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The Thread For Small Problems And Requests

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CJLERCH wrote:
Alright, so I've had this problem for a little over a year. The underground salt/rock textures have been screwing with Hammer, and now that I've developed the need for them, it's bothering me. Basically, they render in either red, green, or blur, depending on what axis they're on (this might be normal, I've no clue). Also, it becomes stretched horizontally, in addition to warping every OTHER texture the same way, as well. Any suggestions to fix this?

I think I know the textures to which you refer. Are you using them on brushes or displacements?

Falsi sumus crusto!
FelixGriffin wrote:
CJLERCH wrote:
Alright, so I've had this problem for a little over a year. The underground salt/rock textures have been screwing with Hammer, and now that I've developed the need for them, it's bothering me. Basically, they render in either red, green, or blur, depending on what axis they're on (this might be normal, I've no clue). Also, it becomes stretched horizontally, in addition to warping every OTHER texture the same way, as well. Any suggestions to fix this?

I think I know the textures to which you refer. Are you using them on brushes or displacements?

I've been using them on displacements. Is there a different texture to use or something?

Online daters be like:
Guy: Hey dure i will date u
Girl: sure

For the viewport, use "textured polygons" instead of "textured shaded polygons"

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

Quick question. How to make gel blobs cast shadows? Like in the Valve Repulsion Gel Trailer #1.

I try to compile my map (early draft, not finished) and vbsp.exe stops working and the map does not compile. Does anyone know why that might be?

GameBurger wrote:
Quick question. How to make gel blobs cast shadows? Like in the Valve Repulsion Gel Trailer #1.

Try messing around with settings on this entity:
https://developer.valvesoftware.com/wiki/Shadow_control

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

Bump

Anyone know why/how to prevent Hammer from automagically inserting a dual Portal Device when I test my map? It doesn't do it with the full, uploaded beta maps, so I don't understand why it does it every single time I run the compiles straight from Hammer. If it's of any use, I always use the expert compiler with the exception of when optimizing (seeing visleaf changes as I change the map around).

Online daters be like:
Guy: Hey dure i will date u
Girl: sure

You can't stop it giving the player a gun, but if you surround the spawn point/elevator with a trigger_weapon_strip set to Kill Weapons it'll destroy the portal gun before the player notices anything happened. If you want the player to have a single-portal device have outputs on the trigger_weapon_strip to Disable itself OnStartTouch, then trigger the "give_portalgun" console command via a point_servercommand (called @command in the global_ents instance if you have it).

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
CJLERCH wrote:
Anyone know why/how to prevent Hammer from automagically inserting a dual Portal Device when I test my map? It doesn't do it with the full, uploaded beta maps, so I don't understand why it does it every single time I run the compiles straight from Hammer. If it's of any use, I always use the expert compiler with the exception of when optimizing (seeing visleaf changes as I change the map around).

Well, if you mean that your player gets the gun automatically when he is put in the elevator, then I think that what can be causing that is your map name. There is a script managing that (sry I'm far from my computer now to search for it and let you know), and depending on how your map name starts by (sp_ / sp_a1 / sp_a2 / etc), the player will get a one-fire only gun, or the dual fire device. Remember when you played Portal2 and you started getting the primary fire only gun, and it's not until several chambers onwards that you get the dual fire one.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]
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