Did you get the original vmf from the creator? Or did you decompile it? Decompiling maps causes lots of issues with the vmf and fucks with the brushwork.
i decompiled it, but i added more stuff to it before this happened and there was nothing bad happening, couple of leaks i had to fix thats all.
now i added a new tunnel and made a skybox on the end of it for the new section to be in, also added a displacement piece. i wanted to try n see how it looks n this piece of garbage rolled out.
could it be possible the new parts use the same objectID's as the parts that went missing?
the screenshot is not the area (tunnel) im talking about in the above text, its on the other end of the map, thats why i find it so strange.
Don't decompile maps. If you want to edit it a map, ask the creator to send you the vmf and give you permission. Not only is decompiling a map with the intention to edit it disrespectful, it also causes lots of issues with brushwork and other things, that will take a lot of effort and time to fix.
To help your problem, post a Hammer screenshot of the area with the supposed leak.
Well to be honest i have absolutely no idea where/how/when i could contact the original creator and besides that, how big is the chance he/she will actually give it?
Back on to the problem: ( big image, behold! )
[IMG]https://dl.dropbox.com/u/51136819/hammerscreen.png[/IMG]
Find out who the mapper was, and find his email. Hell, I think I remember someone saying he released the vmf at some point. If he doesn't give it to you, then he is denying you permission to make a change to his map. Doing this without him saying it's alright is disrespectful and bad. Decompiling creates a ton of errors that aren't worth fixing, unless you desperately need to make these changes. You should only decompile a map to find out how something works.
As for your problem, try removing the decal, I don't know why that would fix it but the red line points to it so it's worth a shot.
Original vmf is here.
[url]http://www.garrysmod.org/downloads/?a=view&id=80494[/url]
professional grade license v1.0:
1. you better give me credit for this exquisite creation
2. you better not fuck with my sweet billboard
3. by downloading this you agree to give me one at least trillion dollars right away
(in the readme lol)
Hey i got a problem, I would like to Disallow the Portalgun in my map, i spawn with it by default. How do I do that ?
[QUOTE=pac0master;39234432]Hey i got a problem, I would like to Disallow the Portalgun in my map, i spawn with it by default. How do I do that ?[/QUOTE]
[I]trigger_weaponstrip[/I]?
Use a [I][URL=https://developer.valvesoftware.com/wiki/Game_player_equip]game_player_equip[/URL][/I].
Can i not parent a trigger_hurt to a func_physbox? because the trigger_hurt just stays in place when the physbox moves
[QUOTE=Swog;39234674][I]trigger_weaponstrip[/I]?[/QUOTE]
I tryed it already, when i spawn i hear the portal gun getting equipped then it get removed in a fraction of a sec. Publishing a map like that do not sound professional.
[QUOTE=Ermac20;39236516]Can i not parent a trigger_hurt to a func_physbox? because the trigger_hurt just stays in place when the physbox moves[/QUOTE]
You should definitely be able to do that. Double check your keyvalues and stuff.
[QUOTE=pac0master;39236948]I tryed it already, when i spawn i hear the portal gun getting equipped then it get removed in a fraction of a sec. Publishing a map like that do not sound professional.[/QUOTE]
A [I]game_player_equip[/I] might have similar problems, but it's still a less hacky method than a weapon stripper.
All my prop_door_rotating's are dark. Any help?
SammySung, ive got the same problem as you!
Example:
[IMG]https://dl.dropbox.com/u/51136819/doors_appear_dark.JPG[/IMG]
(left how it should be, right dark prop_rotating_door)
Anyone knows whats causing this and a way to possibly fix this?
Thanks in advance
[QUOTE=Siniq;39238673]SammySung, ive got the same problem as you!
Example:
[IMG]https://dl.dropbox.com/u/51136819/doors_appear_dark.JPG[/IMG]
(left how it should be, right dark prop_rotating_door)
Anyone knows whats causing this and a way to possibly fix this?
Thanks in advance[/QUOTE]
Info_lighting? Not sure if info_door_roating has this option
[QUOTE=Siniq;39238673]SammySung, ive got the same problem as you!
Example:
[IMG]https://dl.dropbox.com/u/51136819/doors_appear_dark.JPG[/IMG]
(left how it should be, right dark prop_rotating_door)
Anyone knows whats causing this and a way to possibly fix this?
Thanks in advance[/QUOTE]
are you sure that the doors are perfectly aligned?
maybe the door model is inside the brush
Can I have animated overlays?
Did you try using block light?
my doors are red or green ...[QUOTE=Siniq;39238673]SammySung, ive got the same problem as you!
Example:
[IMG]https://dl.dropbox.com/u/51136819/doors_appear_dark.JPG[/IMG]
(left how it should be, right dark prop_rotating_door)
Anyone knows whats causing this and a way to possibly fix this?
Thanks in advance[/QUOTE]
got a question:
what i should do so l4d props show up on older source version?
Small issue: Whenever I load a map and I move my mouse even at the slightest, it freezes up for a few seconds. I have a great computer so that can't be the case. Any help would be appreciated.
[QUOTE=StarmanSuper;39255990]Small issue: Whenever I load a map and I move my mouse even at the slightest, it freezes up for a few seconds. I have a great computer so that can't be the case. Any help would be appreciated.[/QUOTE]
Been getting since 2011, and I've always thought it was due to the shittiness of my PC. I got used to it, though.
[QUOTE=Mozartkugeln;39257411]Been getting since 2011, and I've always thought it was due to the shittiness of my PC. I got used to it, though.[/QUOTE]
I've been having to go through the trouble of compiling it, then opening it up in HL2. Whatever.
[QUOTE=StarmanSuper;39257819]I've been having to [B]go through the trouble o[/B]f compiling it, then opening it up in HL2. Whatever.[/QUOTE]
Just put HL2 in windowed mode and leave it open in the background. When compiling check "do not run game" and when it's done just enter the map via console.
Where could I find a space shuttle model ? I'm mostly interested in the exhaust part that spews out fire. I need it for a deathrun trap and I've failed to find one.
I recall [URL=http://gamebanana.com/maps/159294]this map[/URL] having a small space shuttle flying around. Of course, you could always try looking on GameBanana or garrysmod.org.
[IMG]http://sscfreedom.ssc.nasa.gov/esd/STD/TTD/images/ssmetest.jpg[/IMG]
Something like that, it can be a full sized shuttle as long as it has that type of an exhaust. I searched gamebanana and I'll give a go on gmod, thanks a lot.
[QUOTE=pkhzor;39258495]Where could I find a space shuttle model ? I'm mostly interested in the exhaust part that spews out fire. I need it for a deathrun trap and I've failed to find one.[/QUOTE]
Can you use EP2 props? I think the rocket from that has engines.
EDIT: models/props_silo/rocket_engine.mdl is just an engine.
This in game console error spams when the player is in certain parts of my map:
[B][I]Too many vertex format changes in frame, whole world not rendered[/I][/B]
It is coupled with a strange flickering of certain world brushes, a drop in FPS, and I believe it is linked to crashes giving the "too many indices for index buffer, tell a programmer" error. I am under the impression that this error is linked to having open areas with a lot of detail on screen at once. My map is a fairly detailed piece of a futuristic city, and I am curious to know what (if anything) can be done to get around this problem so I can release my map.
[QUOTE=aaagamer;39261097]This in game console error spams when the player is in certain parts of my map:
[B][I]Too many vertex format changes in frame, whole world not rendered[/I][/B]
It is coupled with a strange flickering of certain world brushes, a drop in FPS, and I believe it is linked to crashes giving the "too many indices for index buffer, tell a programmer" error. I am under the impression that this error is linked to having open areas with a lot of detail on screen at once. My map is a fairly detailed piece of a futuristic city, and I am curious to know what (if anything) can be done to get around this problem so I can release my map.[/QUOTE]
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