Unexplainable white box.

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falconfetus8
5 Posts
Posted Jun 13, 2012

Hello. As you can probably figure out by my many recent questions, I'm very new to Hammer. I've been tweaking this map in Hammer for about three days, and I'm finally at a point where I'm satisfied with the result...except for one thing.

http://imgur.com/TZHXD

That ugly thing is completely blocking the player's view of the cube that's supposed to be right there. All I did was add a trigger_once in front of the laser field, and then that thing appeared. Even after I deleted the trigger_once, it STILL didn't go away. I tried compiling it with all of the different kinds of lighting/visiblity options, and still this thing poisons my puzzle. What is it? What caused it? How do I get rid of it?

For those of you who may want to take a look at it, here's the workshop link:

http://steamcommunity.com/sharedfiles/f ... d=76267883

And for those of you who may want to poke through the .vmf file to see what the problem is, here's the link to that too:

http://www.mediafire.com/?gvjtf0g0617fal4

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BEARD!
169 Posts
Posted Jun 13, 2012
Replied 34 minutes later
I downloaded and quickly scanned through the vmf. I couldn't see anything that would cause your white blobs. On further inspection, however, I discovered this, with the help of the irc channel. For some reason, that brush is tied to a func_dustcloud. What is that? Why is it there? Haven't the foggiest. But there you have it.

On another note, the chamber is enclosed within a huge nodraw box - this is usually considered bad practise, for a myriad of reasons. Also you have a paint dropper in the floor. To find it, turn off the World Geometry visgroup on the right-hand side of hammer.

EDIT: I mis-typed; the entity was func_dustcloud, not func_dustmotes

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falconfetus8
5 Posts
Posted Jun 13, 2012
Replied 14 minutes later
Thank you so much! I feel really stupid, now; I distinctly remember binding that brush to something while experimenting with triggers. It never occurred to me to change it back at the time XD

EDIT: Yes, it is surrounded in a nodraw box. For some reason, whenever I try to move a paint dropper in Hammer, it creates a leak. No matter what I did, I couldn't seem to fix the leak. So, I decided on doing it the cheap and tacky way. Don't worry, though, I'll take your advice.

Also, I can't seem to find that paint dropper in the floor. Do you mind telling me what its name is so I can find it?

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BEARD!
169 Posts
Posted Jun 13, 2012
Replied 11 minutes later
It's paintdropper19. For leak detection, don't forget about Map -> Load Pointfile. It will draw a red line which 'traces out' the leak. Hope that helps.
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msleeper
4,136 Posts
Admin
Posted Jun 13, 2012
Replied 27 minutes later
Load your pointfile and fix your leaks. Putting your map in a giant open box is completely unacceptable.
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ChickenMobile
2,460 Posts
Posted Jun 13, 2012
Replied 1 hour later
Does a func_dustmote work in Portal 2? I remember I used then to make dust looking particles in sunshine previously in a HL2 map.
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josepezdj
2,386 Posts
Posted Jun 14, 2012
Replied 6 hours later
I don't think that func_dustmotes work in Portal2... I remember I tried to use that entity a while ago trying to create volumetric light to no avail. The good news is that I found out there a guy who created an awesome volumetric light model that can be used in Portal2. I'll have to check out in my computer where I saved it. If anyone is intereted I can post it.
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Kaleido
272 Posts
Posted Jun 14, 2012
Replied 21 minutes later

josepezdj wrote:
I don't think that func_dustmotes work in Portal2... I remember I tried to use that entity a while ago trying to create volumetric light to no avail. The good news is that I found out there a guy who created an awesome volumetric light model that can be used in Portal2. I'll have to check out in my computer where I saved it. If anyone is intereted I can post it.

YES PLEASE

I definitely need this. :biggrin:

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josepezdj
2,386 Posts
Posted Jun 14, 2012
Replied 6 minutes later
OK, let me arrive home and find it :thumbup: (will take me around 8 hours though as I'm at work and here it's 10:00h in the morning!)

***EDIT:***

Hmmm... after all, I wouldn't really say it's awesome. You have to use it very carefully as the volume is only good in 2 directions, but if the player enters the volume in the other directions or stops into it to watch around, it is noticeable how this model is made: by several thin layers placed in a row one after the other.... Anyway for this to look really good you have to set a really good ambience and lighting. Check it out and let me know if you really like it... Download it from the description of the creator's tutorial, and follow the tutorial!