The Thread For Small Problems And Requests
Quote from FelixGriffin on August 2, 2014, 1:15 amCJLERCH 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 think I know the textures to which you refer. Are you using them on brushes or displacements?
Quote from CJLERCH on August 2, 2014, 2:17 amFelixGriffin 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?
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?
Guy: Hey dure i will date u
Girl: sure
Quote from CamBen on August 2, 2014, 4:05 amFor the viewport, use "textured polygons" instead of "textured shaded polygons"
For the viewport, use "textured polygons" instead of "textured shaded polygons"
Aperture Science: We do our science asbestos we can!
Quote from GameBurger on August 6, 2014, 10:07 amQuick question. How to make gel blobs cast shadows? Like in the Valve Repulsion Gel Trailer #1.
Quick question. How to make gel blobs cast shadows? Like in the Valve Repulsion Gel Trailer #1.
Quote from Test Subject #54067 on August 10, 2014, 12:03 pmI 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?
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?
Quote from CamBen on August 10, 2014, 3:23 pmGameBurger 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
Try messing around with settings on this entity:
https://developer.valvesoftware.com/wiki/Shadow_control
Aperture Science: We do our science asbestos we can!
Quote from Test Subject #54067 on August 21, 2014, 2:14 pmBump
Bump
Quote from CJLERCH on August 23, 2014, 6:55 pmAnyone 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).
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).
Guy: Hey dure i will date u
Girl: sure
Quote from TeamSpen210 on August 23, 2014, 8:50 pmYou 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).
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).
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from josepezdj on August 24, 2014, 5:40 amCJLERCH 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.
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.