[MOD]Office Complex

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262LetsPlay
51 Posts
Posted Oct 29, 2011
Hey guys. I'm working on a mod, whick gives access to all observation rooms and some invented employee rooms (Control Center, Research Labs...) But first I want to connect those Obsevation rooms. I decompiled the portal maps, but when I recompile them I got some crazy light effects. Look yourself:
http://steamcommunity.com/id/gt670dn/screenshots/?tab=public. How can I fix this?
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spongylover123
944 Posts
Posted Oct 29, 2011
Replied 1 minutes later
Edit: I just found out this was portal,
How did you compile and what lights are there
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262LetsPlay
51 Posts
Posted Oct 29, 2011
Replied 18 minutes later
I compiled with BSP-normal VIS-normal RAD-normal and no HDR. The light source is from the observation room with "light_spot" and "light". I wonder why this worked in the original maps. Is there information lost, when you decompile?
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spongylover123
944 Posts
Posted Oct 29, 2011
Replied 7 minutes later
Depends on how you decompile. And try to compile with hdr or try to get rid of the observation room lights and replace them with your own lights
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Mevious
205 Posts
Posted Oct 29, 2011
Replied 3 hours later

It looks like you have leaks in your decompiled maps. I think when you decompile, some architecture information is lost causing leaks.

http://developer.valvesoftware.com/wiki/Leak

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spongylover123
944 Posts
Posted Oct 29, 2011
Replied 1 minutes later

Mevious wrote:
It looks like you have leaks in your decompiled maps. I think when you decompile, some architecture information is lost causing leaks.
http://developer.valvesoftware.com/wiki/Leak

I don't think valve maps have leaks. Though if he had edit it, then yes there might.

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262LetsPlay
51 Posts
Posted Oct 31, 2011
Replied 1 day later
Yeah, there are leaks, but now I won't fix them. I will build everything first and then look for leaks.
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Rubrica
305 Posts
Posted Oct 31, 2011
Replied 7 hours later
Uh, that's REALLY not the way to go about things. If you compile a map, it's vital that it doesn't leak.
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262LetsPlay
51 Posts
Posted Oct 31, 2011
Replied 41 minutes later
Wait a minute, I can run the map and for testing my enities only running is needed. Later I fix the leaks.
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Spam Nugget
492 Posts
Posted Oct 31, 2011
Replied 10 hours later
Trust me, its easier to get rid of leaks sooner rather than later. The more complicated things get the harder it can be to find the bloody things.
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protoborg
288 Posts
Posted Nov 03, 2011
Replied 2 days later
why would you recompile a decompiled map? That is essentially plagiarism. Intead of decompiling and recompiling Valve's maps, why not use them as inspiration for your own maps? I understand what you are attempting to do, but you aren't really getting there by using Valve's maps directly. It would be far better and more fun if you used the original maps as a starting point, rather than as the center of your maps. What I mean is that you should start with a NEW map that has the ideas Valve used as its concept base without using the Valve map as its structural base.