[Portal 2] - Acid/Water How?
Quote from Maygus on April 26, 2011, 2:08 amI found this thread: acid-water-t1260.html
However when I do the steps listed in that my map won't fully compile and I get a leak.
If I delete the aforementioned blocks created and re-compile... there is no leak. So for some reason even though all edges of this block are within my original construction it leaks...Is there another way to do it in Portal 2?
I found this thread: acid-water-t1260.html
However when I do the steps listed in that my map won't fully compile and I get a leak.
If I delete the aforementioned blocks created and re-compile... there is no leak. So for some reason even though all edges of this block are within my original construction it leaks...
Is there another way to do it in Portal 2?
Quote from Nightgunner5 on April 26, 2011, 2:42 pmDoes your VBSP compile parameter contain -alldetail? If it does, you should have the water as a func_brush with a name starting with structure_. If not, use a normal (non-entity) brush.
Does your VBSP compile parameter contain -alldetail? If it does, you should have the water as a func_brush with a name starting with structure_. If not, use a normal (non-entity) brush.
Quote from Maygus on April 27, 2011, 6:18 amNah, I took that out as part of the setup instructions I followed on modDB as the guide on here didn't work for me... only made hammer crash.
All I do is place a block, make all sides nodraw and use the texture underground_water on the top.
I just noticed it turns the block into an entity of trigger_waterydeath...
Nah, I took that out as part of the setup instructions I followed on modDB as the guide on here didn't work for me... only made hammer crash.
All I do is place a block, make all sides nodraw and use the texture underground_water on the top.
I just noticed it turns the block into an entity of trigger_waterydeath...
Quote from Maygus on April 27, 2011, 6:28 amHurm, using some prefabs for the catapult and getting the same error.
Might just wait for official SDK release and if I get errors from there figure it out.
Hurm, using some prefabs for the catapult and getting the same error.
Might just wait for official SDK release and if I get errors from there figure it out.
Quote from Nightgunner5 on April 27, 2011, 10:25 amDo your compile parameters for VBSP include "-alldetail"?
Do your compile parameters for VBSP include "-alldetail"?
Quote from Maygus on April 28, 2011, 6:15 amMaygus wrote:Nah, I took that out as part of the setup instructions I followed on modDB as the guide on here didn't work for me... only made hammer crash.Either way - I'll wait for the official SDK. Getting weird lag errors, yet if I load up Portal 1 / Left 4 Dead 2 SDK setups ... it all runs smooth as silk.
Either way - I'll wait for the official SDK. Getting weird lag errors, yet if I load up Portal 1 / Left 4 Dead 2 SDK setups ... it all runs smooth as silk.
Quote from Maygus on April 28, 2011, 6:18 amFor the record: http://developer.valvesoftware.com/wiki ... ring_Tools
That is how I've done mine... that's a more concise version than the modDB setup... (and better than the one I found posted on these forums).
For the record: http://developer.valvesoftware.com/wiki ... ring_Tools
That is how I've done mine... that's a more concise version than the modDB setup... (and better than the one I found posted on these forums).
Quote from msleeper on April 28, 2011, 6:41 pmYeah there are all kinds of versions floating around. I haven't made an "official" link to anything since it's all going to be rendered moot here in a few days/weeks I'm sure.
Yeah there are all kinds of versions floating around. I haven't made an "official" link to anything since it's all going to be rendered moot here in a few days/weeks I'm sure.
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