Working with Instances
EL POLLO LOCO wrote:
I seem to have a problem with mine. On my desktop computer (where I normally do my mapping) I try to make instances and whatever I do they never work. On my laptop (which I only use for mapping in this case since it cannot actually run P2) the instances work fine but as soon as I transfer the map files over to my desktop to test the map the instances don;t work at all.......anyone got any fixes for this?
Could you detail exactly how they don't work? Are you talking about tranferring VMFs or BSPs?
msleeper wrote:
What specifically do you mean "it doesn't work"? Does it just sit there as the purple cube? If so you need to make sure a couple things: A.) You have saved the VMF of your map in a location that the instances/ directory can be located, and B.) you actually have the instances/ directory, and the instance you are loading is in the proper path.
Thanks very much everything works now.
(Map_04 is the name of my map fyi)
anything to fix this?
Second, I read on the p2 mapping list a while ago (not sure if this is still true) that in addition to being in a separate /instance folder, your map and the instance folder have to be in a folder called /maps for hammer to load them correctly.
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Mediaburn wrote:
I consider my self a pretty good mapper but a very big noob in Hammer. All tough Im a quick learner and I understand the basics of Hammer pretty good now. BUT could anyone expain me. How this instance work should be placed in your map? I know what the instances are for and I undestand their purpose. But I can't really put my finger on the placement. Do you make a brush or do you place a door wich links to the instance? And is it possible to link instance after instance? So you can make your map in sections to keep the overview clearer to your self? (Excuse my poor engish. It's the reason I can't really put my finger on instances)
Go to the entity tool, select func_instance, and place it somewhere in your map.
Mediaburn wrote:
So you can make your map in sections to keep the overview clearer to your self?
A good way to do this without making unnecessary instances is to use visgroups. To put a group of objects in a visgroup, select them, double click on them in a 2D view, go to Edit Visgroups, and make a new visgroup. It should put them in it automatically, but if it doesn't then check the box. This way you can use the visgroups bit of the right toolbar to control what your map shows. Be warned, though, visgroups that aren't enabled won't be compiled into the map, so make sure you re-enable them before compiling.
EL POLLO LOCO wrote:
I have another question. I have pretty much finished the map I am working on and i loaded it and it said there were a few leaks so I fixed them and it then told me the func_portal_cleanser in the elevator instance was leaking and so i put a skybox around the whole map (and made it as small as possible) and now it takes SO long to compile the map....any suggestions?
Yes. Fix the leak instead of skyboxing the whole level. Load the LIN file, find where the fizzler's leaking (out of what hole in your world geometry the red line's going), and patch it up; putting a huge skybox around your level is one of the worst things you can do.
msleeper wrote:
Simply place a point entity func_instance and edit it's properties to point to the location of your instance VMF. That's it.
I must say. Im amazed by the simplicety of this editor (more complex triggers and stuff is always possible ofc.) But compairing hammer to the unreal tool. Hammer is defenetly more user friendly. All tough I still cant figure out how to make circle like objects... Im beginning to think this is one thing you have to do all manual. But thats off-topic
THNX anyway. If my 1st map comes to the point it needs the elevator instance. I'm sure Ill get more of an idea how this works.