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[WIP] Glass Prison

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then why doesn't it tell me I have a leak? It does when I forgot to close a brush somewhere...

33 seconds... are you calculating radiosity? radiosity in a complex map only makes sense to take a long time...

besides, when you have a leak radiosity isn't calculated, meaning anything not in direct view of a light remains dark, which is not the case in my map

[insert visually obtrusive graphic or witty comment here]

Wow....That map looks simply amazing....Great Work! :D :D :D :D

There are occasionally errors that copying the whole map into a new VMF can fix. Yeah, it's weird and it doesn't make sense, but it's true. This has nothing to do with a leak.

Speaking of leaks, you don't need to add a water brush to your map to find a leak or not. I hope that was just a terrible joke.

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yeah the pointfile doesn't exist so I dont think it is a leak.

but I do agree that something may be wrong...

last night I kept trying to compile it and it would take over half an hour before I ctrl-alt-del... im gonna try again this morning...

it happens when its calculating the portal flow, the closer it gets to 10, the longer each dot takes.

[insert visually obtrusive graphic or witty comment here]

Sounds like you fail at optimization. Spread some func_detail in your map.

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Karkk wrote:
True, however I'd prefer seeing a puzzlerooms goal quite quickly after a look around and then figure out how to get to it rather than having to first figure out which one of 5 ways I'm supposed to go. I think that with good level design figuring out where to go can be quite fun but personally I can feel very overwhelmed if I start on a map with holes and buttons everywhere without any hints as to where I'm supposed to go.

i responded in the development forum, seems a better place for this thread.
viewtopic.php?p=1074#1074

sleeper...
if you look at the pics I posted, all those little window frames, everywhere in the map, are func_detail -_-

I dont know what else I could make func_detail, ive been pretty thorough on that...

one question, would lots of playerclips affect anything? should they be normal brushes or what should I make them? I have lots, and they are all normal brushes with the playerclip mat added

what im confused about, is why it would suddenly 1) crash and 2) drastically increase compile time.

if a light can see noclip objects, will the light go through the noclip? or will it bounce off?

[insert visually obtrusive graphic or witty comment here]

Make a few things func_illusionary.
This makes them non-solid and can decrease compile time as well as file size.

I wasn't joking about the water, if you put water in your map, when you play the game and the water isn't there, then you have a leak.
Once you have finished the map you can remove the water and continue.

BTW:
Leaks are not just a whole in your map.
Leaks are anything that are outside the map, such as a brush/light/trigger_hurt or example.

I had 1 brush stretched outside the map which took me half an hour to read the compile log and find it.

Then the water in my map was normal.

Image

Honestly I'm not sure if playerclip's affect the visibility. I would suggest loading the map up in glview and looking at your visleafs to see where the problem areas are. In fact, bringing your map up in glview is probably a good idea if you are getting such high compile times.

As far as nodraw brushes blocking light, I think they do but I don't remember 100%. You can make a quick map to test it out though.

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When i looked at a few of the original portal maps, everything that you could not see such as the outside faces of the map had the texture "nodraw".

Perhaps try saving a backup and changing the outside faces and anything else that you can not see in the game.
That could also reduce build time.

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