EDIT: All kinds of help needed, one question at a time
Quote from iWork925 on February 23, 2012, 4:22 amFracture wrote:MY COMPUTER HATES ME!!!!!!not the only one
not the only one


PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from Jaxe on February 23, 2012, 1:49 pmFracture wrote:if we weren't supposed to use carve, they wouldn't put it in the programWhy ask for help if you're going to reject it?
Why ask for help if you're going to reject it?
Quote from Lpfreaky90 on February 23, 2012, 2:23 pmFracture wrote:if we weren't supposed to use carve, they wouldn't put it in the programWell, Hammer a program that has been used since half-life 1 source. Maybe back in the day it was ok, but from experience a lot of people know that carve creates buggy behavior in newer games (like portal 2).
The biggest problem with the carve tool is that the algorithm is not optimal. It creates a ton of brushes, those things cause visleaf problems and microbrushes, all things that crash the game.
Well, Hammer a program that has been used since half-life 1 source. Maybe back in the day it was ok, but from experience a lot of people know that carve creates buggy behavior in newer games (like portal 2).
The biggest problem with the carve tool is that the algorithm is not optimal. It creates a ton of brushes, those things cause visleaf problems and microbrushes, all things that crash the game.
Quote from Fracture on February 23, 2012, 2:52 pmI was not aware of this. An explanations like this made earlier would save more than half an argument
Noob is trying to learn clip, noob must forget one move, noob has forgotten carve, noob has now learned clip
I was not aware of this. An explanations like this made earlier would save more than half an argument
Noob is trying to learn clip, noob must forget one move, noob has forgotten carve, noob has now learned clip 
Quote from Fracture on February 23, 2012, 4:39 pmhas this happened to anyone? I got a func_tanktrain on a pathtrack going up and down and the model attached keeps getting flipped at 90 degrees every time i play. Aside that, everything works. i just can't get ON the elevator... because its vertical
has this happened to anyone? I got a func_tanktrain on a pathtrack going up and down and the model attached keeps getting flipped at 90 degrees every time i play. Aside that, everything works. i just can't get ON the elevator... because its vertical
Quote from spongylover123 on February 23, 2012, 5:06 pm1) Dont double post.
2)In the flag section of the train.
Check Everything except Fixed Orientation and Use Max Speed for pitch shifting move sound.
1) Dont double post.
2)In the flag section of the train.
Check Everything except Fixed Orientation and Use Max Speed for pitch shifting move sound.
Quote from Fracture on February 24, 2012, 2:37 amthanks,
SUPER DOUBLE EDIT: After several days of figuring out how to send a lift back to its origin point, I figured out this whole time i could have created a new train and path on the opposite direction, cleared the parent, set to a new parent, and made it proceed on a button reset. And it damn well bloody worked. So many hours wasted.
But here is my question, when the lift activates, and stops, the electrical sound of the device keeps playing. Is there a way to make it stop when i want? or should i remove it and use a soundscape instead?
thanks,
SUPER DOUBLE EDIT: After several days of figuring out how to send a lift back to its origin point, I figured out this whole time i could have created a new train and path on the opposite direction, cleared the parent, set to a new parent, and made it proceed on a button reset. And it damn well bloody worked. So many hours wasted.
But here is my question, when the lift activates, and stops, the electrical sound of the device keeps playing. Is there a way to make it stop when i want? or should i remove it and use a soundscape instead?
Quote from protoborg on February 26, 2012, 5:02 amSoundscapes are a joke. They are even less controllable than sound entities. Plus, you really have no way of knowing which soundscape to use unless you feel like digging into the soundscape files. Since you are new at this, I don't recommend doing that.
In regards to something posted earlier in this thread, there ain't a damn thing wrong with "boxing up" your level. In fact, EVERY level at the start of the game had a SKYBOX (a big box around it, for the uninformed) around it. It wasn't just Wheatley's chambers or the underground chambers.
Also, spongylover123, you really need to learn to be nicer to people when giving advice. You seem to think you are the ultimate mapper. You have no idea how irritating you can be.
Soundscapes are a joke. They are even less controllable than sound entities. Plus, you really have no way of knowing which soundscape to use unless you feel like digging into the soundscape files. Since you are new at this, I don't recommend doing that.
In regards to something posted earlier in this thread, there ain't a damn thing wrong with "boxing up" your level. In fact, EVERY level at the start of the game had a SKYBOX (a big box around it, for the uninformed) around it. It wasn't just Wheatley's chambers or the underground chambers.
Also, spongylover123, you really need to learn to be nicer to people when giving advice. You seem to think you are the ultimate mapper. You have no idea how irritating you can be.
Quote from ChickenMobile on February 26, 2012, 5:31 amprotoborg wrote:Some rage and advice.
The sounds on trains can get a little buggy and play all the sound instead of stopping that is why it is better to use ambient_generic for the start and stop sounds (create an ambient_generic and set the source entity value to the name of your train)
Also what's wrong with spongy's post? He said what an admin would say about dbl posting and gave you an answer :O
@Fracture: What do you mean you want it to go back to its' origin? Just create another path_track and either make this the next path inside the last track's values or create an output "OutPutName" -> "TrainName" -> "MoveToPathNode" -> "NameOfStartingPath".
Some rage and advice.The sounds on trains can get a little buggy and play all the sound instead of stopping that is why it is better to use ambient_generic for the start and stop sounds (create an ambient_generic and set the source entity value to the name of your train)
Also what's wrong with spongy's post? He said what an admin would say about dbl posting and gave you an answer :O
@Fracture: What do you mean you want it to go back to its' origin? Just create another path_track and either make this the next path inside the last track's values or create an output "OutPutName" -> "TrainName" -> "MoveToPathNode" -> "NameOfStartingPath".
Quote from iWork925 on February 26, 2012, 6:16 amprotoborg wrote:You have no idea how irritating you can be.After reading your post I do.
After reading your post I do.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."

