Toxic Slime Texture Help!!

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BlackBird Studios
104 Posts
Posted Mar 23, 2012
Problem: I have tried every texture there is available to use for toxic slime, but the same incident keeps happening. I compile the map and when I reach the toxic slime location, it doesn't show up. The sound is there and if I jump into the "clear space" I die from the trigger and then I see the brown toxic slime underneath. It is there, but just the topview does not show.

What I have Done: As stated I have tried every toxic slime. I even went into one of the pre-made single player maps that had toxic slime, copied and pasted it into my map, and compiled the map. In recent maps this worked fine, saved the trouble of adjusting specific heights and blah blah blah...

Please, can someone help me with this. It is just a small feature to the map that at the end, has a big difference. I would hate, hate, hate, to use this blue-texture box as 'water'. It looks shitty as hell and I could totally see a lot of people who play the map going, "What the fuck is that?"

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Lpfreaky90
2,842 Posts
Posted Mar 23, 2012
Replied 8 minutes later
The question is how did you create the water?

Things you SHOULD have done:
Nodraw brush with water on the top face?
Did you add a cubemap at least 64 units above the water?

Things you SHOULDN'T have done:
Is your map in a big box?
Did you do a fast compile?
Is your map fullbright?

Maybe a vmf would help sort out the problem.

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MasterLagger
1,695 Posts
Posted Mar 23, 2012
Replied 14 minutes later
Nodraw brush? Doesn't that prevent the slime from rendering anything underwater (underslime)? I thought clip brushes were better.
Well anyway, make sure you have a light and that you compile on Normal. I think even if the slime doesn't have a cubemap, the compiler makes a default one.
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Lpfreaky90
2,842 Posts
Posted Mar 23, 2012
Replied 40 minutes later

MasterLagger wrote:
Nodraw brush? Doesn't that prevent the slime from rendering anything underwater (underslime)? I thought clip brushes were better.
Well anyway, make sure you have a light and that you compile on Normal. I think even if the slime doesn't have a cubemap, the compiler makes a default one.

Nope :smile: As long as you fill the entire pit with the nodraw brush with the nice water texture on top. That'll be fine :smile: The main advantage is that nodraw textures that clip have no influence on performance!

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BlackBird Studios
104 Posts
Posted Mar 23, 2012
Replied 15 minutes later
Thank you so much Ipfreaky, the problem was that I didn't do a longer map compile. I didn't really know that there was a difference until just now when I ran the longer version and I saw that there was a 10 minuite difference between the two. The texture shows up perfectly. I also found out that lighting is much different when you do a longer map compile. So, I will start doing it this way from now on. Please take these 10 Aperture Science Collaboration Credits for your help.
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Lpfreaky90
2,842 Posts
Posted Mar 23, 2012
Replied 7 minutes later

BlackBird Studios wrote:
Thank you so much Ipfreaky, the problem was that I didn't do a longer map compile. I didn't really know that there was a difference until just now when I ran the longer version and I saw that there was a 10 minuite difference between the two. The texture shows up perfectly. I also found out that lighting is much different when you do a longer map compile. So, I will start doing it this way from now on. Please take these 10 Aperture Science Collaboration Credits for your help.

Cheers; happy to help!
I'd recommend doing fast compiles for quick testing, and full compiles for lighting and for the final compile. That'll make your maps look even better! And if the map takes so long to compile I'd recommend learning a bit about optimization. And remember: working on a grid is THE most important part for optimization!

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BlackBird Studios
104 Posts
Posted Mar 29, 2012
Replied 6 days later

lpfreaky90 wrote:
Things you SHOULDN'T have done: Is your map in a big box?

Alright, it worked before, now it doesn't work. My map is inside a big box, but there is no way of getting around that. What does having a big box of map have to do with the toxic slime texture not working though...? Things that might make a difference (I don't know). I have a pit that is textured with a wall texture. Then I placed a new "box" in side and put "nodraw" on the bottom and all four sides "except the top". Then put a toxic slime texture on the top. Is this correct? I don't know what I am doing wrong... please help again.

EDIT: Also, I have a prblem with the "seal-lock door" (The one that makes steam come out of it [Think it's called a furnace door or something]. Anyways, I have a working trigger that when OnPressed "button" it triggers the logic_relay which activates two seperate "open furnace doors". But then I try to make a trigger_once which when touched, activates a logic_relay which does the reverse of the opening part and is switched to just "close". The door does not shut though... what am I doing wrong?

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Lpfreaky90
2,842 Posts
Posted Mar 29, 2012
Replied 1 hour later

BlackBird Studios wrote:
lpfreaky90 wrote:

Things you SHOULDN'T have done: Is your map in a big box?

Alright, it worked before, now it doesn't work. My map is inside a big box, but there is no way of getting around that.

Are you 100% sure? Can't you seal off areas with skyboxes or something similar?

BlackBird Studios wrote:
What does having a big box of map have to do with the toxic slime texture
not working though...?

Big boxes often create a hell of a lot visleaves. loads of visleaves can decrease performance; increase compile time and it might influence the fact that your map has water problems.

BlackBird Studios wrote:
. I have a pit that is textured with a wall texture. Then I placed a new "box" in side and put "nodraw" on the bottom and all four sides "except the top". Then put a toxic slime texture on the top. Is this correct? I don't know what I am doing wrong... please help again.

Just select that box again; make it nodraw again and apply the water texture to the top again.

Couple other suggestions:
Do you have a water_lod_control in your level?
Do you have an env_water_lod_control above your water.

BlackBird Studios wrote:
EDIT: Also, I have a problem with the "seal-lock door" (The one that makes steam come out of it [Think it's called a furnace door or something]. Anyways, I have a working trigger that when OnPressed "button" it triggers the logic_relay which activates two seperate "open furnace doors". But then I try to make a trigger_once which when touched, activates a logic_relay which does the reverse of the opening part and is switched to just "close". The door does not shut though... what am I doing wrong?

Trigger_once; onstarttouch; close_furnace_relay;trigger. Check the flags and see if player is checked :wink:
But it sounds that your logic_relay isn;t done properly.
Why not sent me the vmf and I can take a look at it :smile:

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Groxkiller585
652 Posts
Posted Mar 30, 2012
Replied 9 hours later

lpfreaky90 wrote:
...
Big boxes often create a hell of a lot visleaves. loads of visleaves can decrease performance; increase compile time and it might influence the fact that your map has water problems.
...

This isn't entirely true in some cases; for example in an Old Aperture map where the map is pretty much in a giant box and most of the level geometry is func_detail, you actually need MORE visleaves because by default it cuts them too large and too little amount of them. (I should know, I had to hint one map i'm making up because visleaves were not doing thier job of hiding stuff i couldn't see, because they were so big I could "see" them all.)

Speaking of OA maps that's the first map I've had to implement fading props for optimizing. :/

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Lpfreaky90
2,842 Posts
Posted Mar 30, 2012
Replied 6 hours later

Groxkiller585 wrote:
lpfreaky90 wrote:

...
Big boxes often create a hell of a lot visleaves. loads of visleaves can decrease performance; increase compile time and it might influence the fact that your map has water problems.
...

This isn't entirely true in some cases; for example in an Old Aperture map where the map is pretty much in a giant box and most of the level geometry is func_detail, you actually need MORE visleaves because by default it cuts them too large and too little amount of them. (I should know, I had to hint one map i'm making up because visleaves were not doing thier job of hiding stuff i couldn't see, because they were so big I could "see" them all.)

Speaking of OA maps that's the first map I've had to implement fading props for optimizing. :/

You're completely right; that's also why I said OFTEN :p underground maps that consist mostly of func_details are the exception that prove the rule :razz: