It wasn't compiled correctly, so it can't be used as a static. Same goes for the pumps, which have a blue tint to them when compiled with env_skypaint.
Try running vis on normal and not fast and see if it still crashes
[QUOTE=Drak_Thing;39124571]It wasn't compiled correctly, so it can't be used as a static. Same goes for the pumps, which have a blue tint to them when compiled with env_skypaint.[/QUOTE]
Err, yes they can.
You don't need $staticprop to allow it to be used as a prop_static you know. You'll have less accurate shadows though because VRAD can't use the collision mesh to work out the shadows without it.
https://developer.valvesoftware.com/wiki/$staticprop
[url]https://developer.valvesoftware.com/wiki/Prop_static[/url]
[QUOTE=HighdefGE;39125630]Try running vis on normal and not fast and see if it still crashes[/QUOTE]
Tried that already, didnt work.
Fucking sucks because the thing im making turned out great.
[QUOTE=Sprockethead;39125764]Tried that already, didnt work.
Fucking sucks because the thing im making turned out great.[/QUOTE]
Maybe try cordoning different sections of your map?
[QUOTE=HighdefGE;39125800]Maybe try cordoning different sections of your map?[/QUOTE]
way ahead of you, im splitting the whole thing into visgroups and compiling it little by little
[editline]7th January 2013[/editline]
Right i found the fluke
[IMG]http://www.filedump.net/dumped/20130107000011357531667.jpg[/IMG]
The rotating arms at the base of the upper structure was one large func_rotating, that was apparently suddenly an issue, and i changed most of it to brushes parented to the rest.
now it works.
[QUOTE=Sprockethead;39125865]way ahead of you, im splitting the whole thing into visgroups and compiling it little by little
[editline]7th January 2013[/editline]
Right i found the fluke
[IMG]http://www.filedump.net/dumped/20130107000011357531667.jpg[/IMG]
The rotating arms at the base of the upper structure was one large func_rotating, that was apparently suddenly an issue, and i changed most of it to brushes parented to the rest.
now it works.[/QUOTE]
Func_rotating is generally best used as a tool brush with other brushes/models parented to it
[QUOTE=Ereunity;39128664]Func_rotating is generally best used as a tool brush with other brushes/models parented to it[/QUOTE]
its odd though, because the func_rotating crash didnt start happening until way after i had compiled and loaded it several times with no problems.
[QUOTE=Ereunity;39125652]Err, yes they can.
You don't need $staticprop to allow it to be used as a prop_static you know. You'll have less accurate shadows though because VRAD can't use the collision mesh to work out the shadows without it.
https://developer.valvesoftware.com/wiki/$staticprop
[url]https://developer.valvesoftware.com/wiki/Prop_static[/url][/QUOTE]
Why when I make it a prop_static does the game complain and remove it?
I assume:
[QUOTE=Valve Wiki]
Consistency
In order to enforce consistency of behaviour, models with embedded physics data cannot be prop_static. Use the Hammer Model Browser's info tab to check for support.
[/QUOTE]
So it's fine if I use episode 2 to make maps for gmod, right?
Or is there a better alternative?
[QUOTE=hogofwar;39132181]So it's fine if I use episode 2 to make maps for gmod, right?
Or is there a better alternative?[/QUOTE]
Why not? I use ep2 all the time.
[QUOTE=HighdefGE;39132440]Why not? I use ep2 all the time.[/QUOTE]
I was only wondering if that's the proper way/ a good way to map for gmod.
Hey guys, Steam, for me, is on a Harddrive other then the default. This works fine, normally, HOWEVER, when I try to launch Hammer, I get:
[img]http://puu.sh/1KW5F[/img]
But I checked in the alternate-drives variation of the set location and the file IS there, so I have no idea why it isn't finding it. Help?
Other than the default? The error is saying "[b]C:\[/b]" is C: not your default?
Change your VCONFIG path in your environment tables to the correct drive. Actually, that's probably wrong but if C: isn't where that file should be, there is a path in your environment tables that points to the sdk.
Does anyone know if it's possible to map using Pyroland textures? I was thinking of making an SFM video based on the pyro, and it'd be really amazing if anyone could let me know if Pyroland textures are available for use.
[QUOTE=Ardowalalin;39134233]Does anyone know if it's possible to map using Pyroland textures? I was thinking of making an SFM video based on the pyro, and it'd be really amazing if anyone could let me know if Pyroland textures are available for use.[/QUOTE]
I don't think they are textures, it's a mixture of the current texture and a shader to make the final outcome material.
[QUOTE=Drak_Thing;39134258]I don't think they are textures, it's a mixture of the current texture and a shader to make the final outcome material.[/QUOTE]
Well futs. Thanks for the quick reply!
[QUOTE=Drak_Thing;39129866]Why when I make it a prop_static does the game complain and remove it?
I assume:[/QUOTE]
Odd, because I can have standard physics props as prop_static no problem.
It might be worth asking someone to recompile those models for you.
[QUOTE=Drak_Thing;39134183]Other than the default? The error is saying "[b]C:\[/b]" is C: not your default?
Change your VCONFIG path in your environment tables to the correct drive. Actually, that's probably wrong but if C: isn't where that file should be, there is a path in your environment tables that points to the sdk.[/QUOTE]
Yeah, I'm an idiot, where are the Environment Tables?
[QUOTE=Drak_Thing;39134258]I don't think they are textures, it's a mixture of the current texture and a shader to make the final outcome material.[/QUOTE]
On second thought... How hard do you think it'd be to turn them into textures? If I have an artist friend who can re-create the textures in photoshop, would I be able to make a texture pack for mapping?
I'd have to learn how to make textures, but y'know... Worth it I think
[QUOTE=Ardowalalin;39134897]On second thought... How hard do you think it'd be to turn them into textures? If I have an artist friend who can re-create the textures in photoshop, would I be able to make a texture pack for mapping?
I'd have to learn how to make textures, but y'know... Worth it I think[/QUOTE]
I don't think you can. Although you can find the base materials in the TF2 Materials GCF (materials/rf).
It's still that most of the work is done via a shader, so there's no easy way to remake the texture.
[QUOTE=NateDude;39134593]Yeah, I'm an idiot, where are the Environment Tables?[/QUOTE]
System Properties, Advanced:
[url]http://i.imgur.com/M29Rv.jpg[/url]
I have an overlay applied to a func_physbox. When the physbox starts moving, will the overlay act up and crash the game? I remember reading something that said that would happen, and I want to know before I go through the trouble of compiling it.
[QUOTE=TurtleeyFP;39135980]I have an overlay applied to a func_physbox. When the physbox starts moving, will the overlay act up and crash the game? I remember reading something that said that would happen, and I want to know before I go through the trouble of compiling it.[/QUOTE]
Try it. Just make another map, enclosed, then do the experiment.
No, that will not work. :( However decals do work.
[QUOTE=Drak_Thing;39135243]System Properties, Advanced:
[url]http://i.imgur.com/M29Rv.jpg[/url][/QUOTE]
[img]http://puu.sh/1LkHa[/img]
What the hell? It's pointed to the right location!
And it works when I open the Portal 2 Authoring Tools!
[t]http://puu.sh/1LkJh[/t]
This is some bullshit, help?
Did you try verifying cache?
[QUOTE=.FLAP.JACK.DAN.;39146890]Did you try verifying cache?[/QUOTE]
Yup, didn't fix it.
For anyone who is good with soundscape scripts, what's wrong with the below?
[code]
"station.example"
{
"playlooping"
{
"volume" ".3"
"pitch" "80,110"
"soundlevel" "SNDLVL_85dB"
"position" "random"
"wave" "metro/market_bkg_2.wav"
}
"playlooping"
{
"volume" ".5"
"pitch" "95,110"
"soundlevel" "SNDLVL_85dB"
"position" "random"
"wave" "metro/market_bkg_2.wav"
}
"playrandom"
{
"time" "1,4"
"volume" ".3,.6"
"pitch" "80,120"
"position" "random"
"soundlevel" "SNDLVL_110dB"
"rndwave"
{
"wave" "metro/sta_work_6.wav"
"wave" "metro/sta_work_13.wav"
"wave" "metro/sta_cough_6.wav"
"wave" "metro/sta_air_1.wav"
"wave" "metro/sta_dog_2.wav"
}
}
}
[/code]
The problem is the "playrandom" part works but the two "playloopings" don't work. Yes, the .wav files are looped and have que points, and yes, I've tested them separately. It just won't work when I try to combine the two, even with two "playsoundscapes".
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