Compile error and other questions
Quote from Eternalz on June 14, 2012, 3:49 pmHello!
Questions time1. So apperantly I keep getting that a prop_dynamic is getting leaked (the object is an hanging walkway which streches out from a door connected to a wall). And all the walls are sealed. The load pointfile option just goes right through the wall.
Would it be a good thing to just place my whole map inside a shallow box to avoid furhter leaking error? What seem to be the the cause of this leaking problem?2. What is the name of the portal weapon holder (which holds a portalgun during the begining of most maps).
3. How do i make animations? Like stuff falling (pillars, hanging walkways etc). You can just give me a link on this question.
Hello!
Questions time
1. So apperantly I keep getting that a prop_dynamic is getting leaked (the object is an hanging walkway which streches out from a door connected to a wall). And all the walls are sealed. The load pointfile option just goes right through the wall.
Would it be a good thing to just place my whole map inside a shallow box to avoid furhter leaking error? What seem to be the the cause of this leaking problem?
2. What is the name of the portal weapon holder (which holds a portalgun during the begining of most maps).
3. How do i make animations? Like stuff falling (pillars, hanging walkways etc). You can just give me a link on this question.
Quote from Lpfreaky90 on June 14, 2012, 3:59 pm1: No, big boxes around your level are horrible for performance, DON'T do this.
Probably one of the wall is a func_brush or a func_detail, they don't seal your map. Select the brush and click "to world".2: Are you talking about the model that hold the portalgun in like the level where the portalgun is supposed to be but isn't in portal 2? Or are you talking about the elevator?
3: There are dynamic models with certain destroy animations, you can use those, you can parent stuff to a func_train and move them and probably a lot more
1: No, big boxes around your level are horrible for performance, DON'T do this.
Probably one of the wall is a func_brush or a func_detail, they don't seal your map. Select the brush and click "to world".
2: Are you talking about the model that hold the portalgun in like the level where the portalgun is supposed to be but isn't in portal 2? Or are you talking about the elevator?
3: There are dynamic models with certain destroy animations, you can use those, you can parent stuff to a func_train and move them and probably a lot more
Quote from Eternalz on June 14, 2012, 4:12 pmLpfreaky90 wrote:1: No, big boxes around your level are horrible for performance, DON'T do this.
Probably one of the wall is a func_brush or a func_detail, they don't seal your map. Select the brush and click "to world".2: Are you talking about the model that hold the portalgun in like the level where the portalgun is supposed to be but isn't in portal 2? Or are you talking about the elevator?
3: There are dynamic models with certain destroy animations, you can use those, you can parent stuff to a func_train and move them and probably a lot more
1. Thanks fixed I dont know why everything was not "to world" because it worked fine earlier.
2. Yes im talking about that thing which holds the portalgun.
3. Is there a guide or example?
Probably one of the wall is a func_brush or a func_detail, they don't seal your map. Select the brush and click "to world".
2: Are you talking about the model that hold the portalgun in like the level where the portalgun is supposed to be but isn't in portal 2? Or are you talking about the elevator?
3: There are dynamic models with certain destroy animations, you can use those, you can parent stuff to a func_train and move them and probably a lot more
1. Thanks fixed I dont know why everything was not "to world" because it worked fine earlier.
2. Yes im talking about that thing which holds the portalgun.
3. Is there a guide or example?
Quote from FelixGriffin on June 14, 2012, 4:20 pmFor falling stuff, you could make a model into a prop_physics[_override] or a wall tile into a func_physbox. Make it start motion disabled. Then when you EnableMotion it will detach and start falling.
For falling stuff, you could make a model into a prop_physics[_override] or a wall tile into a func_physbox. Make it start motion disabled. Then when you EnableMotion it will detach and start falling.

Quote from ChickenMobile on June 14, 2012, 9:46 pm1. Great!
2. community-releases/portal-gun-pedestal-instance-t3974.html
3. https://developer.valvesoftware.com/wiki/Panels (this might help)
1. Great!
2. community-releases/portal-gun-pedestal-instance-t3974.html
3. https://developer.valvesoftware.com/wiki/Panels (this might help)
Quote from inovative thinker on June 14, 2012, 11:11 pmHi, im new here, hoe do I post a question on the forum, not a reply, a new question?
Hi, im new here, hoe do I post a question on the forum, not a reply, a new question?

Quote from ChickenMobile on June 14, 2012, 11:20 pmGo to the correct forum you want to post in and click the New topic at the bottom or top of the page.
Go to the correct forum you want to post in and click the New topic at the bottom or top of the page.
Quote from CamBen on June 14, 2012, 11:21 pmpress the new topic button at the top of the page.
press the new topic button at the top of the page.
Aperture Science: We do our science asbestos we can!
Quote from Eternalz on July 8, 2012, 6:18 pmThanks for the answers. After a while of creating a map I face another problem.
When I set an animation which is a giant pillar which falls. The animation works but it makes no sound. Is this suppose to happen? How do i fix this. I have tied the animation on the pillar to a trigger_once
Thanks for the answers. After a while of creating a map I face another problem.
When I set an animation which is a giant pillar which falls. The animation works but it makes no sound. Is this suppose to happen? How do i fix this. I have tied the animation on the pillar to a trigger_once
Quote from FelixGriffin on July 8, 2012, 7:08 pmAdd in an ambient_generic entity for the right sound.
Add in an ambient_generic entity for the right sound.