Button Blacking Out Map
Quote from portal2companioncube on March 30, 2014, 7:00 pmOne button in my map is causing the whole map to go dark. Shooting a portal doesn't even make any light. Here are the outputs of the button (it's a prop_under_button, if that makes a difference):
Output: Target: Input: Delay:
OnPressed end_shake StartShake 0
OnPressed start_music StopSound 0
OnPressed end_music PlaySound 0
OnPressed end_alarm PlaySound 0
OnPressed end_steam TurnOn 0
OnPressed end_light TurnOn 1
OnPressed end_text Display 85
OnPressed end_kill Enable 95end_shake is an env_shake; start_music, end_music, and end_alarm are ambient_generics; end_steam is an env_steam; end_light is a light_dynamic; end_text is a game_text; end_kill is a trigger_hurt entity brush.
I had several sparks in the map that I thought were possibly causing the problem, so I took them out but it didn't make a difference. I tried it with and without the env_steam. I hear the sounds from the ambient_generics, so the button somewhat works. I can still shoot a portal (it doesn't emit any light, making it invisible, literally) and pause the game, so it's not locking up. Does anyone know what could be causing the blackout and how to fix it?
Thanks!
One button in my map is causing the whole map to go dark. Shooting a portal doesn't even make any light. Here are the outputs of the button (it's a prop_under_button, if that makes a difference):
Output: Target: Input: Delay:
OnPressed end_shake StartShake 0
OnPressed start_music StopSound 0
OnPressed end_music PlaySound 0
OnPressed end_alarm PlaySound 0
OnPressed end_steam TurnOn 0
OnPressed end_light TurnOn 1
OnPressed end_text Display 85
OnPressed end_kill Enable 95
end_shake is an env_shake; start_music, end_music, and end_alarm are ambient_generics; end_steam is an env_steam; end_light is a light_dynamic; end_text is a game_text; end_kill is a trigger_hurt entity brush.
I had several sparks in the map that I thought were possibly causing the problem, so I took them out but it didn't make a difference. I tried it with and without the env_steam. I hear the sounds from the ambient_generics, so the button somewhat works. I can still shoot a portal (it doesn't emit any light, making it invisible, literally) and pause the game, so it's not locking up. Does anyone know what could be causing the blackout and how to fix it?
Thanks!
Quote from FelixGriffin on March 30, 2014, 10:59 pmClarification: your map worked before (not fullbright), but after you added the button, the newly-compiled version is dark from the moment you load it? It doesn't go dark when you press the button?
Clarification: your map worked before (not fullbright), but after you added the button, the newly-compiled version is dark from the moment you load it? It doesn't go dark when you press the button?
Quote from portal2companioncube on March 30, 2014, 11:50 pmWhen I press the button, it goes dark. (No light exists in the map, even when shooting a portal.) Before that it works fine.
When I press the button, it goes dark. (No light exists in the map, even when shooting a portal.) Before that it works fine.

Quote from josepezdj on March 31, 2014, 9:16 am@portal2companioncube: have you got any light entities other than the light_dynamic one? In one hand, since it is a dynamic type light entity, it doesn't count for the static lighting when you compile your map, thus it doesn't create lightmaps on your map's brushes; so this means your map will be initially dark after you compile unless you add some other light entities... Also, the light_dynamic entity is really buggy, try to use the env_projectedtexture instead.
@portal2companioncube: have you got any light entities other than the light_dynamic one? In one hand, since it is a dynamic type light entity, it doesn't count for the static lighting when you compile your map, thus it doesn't create lightmaps on your map's brushes; so this means your map will be initially dark after you compile unless you add some other light entities... Also, the light_dynamic entity is really buggy, try to use the env_projectedtexture instead.
Quote from portal2companioncube on March 31, 2014, 5:43 pmQuote:have you got any light entities other than the light_dynamic one? In one hand, since it is a dynamic type light entity, it doesn't count for the static lighting when you compile your map, thus it doesn't create lightmaps on your map's brushes; so this means your map will be initially dark after you compile unless you add some other light entities...I actually added the light_dynamic to see if it would create light if activated after the button was pressed after the map was going dark. It didn't. I do have other plain light entities around the map. (I forget what they're called, the simplest light entity in Hammer.)
I actually added the light_dynamic to see if it would create light if activated after the button was pressed after the map was going dark. It didn't. I do have other plain light entities around the map. (I forget what they're called, the simplest light entity in Hammer.)
Quote from portal2companioncube on March 31, 2014, 5:46 pmRustyDios wrote:Is one of those entities maybe triggering a screenfade effect ?I don't have any screenfade entities in the map. Actually, so you guys can see everything, I've attached the .vmf. (It doesn't look very nice yet because I just barely started on it.)
I don't have any screenfade entities in the map. Actually, so you guys can see everything, I've attached the .vmf. (It doesn't look very nice yet because I just barely started on it.)
Quote from portal2companioncube on March 31, 2014, 7:23 pmInteresting: I took out the trigger for the env_shake and it worked.
Interesting: I took out the trigger for the env_shake and it worked.
Quote from HMW on April 3, 2014, 1:32 pmThere is a limit to the magnitude of numbers that can be represented in computers. My guess is that your shake duration of 500000000000000000000000000000000000000000000000000000000000000000000000000 is causing problems.
I tried setting it to something more reasonable like 100000 (still more than a day), and then it works fine.
There is a limit to the magnitude of numbers that can be represented in computers. My guess is that your shake duration of 500000000000000000000000000000000000000000000000000000000000000000000000000 is causing problems.
I tried setting it to something more reasonable like 100000 (still more than a day), and then it works fine.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic