Gel doesn't paints the bridge

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fedebenarg
70 Posts
Posted Aug 06, 2013
Hi! I'm making a Wheatley test (Untitled 2), but I get stuck in one part. What you would do in the chamber is to paint a hard light wall with bounce gel, using a reversed funnel, to fling into a platform. What happens is that the bounce gel doesn't paints the wall, making the level unsolvable. The gel only passes through the wall :lol:
What can I do?
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josepezdj
2,386 Posts
Posted Aug 06, 2013
Replied 1 hour later
Have you checked if the paint even stays on the floors at all? Maybe you didn't set the "Paint in map" map property to YES.

Bridges can be painted on whatever gel by default.

Check also if your level has a poor lighting in that area where the gel is to be used, this could be related too.

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fedebenarg
70 Posts
Posted Aug 06, 2013
Replied 13 hours later
Well, I have checked everything what you mentioned before, and all is correct: The "Paint in map" property is ON, and there are two close light sources, and few distant light sources.
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Gemarakup
1,183 Posts
Posted Aug 06, 2013
Replied 9 minutes later
Does gel appear in other places?
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fedebenarg
70 Posts
Posted Aug 06, 2013
Replied 3 minutes later
Yes. Its originally dripping out of a broken gel tube connection. It fall over a platform, and it works properly.
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josepezdj
2,386 Posts
Posted Aug 06, 2013
Replied 3 hours later
Are you using an info_paint_sprayer entity to drop the gel?
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fedebenarg
70 Posts
Posted Aug 06, 2013
Replied 4 minutes later
Yes
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josepezdj
2,386 Posts
Posted Aug 06, 2013
Replied 14 minutes later
Could it be a compile issue? I mean have you tried compiling Full vs. Default and such? as I mentioned lighting is very important for the gel rendering... You could also post the map here so we can check and compile too :wink:
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fedebenarg
70 Posts
Posted Aug 06, 2013
Replied 20 minutes later

Thinking it better, its maybe a compile issue. Im using fast velocity in all the Default mode. Its because it takes CENTURIES to compile in Full mode. I will try it in Full mode, though.
And here it is the map:

sp_untitled2.vmf
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josepezdj
2,386 Posts
Posted Aug 06, 2013
Replied 21 minutes later
Man you should REALLY stop surrounding your map with a huge box. I remember HMW already pointed that out with regards to your first map. Now I'm sure your issue has to do with visleaves and rendering problems. I even fear to compile it myself >.< ...

Imagine that a skybox is like a fake window to the outside, ok? so the way to go about it is actually texturing on the toosskybox texture only some pieces here and there to fake the sensation that you are surrounded by that sky; but NOT to actually surrounding the whole map with this, understand? Why? because you are forcing you entire map to be rendered at the same time.

Example: your map begins with a tube ride downwards and you would like the player to watch around and feel like surrounded by this skybox, ok, then make some surrounding brushes around the vactubes only textured on toolsskybox. Then go one step further and close the area where the elevator lands texturing the surrounding brushes with toolsskybox, but close it. And so on... The only problem you will meet is that sometimes you'll be able to watch through the skybox some of the rooms and stuffs behind these toolsskybox textured brushes, but that can be corrected by using areportals and keep closed those further areas so they are not rendered while the player is looking "at the sky"...

I hope you get the picture :wink:

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fedebenarg
70 Posts
Posted Aug 07, 2013
Replied 1 day later
Well, I'm trying to do what you said me with the skybox. The gel problem persists. I tried using a higher 'Blobs by second', but nothing happens
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taco
504 Posts
Posted Aug 07, 2013
Replied 21 minutes later
Make a simple test room with just the gel and the bridge copied over from your existing map. Don't include anything you don't absolutely require. What happens when you compile that?
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fedebenarg
70 Posts
Posted Aug 07, 2013
Replied 52 minutes later
It doesn't render. It says its leaked
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taco
504 Posts
Posted Aug 07, 2013
Replied 10 minutes later
Then you have a hole in your room or en entity outside the room. You can load your point file but the map should be so simple that you can figure it out easily.
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fedebenarg
70 Posts
Posted Aug 07, 2013
Replied 8 minutes later
But I have the room INSIDE the map, and theres no entity outside the room, I checked it
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taco
504 Posts
Posted Aug 07, 2013
Replied 4 minutes later
Well, there is either a hole or something is outside of your room. Hammer isn't lying to you.
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ChickenMobile
2,460 Posts
Posted Aug 07, 2013
Replied 1 minutes later
Sometimes hammer points towards an offset origin point instead of actually where the entity is. Look at the compile and see what entity and its coordinates are that leaked - then check its origin point.
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fedebenarg
70 Posts
Posted Aug 07, 2013
Replied 8 minutes later
Aha! Now I remember! You was right. I grouped all the room and accidentally moved it origin point outside the map. Now it complies correctly. I will post the results to see if now it works
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fedebenarg
70 Posts
Posted Aug 08, 2013
Replied 21 minutes later
Now it works, but it needs improvement: It takes a while to paint the bridge
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taco
504 Posts
Posted Aug 08, 2013
Replied 20 minutes later
You may want to slowly incorporate the rest of your map and test it as you add each part to make sure the problem doesn't come back - something you had was obviously throwing something off. Glad it's working now!