[ANOTHER] Problem With My Map
Quote from Shane on August 16, 2012, 11:54 amAhh fair enough. It's annoyingly easy to lose copy + pasted sntities in Hammer if it pastes them outside of your viewpoint which is why I personally avoid doing that if I can.
Ahh fair enough. It's annoyingly easy to lose copy + pasted sntities in Hammer if it pastes them outside of your viewpoint which is why I personally avoid doing that if I can.
Quote from Alexander Bell on August 16, 2012, 12:07 pmI don't even know how to copy and paste lol
I don't even know how to copy and paste lol
Quote from Shane on August 16, 2012, 12:19 pmSame as with most Windows programs, select the item you want copied then use the usual ctrl c + ctrl v method.
Same as with most Windows programs, select the item you want copied then use the usual ctrl c + ctrl v method.
Quote from FelixGriffin on August 16, 2012, 12:23 pmBut don't try that in DOS or Linux.
But don't try that in DOS or Linux.
Quote from BEARD! on August 16, 2012, 12:30 pmFelixGriffin wrote:BEARD! wrote:Toolsblack seals the map. For future reference, you might want to use cordon(s) to compile a small part(s) of the map which works. Then expand the cordon further and further out, until suddenly it doesn't compile: this tells you where the source of the leak/problem is.Other than that, I seem to remember that the compile log will tell you which entity causes the leak, reporting its origin's coordinates. There's some option in hammer (view menu) to move the camera to those coordinates.
But if the cordon surrounds the area, wouldn't it block the leak you're trying to find?
Whoops, you're absolutely right! Still, the idea works for detecting non-leaky problems.
Other than that, I seem to remember that the compile log will tell you which entity causes the leak, reporting its origin's coordinates. There's some option in hammer (view menu) to move the camera to those coordinates.
But if the cordon surrounds the area, wouldn't it block the leak you're trying to find?
Whoops, you're absolutely right! Still, the idea works for detecting non-leaky problems.
Co-operative: Lightspeed Upstairs Downstairs
Quote from Vordwann on August 16, 2012, 12:48 pmAlexander Bell wrote:I have my grid on 1 90% of the time anyway.That's a pretty bad idea, you want your grid on 8 or 16 most of the time, with occasional sizing down to 4 or 2 for detail work, and 1 only if it's extremely necessary.
That's a pretty bad idea, you want your grid on 8 or 16 most of the time, with occasional sizing down to 4 or 2 for detail work, and 1 only if it's extremely necessary.
[spoiler][SP] Alternate[/spoiler]
Quote from Alexander Bell on August 16, 2012, 1:25 pmPretty much all I need to do in Hammer is detail work, I'm a ptimmer mapper (although I've majorly changed my PTI instances, but thats beside the point). I pretty much build a map in the PTI (I can make more than basic PTI puzzles, I have bomb droppers, trash droppers, cameras, rocket tripwires, and catwalks as well as the beemod) then export to Hammer for some special things (props, game_text for stories, textures)...
Pretty much all I need to do in Hammer is detail work, I'm a ptimmer mapper (although I've majorly changed my PTI instances, but thats beside the point). I pretty much build a map in the PTI (I can make more than basic PTI puzzles, I have bomb droppers, trash droppers, cameras, rocket tripwires, and catwalks as well as the beemod) then export to Hammer for some special things (props, game_text for stories, textures)...
Quote from Vordwann on August 16, 2012, 1:59 pmAlexander Bell wrote:Pretty much all I need to do in Hammer is detail work, I'm a ptimmer mapper (although I've majorly changed my PTI instances, but thats beside the point). I pretty much build a map in the PTI (I can make more than basic PTI puzzles, I have bomb droppers, trash droppers, cameras, rocket tripwires, and catwalks as well as the beemod) then export to Hammer for some special things (props, game_text for stories, textures)...You do not need the 1 grid for most of the detail work either. You're just going to end up getting leaks by having a brush 1 unit off or something.
You do not need the 1 grid for most of the detail work either. You're just going to end up getting leaks by having a brush 1 unit off or something.
[spoiler][SP] Alternate[/spoiler]