Compile error and other questions

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Eternalz
24 Posts
Posted Jun 14, 2012

Hello!
Questions time

  1. So apperantly I keep getting that a prop_dynamic is getting leaked (the object is an hanging walkway which streches out from a door connected to a wall). And all the walls are sealed. The load pointfile option just goes right through the wall.
    Would it be a good thing to just place my whole map inside a shallow box to avoid furhter leaking error? What seem to be the the cause of this leaking problem?

  2. What is the name of the portal weapon holder (which holds a portalgun during the begining of most maps).

  3. How do i make animations? Like stuff falling (pillars, hanging walkways etc). You can just give me a link on this question.

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Lpfreaky90
2,842 Posts
Posted Jun 14, 2012
Replied 9 minutes later
1: No, big boxes around your level are horrible for performance, DON'T do this.
Probably one of the wall is a func_brush or a func_detail, they don't seal your map. Select the brush and click "to world".

2: Are you talking about the model that hold the portalgun in like the level where the portalgun is supposed to be but isn't in portal 2? Or are you talking about the elevator?

3: There are dynamic models with certain destroy animations, you can use those, you can parent stuff to a func_train and move them and probably a lot more :wink:

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Eternalz
24 Posts
Posted Jun 14, 2012
Replied 13 minutes later

Lpfreaky90 wrote:
1: No, big boxes around your level are horrible for performance, DON'T do this.
Probably one of the wall is a func_brush or a func_detail, they don't seal your map. Select the brush and click "to world".

2: Are you talking about the model that hold the portalgun in like the level where the portalgun is supposed to be but isn't in portal 2? Or are you talking about the elevator?

3: There are dynamic models with certain destroy animations, you can use those, you can parent stuff to a func_train and move them and probably a lot more :wink:

  1. Thanks fixed I dont know why everything was not "to world" because it worked fine earlier.

  2. Yes im talking about that thing which holds the portalgun.

  3. Is there a guide or example?

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FelixGriffin
2,680 Posts
Posted Jun 14, 2012
Replied 7 minutes later
For falling stuff, you could make a model into a prop_physics[_override] or a wall tile into a func_physbox. Make it start motion disabled. Then when you EnableMotion it will detach and start falling.
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ChickenMobile
2,460 Posts
Posted Jun 14, 2012
Replied 5 hours later
  1. Great!
  2. community-releases/portal-gun-pedestal-instance-t3974.html
  3. https://developer.valvesoftware.com/wiki/Panels (this might help)
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inovative thinker
5 Posts
Posted Jun 14, 2012
Replied 1 hour later
Hi, im new here, hoe do I post a question on the forum, not a reply, a new question?
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ChickenMobile
2,460 Posts
Posted Jun 14, 2012
Replied 8 minutes later
Go to the correct forum you want to post in and click the New topic at the bottom or top of the page.
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CamBen
973 Posts
Posted Jun 14, 2012
Replied 1 minutes later
press the new topic button at the top of the page.
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Eternalz
24 Posts
Posted Jul 08, 2012
Replied 23 days later
Thanks for the answers. After a while of creating a map I face another problem.

When I set an animation which is a giant pillar which falls. The animation works but it makes no sound. Is this suppose to happen? How do i fix this. I have tied the animation on the pillar to a trigger_once

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FelixGriffin
2,680 Posts
Posted Jul 08, 2012
Replied 50 minutes later
Add in an ambient_generic entity for the right sound.
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Eternalz
24 Posts
Posted Jul 09, 2012
Replied 21 hours later

FelixGriffin wrote:
Add in an ambient_generic entity for the right sound.

Ok because i thought that the animations them self had sound without you having to add it.

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FelixGriffin
2,680 Posts
Posted Jul 09, 2012
Replied 8 minutes later
Some do. Not all.
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Eternalz
24 Posts
Posted Jul 15, 2012
Replied 5 days later
Here comes another question:

Apparently i can't use the texture nature/blendrockdirt_tunnel103b to make rocky textures on the walls and roofs. It only looks the same as the blenddirt texture. Anyone knows why the texter wont look like it does on the texture catalog and other maps (which i have checked)?

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FelixGriffin
2,680 Posts
Posted Jul 15, 2012
Replied 1 hour later
Blend textures are put on top of others to blend them. You want a texture like "caverockwall".
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HMW
806 Posts
Posted Jul 16, 2012
Replied 12 hours later
Avoid textures with "blend" in the title. Those are for use on displacements, where you can set an alpha value per vertex to blend between two textures.
They don't work properly on normal brushes.

(Look up "displacement" on the VDC to find out more.)

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Eternalz
24 Posts
Posted Jul 16, 2012
Replied 10 hours later

FelixGriffin wrote:
Blend textures are put on top of others to blend them. You want a texture like "caverockwall".

And where can I find this texture since I cant find it in the texture catalog?

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FelixGriffin
2,680 Posts
Posted Jul 16, 2012
Replied 1 hour later
I'm sorry, that's probably not the right name. Search for nature.
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Eternalz
24 Posts
Posted Jul 16, 2012
Replied 1 hour later
Nop, cant find it could somebody give me the right texture name for cave-rocky texture?
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Lpfreaky90
2,842 Posts
Posted Jul 16, 2012
Replied 21 minutes later
It is a nature texture. Usually it looks like a big grey surface, but that instantly changes when you make it a displacement, because it's a blend texture :smile:
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Eternalz
24 Posts
Posted Jul 16, 2012
Replied 33 minutes later
Ahh... it worked when using the displacement thingy. Thank you!