The Thread For Small Problems And Requests

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Gemarakup
1,183 Posts
Posted Dec 25, 2013
We need one because there have been a lot of those lately.

Anyways, I'll start.
1. I have func_buttons that reset only a few seconds after their delay time.
2. I have a defective func_door (Custom door models are parented to them. I tried setting the models to non solid, and it still didn't work).
3. I have a defective trigger_weaponstrip.

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User
630 Posts
Posted Dec 25, 2013
Replied 52 minutes later
maybe make a vmf and i/we can look whats wrong
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Gemarakup
1,183 Posts
Posted Dec 26, 2013
Replied 1 day later
Well, I can't do that quite easily, because I haven't seen anything called VMFzip. My map is STUFFED. Finding all the little bits of custom content might be a pain for someone once they download it.
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User
630 Posts
Posted Dec 26, 2013
Replied 1 hour later
Just make an example with models who are in portal2? ^^
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P0rtalFTW
49 Posts
Posted Dec 29, 2013
Replied 3 days later
Well this escalated quickly...
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CamBen
973 Posts
Posted Dec 29, 2013
Replied 1 hour later

P0rtalFTW wrote:
Well this escalated quickly...

What

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User
630 Posts
Posted Dec 29, 2013
Replied 2 minutes later

P0rtalFTW wrote:
Well this escalated quickly...

What
What

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P0rtalFTW
49 Posts
Posted Dec 29, 2013
Replied 21 minutes later
What
What
What
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happyguyxlii
14 Posts
Posted Dec 29, 2013
Replied 2 hours later
Is it too early to say c-c-c-combo breaker?

This is placeholder for a glitch or two I'd like to share tomorrow. They've been annoying me. Wondering if they can be fixed. I'll be back!

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Habzs
225 Posts
Posted Dec 30, 2013
Replied 20 minutes later
This is turning to a off-topic thread once again..
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Gemarakup
1,183 Posts
Posted Dec 30, 2013
Replied 20 minutes later
I don't want this to be an off topic thread though.
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Lpfreaky90
2,842 Posts
Posted Dec 30, 2013
Replied 2 hours later
Please stay on topic everyone

as for 1:
what is the reset time? Do you want to lock it? what's going on? more details please?

as for 2:
a func_door moves it's size in the specified direction, did you check it's right?
Make sure to test your model as a prop_dynamic when parenting it to something.

As for 3: did you check the flags so it actually kill the weapons?

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Gemarakup
1,183 Posts
Posted Dec 30, 2013
Replied 3 hours later

Lpfreaky90 wrote:
Please stay on topic everyone

as for 1:
what is the reset time? Do you want to lock it? what's going on? more details please?

as for 2:
a func_door moves it's size in the specified direction, did you check it's right?
Make sure to test your model as a prop_dynamic when parenting it to something.

As for 3: did you check the flags so it actually kill the weapons?

  1. The reset time is 5, but It stops after 8. It doesn't lock.
  2. Yes.
  3. Yes. I put it on the starting point, so the player won't have a portal gun.
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User
630 Posts
Posted Dec 30, 2013
Replied 38 minutes later
Hey im using Propper (With the half life mod method), and I finally made an testmodel. With a grass texture from hl. Ported the texture to Portal 2 works fine. But now i made a testmodel with Portal 2 textures, i put the p2 texture to the materials of hl, changed the version to 7.1 (because for base 2007) but the texture looks weird in hammer of source sdk (engine 2007). Also when i compile the model, and port the texture back to p2, the texture is missing. And i dont know why. I mean, the path of the source sdk material is something like "materials/cube". And in P2 too, what might I do wrong?
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Gemarakup
1,183 Posts
Posted Dec 30, 2013
Replied 3 hours later
Isn't it meant to be changed to VTF version 7.2 or 7.4?
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Lpfreaky90
2,842 Posts
Posted Dec 30, 2013
Replied 6 hours later

TheTobbell wrote:
Hey im using Propper (With the half life mod method), and I finally made an testmodel. With a grass texture from hl. Ported the texture to Portal 2 works fine. But now i made a testmodel with Portal 2 textures, i put the p2 texture to the materials of hl, changed the version to 7.1 (because for base 2007) but the texture looks weird in hammer of source sdk (engine 2007). Also when i compile the model, and port the texture back to p2, the texture is missing. And i dont know why. I mean, the path of the source sdk material is something like "materials/cube". And in P2 too, what might I do wrong?

if you want I can see if I can use a bit of my magic using some other programs and see if I can get it to work as planned.

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FelixGriffin
2,680 Posts
Posted Dec 30, 2013
Replied 26 minutes later
Propper makes a copy of the materials you selected somewhere under materials/models/ (you specify this in the propper_model) and changes the shader to VertexLitGeneric. You need to copy those materials back along with the model.
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User
630 Posts
Posted Dec 30, 2013
Replied 1 hour later

Lpfreaky90 wrote:
TheTobbell wrote:

Hey im using Propper (With the half life mod method), and I finally made an testmodel. With a grass texture from hl. Ported the texture to Portal 2 works fine. But now i made a testmodel with Portal 2 textures, i put the p2 texture to the materials of hl, changed the version to 7.1 (because for base 2007) but the texture looks weird in hammer of source sdk (engine 2007). Also when i compile the model, and port the texture back to p2, the texture is missing. And i dont know why. I mean, the path of the source sdk material is something like "materials/cube". And in P2 too, what might I do wrong?

if you want I can see if I can use a bit of my magic using some other programs and see if I can get it to work as planned.

That would be great, i'll pm you next days

@Felix i did that, didnt worked :S

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P0rtalFTW
49 Posts
Posted Dec 30, 2013
Replied 1 hour later
Um, I've got a problem... I've been trying to get a push door working but it's just not doing anything... How do I fix this?
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User
630 Posts
Posted Dec 30, 2013
Replied 48 minutes later

P0rtalFTW wrote:
Um, I've got a problem... I've been trying to get a push door working but it's just not doing anything... How do I fix this?

push door?