Hazard Liquid Problems

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vinivite
49 Posts
Posted Dec 03, 2010
Replied 7 hours later
Oh god. My english fails and google translator helps me as my mother would help ??
Thanks Mek, I would never realize this.
And wtf... 6 hours!? I guess I will compile my maps in fast, and, once I finished my mod, I will run them on HDR final and go sleep.
:smile:
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HMW
806 Posts
Posted Dec 03, 2010
Replied 1 hour later
If you suspect that a compile has crashed, check your CPU load. If it's pegged at 100% and you're not doing anything else with the computer, it's still running fine.

Also VBCT (Mevious' suggestion) is a very nice alternative I totally forgot about. That will also show you the progress of the compilation so you can see how fast or slow it's going.

(p0rtalplayer's 6 hours is indeed an extreme example.)

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Mek
459 Posts
Posted Dec 03, 2010
Replied 4 hours later
To shorten your compile times, there are some things you can do to optimize your map. For example, make smaller brushes (which don't need to cast a shadow) a func_detail - this helps greatly.
There are some more tips (can't remember them, hadn't been mapping for quite some years), perhaps somebody else can help you.
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hanging_rope
435 Posts
Posted Dec 03, 2010
Replied 2 hours later

http://rvanhoorn.ruhosting.nl/optimization.php
This is the guide to optimising a map.

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msleeper
4,136 Posts
Admin
Posted Dec 04, 2010
Replied 6 hours later
It's in the Useful Mapping Links sticky and, frankly, you should have to pass a written exam on the material before you should be allowed to use Hammer.
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Pilchard123
334 Posts
Posted Dec 04, 2010
Replied 9 hours later
Practical'd be better. Take this map, optimize.

That could be the next competition, actually. Marks for framerate, compile time, play quality after optimizing, etc. Or not.

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vinivite
49 Posts
Posted Dec 07, 2010
Replied 3 days later
Yo, time for another stupid question:
Where that picture that's showed when the game is loading should be in the mod folder? I can't figure out where... I'm looking at Portal Prelude folders and can't see where this pic should go.
._.
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WinstonSmith
940 Posts
Posted Dec 07, 2010
Replied 6 hours later

vinivite wrote:
Yo, time for another stupid question:
Where that picture that's showed when the game is loading should be in the mod folder? I can't figure out where... I'm looking at Portal Prelude folders and can't see where this pic should go.
._.

As in...the intro video? If so, stick it in the media folder and add it to StartupVids.txt. If you mean the blurred photo, put it in materials/console/. Name it .vtf or _widescreen.vtf and it should be shown depending on the background map that is being loaded.

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vinivite
49 Posts
Posted Dec 08, 2010
Replied 12 hours later
Yes sir, that blurred photo I was talking about. Thanks. You also answered me other question... how to add an intro video. :smile:
But the video must be in what format? Avi, wmv?

EDIT:

OH SHI- something very annoying happened on my map: this appears when vbsp is runned:

Overlay touching too many faces (touching 283, max 64)
Overlay signage/indicator_lights/indicator_lights_floor at 232.0 667.0 -619.0

I tried excluding this overlay... but the other overlays close to it appear to touch too many faces... what can I do to avoid this?
PS: This indicator light is exactly side-by-side to other indicator light... can this be the reason?

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Omnicoder
299 Posts
Posted Dec 08, 2010
Replied 6 hours later
Intro videos need to be in bik format (I think avi can work too though) and you may have a leak or something as vvis shouldn't be cutting that many faces.
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Mevious
205 Posts
Posted Dec 08, 2010
Replied 15 minutes later

vinivite wrote:
OH SHI- something very annoying happened on my map: this appears when vbsp is runned:

Overlay touching too many faces (touching 283, max 64) Overlay signage/indicator_lights/indicator_lights_floor at 232.0 667.0 -619.0

I tried excluding this overlay... but the other overlays close to it appear to touch too many faces... what can I do to avoid this?
PS: This indicator light is exactly side-by-side to other indicator light... can this be the reason?

This can happen when you set your lightmap resolution to a very low number, like 1, 2, or 4. Try selecting the problem surface and set a higher number.

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vinivite
49 Posts
Posted Dec 08, 2010
Replied 2 hours later
Wow, I set my whole map lightmap resolution to 1... lol. I changed and now it works perfectly, thanks.
Btw, Omnicoder... is that your real photo? Am I the only 14 years old mapper here? XD
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vinivite
49 Posts
Posted Dec 13, 2010
Replied 4 days later

Well, I tried so many ways, like flipping objects, turning the object manually in the x y z coordinates, but nothing works. How I flip vertically or horizontally a texture (not an object, because this don't works!)

Look:

http://b.imagehost.org/0798/test_chamber_0000010.jpg
In this case, I rotated the object and it worked. Naturally.

But here: http://d.imagehost.org/0229/test_chamber_0000011.jpg
When I rotate the object, the texture is flipped horizontally. (http://b.imagehost.org/0831/test_chamber_0000016.jpg).

How I flip the last picture sign texture to be like the normal signs on portal singleplayer?

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msleeper
4,136 Posts
Admin
Posted Dec 13, 2010
Replied 7 minutes later
Check the face alignment of the brush face the overlay is on.
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Groxkiller585
652 Posts
Posted Dec 13, 2010
Replied 3 hours later

msleeper wrote:
Check the face alignment of the brush face the overlay is on.

AKA if it says "world" choose "face" and vise versa. If either or both is chosen it can't be changed as far as I know but in those two it tends to show correctly.

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p0rtalplayer
1,366 Posts
Posted Dec 13, 2010
Replied 1 hour later

Groxkiller585 wrote:
msleeper wrote:

Check the face alignment of the brush face the overlay is on.

AKA if it says "world" choose "face" and vise versa. If either or both is chosen it can't be changed as far as I know but in those two it tends to show correctly.

if neither is checked, it's usually wrong. Checking one of them should check them both and fix it.

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vinivite
49 Posts
Posted Dec 14, 2010
Replied 18 hours later
Thanks guys it worked.

EDIT:

I'm so fucking happy I finished my first map ever! But there's a little problem. When I start my mod, in the loading screen, the blured image I made appears for some seconds then a black & pink checkerboard (like the one of some textures; as the observation rooms glass in hammer) appears instead of the correct picture and after this my backgroun map is loaded. I wanna know how to delete that black and pink thing of the loading screen, because it's really ugly.
:sad:

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vinivite
49 Posts
Posted Dec 29, 2010
Replied 14 days later
Holy god, one month without internet... then I check this topic and no one responded... O.o