EDIT: All kinds of help needed, one question at a time
Quote from Spam Nugget on February 18, 2012, 9:06 pmIn your sdk content folder therell be a compile log for the map, thats all the text that comes up. Also, read this: https://developer.valvesoftware.com/wiki/Compiling
In your sdk content folder therell be a compile log for the map, thats all the text that comes up. Also, read this: https://developer.valvesoftware.com/wiki/Compiling

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Lpfreaky90 on February 18, 2012, 9:11 pmFracture wrote:i was not aware of that.Ya, know it would actually be pretty damn helpful if all that text zooming by before my eyes could even read it would allow me to read it and know what that was. especially the red error text
The loading thingy is the map compiling, as said before.
The files you load in hammer tell the game what should be where, and what it should do. Nothing more, nothing less. The BSP files are the ones you play. These are calculated from the vmf files. These files include a lot more information: how should the lighting be on everything? How do all the things in your map physically interact?The more things you add the more complex this process becomes and the longer it will take for hammer to create the bsp file. There are ways to improve this, called optimization, but if this is your first time in hammer, just wait since optimization requires quite a bit of understanding of how mapping really works.
As masterlagger mentioned: it is very useful to have
Don't run the game after compiling and
Wait for keypress when done compiling both checked. This allows you to check what happened.red things are usually bad things that create serious problems, yellow things can often be ignored, and white stuff is great!
hope that helped
Ya, know it would actually be pretty damn helpful if all that text zooming by before my eyes could even read it would allow me to read it and know what that was. especially the red error text
The loading thingy is the map compiling, as said before.
The files you load in hammer tell the game what should be where, and what it should do. Nothing more, nothing less. The BSP files are the ones you play. These are calculated from the vmf files. These files include a lot more information: how should the lighting be on everything? How do all the things in your map physically interact?
The more things you add the more complex this process becomes and the longer it will take for hammer to create the bsp file. There are ways to improve this, called optimization, but if this is your first time in hammer, just wait since optimization requires quite a bit of understanding of how mapping really works.
As masterlagger mentioned: it is very useful to have
Don't run the game after compiling and
Wait for keypress when done compiling both checked. This allows you to check what happened.
red things are usually bad things that create serious problems, yellow things can often be ignored, and white stuff is great!
hope that helped ![]()
Quote from Spam Nugget on February 18, 2012, 10:17 pmOH and also, if you want to just run the map to check things other than visual stuff, set vis and rad to fast, and dont have hdr chacked. your map wont look so good, but it will be quicker. Just make sure that before you relaese your map you switch to expert compile mode and do a full compile.
OH and also, if you want to just run the map to check things other than visual stuff, set vis and rad to fast, and dont have hdr chacked. your map wont look so good, but it will be quicker. Just make sure that before you relaese your map you switch to expert compile mode and do a full compile.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Fracture on February 18, 2012, 10:59 pmokay i think i get it....
i keep getting red errors on a variety of things, a bunch of yellow errors, and i haven't a clue as to what exact they are refering to. I played the bsp file anyway, and it worked just fine to me.
so does anyone know how i can find out what the red errors are refering to? should i post them here?
okay i think i get it....
i keep getting red errors on a variety of things, a bunch of yellow errors, and i haven't a clue as to what exact they are refering to. I played the bsp file anyway, and it worked just fine to me.
so does anyone know how i can find out what the red errors are refering to? should i post them here?
Quote from ChickenMobile on February 18, 2012, 11:10 pmFracture wrote:should I post my compile log?!?!There are sites which are wholly for looking up console errors. Try interlopers: http://www.interlopers.net/errors/ and paste in your code there.
There are a few 'portal 2 only' errors that exist, but mainly you can ignore them especially if the error is in yellow, this is usually just information or a low-priority error.
There are sites which are wholly for looking up console errors. Try interlopers: http://www.interlopers.net/errors/ and paste in your code there.
There are a few 'portal 2 only' errors that exist, but mainly you can ignore them especially if the error is in yellow, this is usually just information or a low-priority error.
Quote from Fracture on February 19, 2012, 1:59 amNEW PROBLEM, i can't see paint on surfaces, I can see it come out of the dropper and i hear it squeek under my feet, but i don't see it on the surface
NEW PROBLEM, i can't see paint on surfaces, I can see it come out of the dropper and i hear it squeek under my feet, but i don't see it on the surface
Quote from Spam Nugget on February 19, 2012, 2:19 amgo into hammer, on the top toolbar under the drop down menu 'map' (i think) click on map properties. then change the keyvalie paint in map to yes.
go into hammer, on the top toolbar under the drop down menu 'map' (i think) click on map properties. then change the keyvalie paint in map to yes.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from ChickenMobile on February 19, 2012, 3:53 amTry compiling WITH vrad and vvis on normal. You also need at least ONE light inside your map for paint to appear on surfaces.
Try compiling WITH vrad and vvis on normal. You also need at least ONE light inside your map for paint to appear on surfaces.

