The Thread For Small Problems And Requests
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?
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?
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:
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.
I'd like to now if there's any separated model available on the internet for this circular piece of wall_dest models

PedroDeak wrote:
Hello!
I'd like to now if there's any separated model available on the internet for this circular piece of wall_dest models
In a different format? I don't think so, but you can try decompiling it and running the smd and exporting as a different file.
josepezdj wrote:
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.
Alright, thanks. But, do you happen to know the name of the script? The way I name stuff is definitely the cause (sp_cm_month_day_year), and I'd like to see if I can play around with it to make it so my maps (beginning in 'sp_cm') aren't given the portal gun.
Lunch wrote:
This is probably a simple problem to solve, but it's driving me crazy. I have a laser field and it works exactly the way it's supposed to, with the one exception that it's not visible. I have the right texture on either side of my trigger_hurt. I'm pretty sure there was an option to set the visibility when I first turned the nodraw brush into a trigger, but now that it exists, I can't find how to make it visible. Do I really need to delete the trigger and make a new one?
for a laserfield you need a trigger_hurt brush (trigger) and a non-solid func_brush with the correct texture!
Lpfreaky90 wrote:
Lunch wrote:This is probably a simple problem to solve, but it's driving me crazy. I have a laser field and it works exactly the way it's supposed to, with the one exception that it's not visible. I have the right texture on either side of my trigger_hurt. I'm pretty sure there was an option to set the visibility when I first turned the nodraw brush into a trigger, but now that it exists, I can't find how to make it visible. Do I really need to delete the trigger and make a new one?
for a laserfield you need a trigger_hurt brush (trigger) and a non-solid func_brush with the correct texture!
You're sure? I could have sworn I'd read that I can put the laserfield texture on the outside of the trigger brush. Thanks.
This is at the top of the code:
FIRST_MAP_WITH_GUN <- "sp_a1_intro4"
FIRST_MAP_WITH_UPGRADE_GUN <- "sp_a2_laser_intro"
FIRST_MAP_WITH_POTATO_GUN <- "sp_a3_speed_ramp"
LAST_PLAYTEST_MAP <- "sp_a4_finale4"
Then there is the following code (line 393 and below):
DumpMapList()
local portalGunCommand = ""
local portalGunSecondCommand = ""
local foundMap = false
foreach (index, map in MapPlayOrder)
{
if (MapPlayOrder[index] == FIRST_MAP_WITH_GUN)
{
portalGunCommand = "give_portalgun"
}
else if (MapPlayOrder[index] == FIRST_MAP_WITH_UPGRADE_GUN)
{
portalGunSecondCommand = "upgrade_portalgun"
}
else if (MapPlayOrder[index] == FIRST_MAP_WITH_POTATO_GUN)
{
portalGunSecondCommand = "upgrade_potatogun"
}
if (GetMapName() == MapPlayOrder[index])
{
break
}
}
TryDisplayChapterTitle()
if (portalGunCommand != "" && GetMapName() != "sp_a2_intro" && GetMapName() != "sp_a3_01" )
{
printl( "=======================Trying to run " + portalGunCommand )
EntFire( "command", "Command", portalGunCommand, 0.0 )
EntFire( "@command", "Command", portalGunCommand, 0.0 )
}
if (portalGunSecondCommand != "")
{
printl( "=======================Trying to run " + portalGunSecondCommand )
EntFire( "command", "Command", portalGunSecondCommand, 0.1 )
EntFire( "@command", "Command", portalGunSecondCommand, 0.1 )
}
}
There is also a complete list of all maps in Portal2 in the script, and as that part of the code I posted above seems to say, depending on the map name you'll be given:
-
a primary fire gun > from map "sp_a1_intro" to "sp_a2_laser_intro" (non inclusive)
-
a dual fire gun > from "sp_a2_laser_intro" to "sp_a3_speed_ramp" (non inclusive)
-
a potato gun > from "sp_a3_speed_ramp" onwards until "sp_a4_finale4"
However, since none of us are naming our maps like VALVe's :p, what happens then? there was an old post that Kennkong made on this topic, take a look here.
That was all I know.