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[WIP] Blue Portal Maps

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Mek wrote:
Did you build the cubemaps in the game? Run the "buildcubemaps" command in the console in both HDR and LDR mode (switch using mat_hdr_level 0 or 2)

Thats what I did wrong. I realized that buildcubemaps restarts it. I thought it justs makes temp. cubemaps. I redid 02 (by making a door and remade the A.I hopefully fixing the disabled problem.) and on my last compile I put in buildcubemaps in game and the cubemaps show every start up. I'll will update the WIP file soon.

In 01, I gave you a box and got rid of that jumping puzzle. Still the same layout but a different what to solve it.

BTW: Did anyone noticed that "glass" thing taco was talking about? I can't fix it if I can't see it.

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I checked again, and looks like it isn't glass after all, maybe it's a player clip? The hole is large enough to crouch-jump into, but you can't...

[img]http://www.joelbells.com/Portal/blu_01.JPG[/img]

Yep, it is a Player clip texture. All, the windows have it.

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reepblue wrote:
Yep, it is a Player clip texture. All, the windows have it.

Why? They shouldn't.

taco wrote:
Why? They shouldn't.

Well, why would you want to go in there in the first place. :wink:

On a side Note, Chamber 02 is complete. I added a door, reset the ev_ cubemaps, added strips, and fix that button problem.

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taco wrote:
• You need to compile with the parameter '-StaticPropPolys' to improve shadows, esp. around the elevators.

I have a question. How will this help fix the shadows around the elevators? Is it because the collision model of the cap goes into the floor brush and messes the standard compile up? (I know very little about this parameter, btw. If you could explain it in more detail then the valve developer wiki does, that'd be great.) Since this compiles shadows by polys instead of collision models, will this have an 'extreme', or 'mild' impact on compile times?

Just being curious, it's what I do best.
dvlstx

dvlstx wrote:
I have a question. How will this help fix the shadows around the elevators? Is it because the collision model of the cap goes into the floor brush and messes the standard compile up? (I know very little about this parameter, btw. If you could explain it in more detail then the valve developer wiki does, that'd be great.) Since this compiles shadows by polys instead of collision models, will this have an 'extreme', or 'mild' impact on compile times?

Just being curious, it's what I do best.
dvlstx

Yes, I'm trying to figure out that too. I though it was a console command but it checked it as a unknown command. Also, how do I get rid/fix the "Node graph out of date ... Rebuilding" message? I asked this question before and no one told me. I googled it and wikied it and found nothing.

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it means you need the .ain file included in the download

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Doomsday192 wrote:
it means you need the .ain file included in the download

Thank you, but how come in my files, I get that message? I have .ain files in my graph files.

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try putting an info_node in the same area as the aperture_ai actor

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