2 problems with Hammer [solved; hammer sux 😛 ]
Quote from Kaleido on August 30, 2012, 2:14 amProblem 1: Any changes I make to my map don't seem to be reflected in my compiles. I've done a lot of different things since my last upload to the workshop, but it keeps showing me what's basically the last version I uploaded to the workshop...
Problem 2: When I add a new prop_static, the 'model' keyvalue is just straight up gone. (What's the point of a prop_static without that keyvalue, I wonder...)
Any old prop_statics in the map already, do have this keyvalue. I can technically copy-paste props from now on and change the model names, but what a fucking pain in the assAnyone have any ideas what could be causing these issues?
I'm verifying my cache right now, and I'm going to try removing the .bsp file from the dlc2 folder to see if it's just pulling it from there...
edit: ok, after verifying, Portal 2 just straight up doesn't start now... THE FUCK IS GOING ON?!?
Problem 1: Any changes I make to my map don't seem to be reflected in my compiles. I've done a lot of different things since my last upload to the workshop, but it keeps showing me what's basically the last version I uploaded to the workshop...
Problem 2: When I add a new prop_static, the 'model' keyvalue is just straight up gone. (What's the point of a prop_static without that keyvalue, I wonder...)
Any old prop_statics in the map already, do have this keyvalue. I can technically copy-paste props from now on and change the model names, but what a fucking pain in the ass
Anyone have any ideas what could be causing these issues?
I'm verifying my cache right now, and I'm going to try removing the .bsp file from the dlc2 folder to see if it's just pulling it from there...
edit: ok, after verifying, Portal 2 just straight up doesn't start now... THE FUCK IS GOING ON?!?
Quote from The_Butler on August 30, 2012, 2:58 amCan this be related to the issues we had a week ago? In the end I had to verify cash on both Portal and source.SDK - 91 corrupt files found etc.
Alas, nothing more useful to add than that, and you are probably checking your cash again as we speak.. good luck anyway.
Can this be related to the issues we had a week ago? In the end I had to verify cash on both Portal and source.SDK - 91 corrupt files found etc.
Alas, nothing more useful to add than that, and you are probably checking your cash again as we speak.. good luck anyway.
Quote from CaretCaret on August 30, 2012, 3:02 amProblem 2: I'm guessing there's something wrong with your FGD
Problem 2: I'm guessing there's something wrong with your FGD
"I hear voices. But I ignore them and I just carry on killing."
Quote from Kaleido on August 30, 2012, 3:24 amThe_Butler wrote:Can this be related to the issues we had a week ago? In the end I had to verify cash on both Portal and source.SDK - 91 corrupt files found etc.Alas, nothing more useful to add than that, and you are probably checking your cash again as we speak.. good luck anyway.
Yea, IDK... I had problems last time there was an update. I haven't used hammer this week, but verifying the cache solved the problems in the OP (I had to verify the tools once and P2 twice... fucking annoying)
So those problems are solved, but now I have a new problem, when I compile I get this error:
Overlay touching too many faces (touching 88, max 64)
Overlay overlays/number_04 at -1112.0 916.0 -56.0This overlay compiled before, and I haven't touched ANYTHING about it. AND it's only touching 1 face... I don't understand what the fuck is happening.
Alas, nothing more useful to add than that, and you are probably checking your cash again as we speak.. good luck anyway.
Yea, IDK... I had problems last time there was an update. I haven't used hammer this week, but verifying the cache solved the problems in the OP (I had to verify the tools once and P2 twice... fucking annoying)
So those problems are solved, but now I have a new problem, when I compile I get this error:
Overlay touching too many faces (touching 88, max 64)
Overlay overlays/number_04 at -1112.0 916.0 -56.0
This overlay compiled before, and I haven't touched ANYTHING about it. AND it's only touching 1 face... I don't understand what the fuck is happening.

Quote from ChickenMobile on August 30, 2012, 3:32 amTry resetting the overlay or create a new one in the same place. Could be stuffed up?
Try resetting the overlay or create a new one in the same place. Could be stuffed up?

Quote from josepezdj on August 30, 2012, 3:34 amHey Kal!
1. Check out which of your map's copies are you modifying and which one is the one you're uploading to the workshop for updating. I mean, check your hammer directories and find what folder is where hammer uses to save a copy of your .bsp. Maybe is just that you're taking an old .bsp all the time.
2. I once had a problem with some of my toolsbar icons and asked ChickenMobile how to restore the default settings in hammer; maybe this could help you getting back all your keyvalues for the prop_statics (maybe you deleted it accidentally after disabling the SmartEdit for donig something?). So here is how to do it and where Chicken led me, follow all the steps carefully because modifying the registry sometimes causes more problems than solutions
(but don't worry I already did and everything worked out fine!)
Good luck!
EDIT
Lol... 2 post before mine! I suppose it's an outdated info
... For the overlay, just do as Chicken said and remove it and create it back again, maybe is corrupted...
I've found this over there. Check out, the guy says it might be related to the lightmap scale of the overlay's textures... weird.
Hey Kal!
1. Check out which of your map's copies are you modifying and which one is the one you're uploading to the workshop for updating. I mean, check your hammer directories and find what folder is where hammer uses to save a copy of your .bsp. Maybe is just that you're taking an old .bsp all the time.
2. I once had a problem with some of my toolsbar icons and asked ChickenMobile how to restore the default settings in hammer; maybe this could help you getting back all your keyvalues for the prop_statics (maybe you deleted it accidentally after disabling the SmartEdit for donig something?). So here is how to do it and where Chicken led me, follow all the steps carefully because modifying the registry sometimes causes more problems than solutions (but don't worry I already did and everything worked out fine!)
Good luck!
EDIT
Lol... 2 post before mine! I suppose it's an outdated info ... For the overlay, just do as Chicken said and remove it and create it back again, maybe is corrupted...
I've found this over there. Check out, the guy says it might be related to the lightmap scale of the overlay's textures... weird.
Quote from Kaleido on August 30, 2012, 3:44 amChickenMobile wrote:Try resetting the overlay or create a new one in the same place. Could be stuffed up?I did that already, same issue... -_-
How does something that used to compile, that I didn't touch since, break?
The fuck, Hammer... the fuck.
I did that already, same issue... -_-
How does something that used to compile, that I didn't touch since, break?
The fuck, Hammer... the fuck.

Quote from ChickenMobile on August 30, 2012, 3:50 amHammer hates all of us... don't feel bad Kaleido.
What josepezdj said: try looking at the lightmaps (3d view -> lightmap grid) to see if your overlay is on a very sharp or odd numbered lightmap scale (not very sure why this would affect it but eh).
Take a quick look at the brush you are placing the object on. Is it oddly shaped?
Hammer hates all of us... don't feel bad Kaleido.
What josepezdj said: try looking at the lightmaps (3d view -> lightmap grid) to see if your overlay is on a very sharp or odd numbered lightmap scale (not very sure why this would affect it but eh).
Take a quick look at the brush you are placing the object on. Is it oddly shaped?
Quote from Kaleido on August 30, 2012, 3:55 amChickenMobile wrote:Hammer hates all of us... don't feel bad Kaleido.LOL... so true...
but you were right. I don't know how (I'm guessing you've had this problem before lol) but I was playing with the lightmaps to try to tweak my lighting a little, and apparently that overlay does not compile when placed on a face with a lightmap of 2...
Seems like Source still has a lot of surprises I need to learn...
LOL... so true...
but you were right. I don't know how (I'm guessing you've had this problem before lol) but I was playing with the lightmaps to try to tweak my lighting a little, and apparently that overlay does not compile when placed on a face with a lightmap of 2...
Seems like Source still has a lot of surprises I need to learn...
Quote from HMW on August 30, 2012, 11:43 amKaleido wrote:ChickenMobile wrote:Hammer hates all of us... don't feel bad Kaleido.LOL... so true...
but you were right. I don't know how (I'm guessing you've had this problem before lol) but I was playing with the lightmaps to try to tweak my lighting a little, and apparently that overlay does not compile when placed on a face with a lightmap of 2...
Seems like Source still has a lot of surprises I need to learn...
Yeah, that's a nasty one, isn't it? The cause of that problem is, that there is a limit to how big a lightmap texture can be. So if you give a face a really high lightmap resolution, VBSP will cut it into many small sub-faces, each with its own separate lightmap texture. Subsequently, if many of these faces are covered by your overlay, you get this problem.
(If you set the lightmap scale really low, like 4 or 2, and then set mat_wireframe to 1 in-game, you can see all of the squares that were created to accommodate that high lightmap resolution.)
LOL... so true...
but you were right. I don't know how (I'm guessing you've had this problem before lol) but I was playing with the lightmaps to try to tweak my lighting a little, and apparently that overlay does not compile when placed on a face with a lightmap of 2...
Seems like Source still has a lot of surprises I need to learn...
Yeah, that's a nasty one, isn't it? The cause of that problem is, that there is a limit to how big a lightmap texture can be. So if you give a face a really high lightmap resolution, VBSP will cut it into many small sub-faces, each with its own separate lightmap texture. Subsequently, if many of these faces are covered by your overlay, you get this problem.
(If you set the lightmap scale really low, like 4 or 2, and then set mat_wireframe to 1 in-game, you can see all of the squares that were created to accommodate that high lightmap resolution.)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic