background_map_name_here>_widescreen.vtf and it should be shown depending on the background map that is being loaded.

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Now with 100% more inline comments!

Yes sir, that blurred photo I was talking about. Thanks. You also answered me other question... how to add an intro video. :)
But the video must be in what format? Avi, wmv?

EDIT:

OH SHI- something very annoying happened on my map: this appears when vbsp is runned:

Code: Select all
Overlay touching too many faces (touching 283, max 64)
Overlay signage/indicator_lights/indicator_lights_floor at 232.0 667.0 -619.0

I tried excluding this overlay... but the other overlays close to it appear to touch too many faces... what can I do to avoid this?
PS: This indicator light is exactly side-by-side to other indicator light... can this be the reason?

Image
http://www.moddb.com/members/vinivite
Yes, I'm now on ModDB to annoy you all... MWAHAHAHAHA.

Intro videos need to be in bik format (I think avi can work too though) and you may have a leak or something as vvis shouldn't be cutting that many faces.

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