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[Portal 2] - Acid/Water How?

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?

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.

Hello! This is the part where I kill you!

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...

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.

Do your compile parameters for VBSP include "-alldetail"?

Hello! This is the part where I kill you!
Maygus 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.

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).

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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