Map Troubleshooting
Quote from Remmiz on August 15, 2008, 5:49 pmrellikpd wrote:(mostly) i agree.i've made open-to-the-void maps before. but usually only cuz i was hammering out a prefab. it was NEVER going to be played.
aside from that, if there are leaks. FIX THEM. this is not an option, or an opinion, IF YOU HAVE LEAKS your map is broke.
I still think it shouldn't let you compile. If you are doing something like this you can just create cover your map in a hollow-ed out skybox as obviously keeping things clean and efficient isn't any real problem in a testing map.
i've made open-to-the-void maps before. but usually only cuz i was hammering out a prefab. it was NEVER going to be played.
aside from that, if there are leaks. FIX THEM. this is not an option, or an opinion, IF YOU HAVE LEAKS your map is broke.
I still think it shouldn't let you compile. If you are doing something like this you can just create cover your map in a hollow-ed out skybox as obviously keeping things clean and efficient isn't any real problem in a testing map.
Quote from rellikpd on August 15, 2008, 6:32 pmwell it would have to let you compile as the way the bsp program works it wouldn't know there was a leak until there was one. just like it can't test for leaks unless you have an info_player_start (atleast older versions of World Craft was this way) but it could error out and refuse to continue if you had aleak
but basically we are talking about nothing: cuz we all agree that NO MAP should proceed with a leak.case closed.
well it would have to let you compile as the way the bsp program works it wouldn't know there was a leak until there was one. just like it can't test for leaks unless you have an info_player_start (atleast older versions of World Craft was this way) but it could error out and refuse to continue if you had aleak
but basically we are talking about nothing: cuz we all agree that NO MAP should proceed with a leak.
case closed.
Quote from appunxintator on August 16, 2008, 10:42 amRemmiz wrote:I still think it shouldn't let you compile.I doesn't let me compile if there is a leak. I don't know why, but vbsp crashes if there is a leak when I compile.
I doesn't let me compile if there is a leak. I don't know why, but vbsp crashes if there is a leak when I compile.
Quote from Sythes on August 24, 2008, 6:16 pmI decided to post another question in this topic, instead of creating another. I made some indicator signs in a map, that work and everything, East's indicators work and look fine. It's just that west's checkmark textures are reversed. I tried flipping the func_brush they were attached to, but it didn't work. Any ideas? (If there's a tool for flipping textures tell me.)
I decided to post another question in this topic, instead of creating another. I made some indicator signs in a map, that work and everything, East's indicators work and look fine. It's just that west's checkmark textures are reversed. I tried flipping the func_brush they were attached to, but it didn't work. Any ideas? (If there's a tool for flipping textures tell me.)
Quote from NocturnalGhost on August 24, 2008, 6:25 pmIn the face edit dialog, you can invert a texture by using a negative number in the "texture scale" x/y settings.
In the face edit dialog, you can invert a texture by using a negative number in the "texture scale" x/y settings.