[WIP] Blue Portal Maps
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.
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.
On a side Note, Chamber 02 is complete. I added a door, reset the ev_ cubemaps, added strips, and fix that button problem.
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 Also, how do I get rid/fix the "Node graph out of date ...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.
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.
Doomsday192 wrote:
try putting an info_node in the same area as the aperture_ai actor
..Nope, message still pops up.. I'll try putting one there and one in the map. I edit this post if it works or not.
EDIT: Nope.
ALSO! -StaticPropPolys is not a console command. It's a compile command. There should be a box at the bottom of the compile options window for advanced/additional parameters. You need to type it there, WITH the hyphon. I still would like to know just what it does, other than use the polys of a static model for shadows instead of the collision model.
It will cause shadow tests to be performed at polygon precision rather than using the default collision models.
In the specific case of the elevators, the light strips in the outer walls are inside the collision model causing no light to be cast around the elevator until that parameter is added.
I am not sure if there are other parameters used in Portal, but -StaticPropPolys certainly is.
dvlstx wrote:
It should only have to build the node graph once, and not build it at all if there aren't any nodes to begin with... Does this still happen after you run the map once? (ie, second, third, hundreth time, does it still come up?)
Yep, it does. I will update the WIP version as it is and see if other people still gets it. Besides, everyone got the A.I disabled message but me.
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ALSO! -StaticPropPolys is not a console command. It's a compile command. There should be a box at the bottom of the compile options window for advanced/additional parameters. You need to type it there, WITH the hyphon. I still would like to know just what it does, other than use the polys of a static model for shadows instead of the collision model.
Thank you for telling me where to put that.
I'm going to put a video up on Test Chamber 3 soon.
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When you are doing your final compile in expert mode (HDR Full compile -final (slow!)) add -StaticPropPolys to the $light_exe command parameters.
I'll try that. So far it looks confusing, but I figure it out.
EDIT: Running it in expert mode fixed my lighting, and got rid of the "Node" message. Let me run this in 02 and I might update the file later today.
EDIT 2:Nevermind the message came back and my maps were getting darker and darker. and messing with my cubemaps.
reepblue wrote:
Besides, everyone got the A.I disabled message but me.
Maybe you have to include the .ain file?
taco wrote:
When you are doing your final compile in expert mode (HDR Full compile -final (slow!)) add -StaticPropPolys to the $light_exe command parameters.
I believe that in EP2, they have -StaticPropPolys put into the default compile setting... (I read this somewhere, not yet confirmed it though.)
) and i found one or 2 problems with the map.
The first problem may just be the fact its in WIP:

(As you can see, it goes into a void of grey, which ain't that pheasable)
Secondly, i was able to get on top of the button do-hickey and just put the cube inside:

I also managed to get a cool picture of me standing upside down using the portals.

But apart from those 2 hiccups it was pretty fun to play. (Though i'm not sure how a cube can activate a laser pad)
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(As you can see, it goes into a void of grey, which ain't that pheasable)
It is a WIP. I'll fix it by the final version.
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Secondly, i was able to get on top of the button do-hickey and just put the cube inside:
I knew you could do that. It is another way to solve it.
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I also managed to get a cool picture of me standing upside down using the portals.
weeeee..... static The update will fix that.
Also, here is a preview of Chamber 3
I just got to tweak my elevator and the load point and it will be fixed!
EDIT: UPDATED IT
appunxintator wrote:
Maybe you have to include the .ain file?
i read somewhere, that the ain needs to be newer than the files or something, it says to set the clock forward like a year make the ain, then switch clock back, ill try to find the passage.
EDIT: Found it.
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Warning: If you add an .ain to your .bsp, you'll run into the issue where the .bsp is always now 'later' than your .ain file, and will recompile the node graph first time you run the map from the package. The way around this is to make sure your .ain file is 'newer' than the .bsp you're adding it to. You do this by moving your clock forward (go a year ahead since every time the .bsp is unpacked it creates a new timestamp) before you generate the .ain file, then move the clock back before adding it to your .bsp.
Source: http://wiki.thinkingwithportals.com/wik ... hing_A_Map
idk if that helps anything
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Warning: If you add an .ain to your .bsp, you'll run into the issue where the .bsp is always now 'later' than your .ain file, and will recompile the node graph first time you run the map from the package. The way around this is to make sure your .ain file is 'newer' than the .bsp you're adding it to. You do this by moving your clock forward (go a year ahead since every time the .bsp is unpacked it creates a new timestamp) before you generate the .ain file, then move the clock back before adding it to your .bsp.
That flew WAY over my head. I guess I'll try it... Next update. -_-'
I'm working on the level change from 02-03. Almost got it done.