EDIT: All kinds of help needed, one question at a time
Fracture wrote:
still nothing, fuck i may as well start all over again
Good plan. Keep restarting until complete. Make sure to upload all failed attempts to the WIP section so your final map will look good by comparison.
Once again:
1) Check if gel is enabled in your map
2) Make sure all your compile options are on normal. FAST compiles DO NOT display gel in game.
3) Make sure you have at least one light source.
4) Make sure your map has no leaks.
if your map has leaks and light the light won't be rendered properly and the gel won't be displayed 
~Lp
CamBen wrote:
I have gotten some missing props in my bsp when I used prop statics. They would not show up until I made them prop dynamics. I found that this was one of those yellow errors, so I would suggest checking into yellow errors too.
Always go to the info tab if you want to add models, then check which kind of model it can be.
Statics cannot move, are the least expensive,
Dynamic can move but are more expensive 
Some yellow errors can indicate problems, so it is always a good idea to check your log indeed =D
Fracture wrote:
NEW PROBLEM, i can't see paint on surfaces, I can see it come out of the dropper and i hear it squeek under my feet, but i don't see it on the surface
Paint doesn't appear on certain textures, try using different textures in your map.
MasterLagger wrote:
Fracture wrote:NEW PROBLEM, i can't see paint on surfaces, I can see it come out of the dropper and i hear it squeek under my feet, but i don't see it on the surface
Paint doesn't appear on certain textures, try using different textures in your map.
is there a list?
and just why the hell is it that the button setup as indicated for drop devices always comes out red and broken, yet still functions? now im also getting errors on my brushes and stuff being too big, and memory overflow? are you kidding me? there were gigantic rooms in portal that i bet would have had the same damn info on overflow, my map isn't nearly as big as the long ass drop to the basement with potatOS.
F***!!!!!!!!!!!!!!
If it's not a leak, Hammer will ask you to navigate to a pointfile. Close out of this window, compile, and post the compile log. Red text usually means the map did not compile.
Except tools (excluding dev) textures, glass, grates, and models (excluding model entities).
Also, NEVER EVER EVER BOX YOUR MAP!!!!!
UNLESS IT IS A WHEATLEY THEMED MAP, OR AN UNDERGROUND APERTURE MAP!
spongylover123 wrote:
All textures support paint.
Except tools (excluding dev) textures, glass, grates, and models (excluding model entities).
Also, NEVER EVER EVER BOX YOUR MAP!!!!!
UNLESS IT IS A WHEATLEY THEMED MAP, OR AN UNDERGROUND APERTURE MAP!
Your first point actually isn't true 
I ran into some random vertex texture I used in a speed-mapping competition. (I didn't notice it was vertex until I saw it in-game) And that texture didn't support paint 
lpfreaky90 wrote:
Your first point actually isn't true
I ran into some random vertex texture I used in a speed-mapping competition. (I didn't notice it was vertex until I saw it in-game) And that texture didn't support paint
Told ya. 
There are many threads and posts about rocket turrets.
There was a working model and instances made by Skotty, I think.
People need to realise the reason other people ask questions is because they haven't the slightest damn clue as to what they are doing. Visuals help and I cannot find one goddamn video on turrets
I dont know how you find this cryptic.
Fracture wrote:
let's see what happens next to coerce an aneurysm
Trust me, Hammer in general is a giant aneurysm-inducing program.
Fracture wrote:
why would they even leave out some data to something that was never in the sequel at all?
Laziness, if I had to guess.