Compile error and other questions
Hello!
Questions time
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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? -
What is the name of the portal weapon holder (which holds a portalgun during the begining of most maps).
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How do i make animations? Like stuff falling (pillars, hanging walkways etc). You can just give me a link on this question.
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 
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
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Thanks fixed I dont know why everything was not "to world" because it worked fine earlier.
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Yes im talking about that thing which holds the portalgun.
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Is there a guide or example?
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
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.
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)?
They don't work properly on normal brushes.
(Look up "displacement" on the VDC to find out more.)
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?