Gel doesn't paints the bridge
Quote from fedebenarg on August 6, 2013, 12:01 amHi! I'm making a Wheatley test (Untitled 2), but I get stuck in one part. What you would do in the chamber is to paint a hard light wall with bounce gel, using a reversed funnel, to fling into a platform. What happens is that the bounce gel doesn't paints the wall, making the level unsolvable. The gel only passes through the wall
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What can I do?
Hi! I'm making a Wheatley test (Untitled 2), but I get stuck in one part. What you would do in the chamber is to paint a hard light wall with bounce gel, using a reversed funnel, to fling into a platform. What happens is that the bounce gel doesn't paints the wall, making the level unsolvable. The gel only passes through the wall
What can I do?

Quote from josepezdj on August 6, 2013, 1:26 amHave you checked if the paint even stays on the floors at all? Maybe you didn't set the "Paint in map" map property to YES.
Bridges can be painted on whatever gel by default.
Check also if your level has a poor lighting in that area where the gel is to be used, this could be related too.
Have you checked if the paint even stays on the floors at all? Maybe you didn't set the "Paint in map" map property to YES.
Bridges can be painted on whatever gel by default.
Check also if your level has a poor lighting in that area where the gel is to be used, this could be related too.
Quote from fedebenarg on August 6, 2013, 3:05 pmWell, I have checked everything what you mentioned before, and all is correct: The "Paint in map" property is ON, and there are two close light sources, and few distant light sources.
Well, I have checked everything what you mentioned before, and all is correct: The "Paint in map" property is ON, and there are two close light sources, and few distant light sources.

Quote from fedebenarg on August 6, 2013, 3:18 pmYes. Its originally dripping out of a broken gel tube connection. It fall over a platform, and it works properly.
Yes. Its originally dripping out of a broken gel tube connection. It fall over a platform, and it works properly.

Quote from fedebenarg on August 6, 2013, 6:36 pmYes
Yes

Quote from josepezdj on August 6, 2013, 6:51 pmCould it be a compile issue? I mean have you tried compiling Full vs. Default and such? as I mentioned lighting is very important for the gel rendering... You could also post the map here so we can check and compile too
Could it be a compile issue? I mean have you tried compiling Full vs. Default and such? as I mentioned lighting is very important for the gel rendering... You could also post the map here so we can check and compile too
Quote from fedebenarg on August 6, 2013, 7:11 pmThinking it better, its maybe a compile issue. Im using fast velocity in all the Default mode. Its because it takes CENTURIES to compile in Full mode. I will try it in Full mode, though.
And here it is the map:sp_untitled2.vmf
Thinking it better, its maybe a compile issue. Im using fast velocity in all the Default mode. Its because it takes CENTURIES to compile in Full mode. I will try it in Full mode, though.
And here it is the map:

Quote from josepezdj on August 6, 2013, 7:33 pmMan you should REALLY stop surrounding your map with a huge box. I remember HMW already pointed that out with regards to your first map. Now I'm sure your issue has to do with visleaves and rendering problems. I even fear to compile it myself >.< ...
Imagine that a skybox is like a fake window to the outside, ok? so the way to go about it is actually texturing on the toosskybox texture only some pieces here and there to fake the sensation that you are surrounded by that sky; but NOT to actually surrounding the whole map with this, understand? Why? because you are forcing you entire map to be rendered at the same time.
Example: your map begins with a tube ride downwards and you would like the player to watch around and feel like surrounded by this skybox, ok, then make some surrounding brushes around the vactubes only textured on toolsskybox. Then go one step further and close the area where the elevator lands texturing the surrounding brushes with toolsskybox, but close it. And so on... The only problem you will meet is that sometimes you'll be able to watch through the skybox some of the rooms and stuffs behind these toolsskybox textured brushes, but that can be corrected by using areportals and keep closed those further areas so they are not rendered while the player is looking "at the sky"...
I hope you get the picture
Man you should REALLY stop surrounding your map with a huge box. I remember HMW already pointed that out with regards to your first map. Now I'm sure your issue has to do with visleaves and rendering problems. I even fear to compile it myself >.< ...
Imagine that a skybox is like a fake window to the outside, ok? so the way to go about it is actually texturing on the toosskybox texture only some pieces here and there to fake the sensation that you are surrounded by that sky; but NOT to actually surrounding the whole map with this, understand? Why? because you are forcing you entire map to be rendered at the same time.
Example: your map begins with a tube ride downwards and you would like the player to watch around and feel like surrounded by this skybox, ok, then make some surrounding brushes around the vactubes only textured on toolsskybox. Then go one step further and close the area where the elevator lands texturing the surrounding brushes with toolsskybox, but close it. And so on... The only problem you will meet is that sometimes you'll be able to watch through the skybox some of the rooms and stuffs behind these toolsskybox textured brushes, but that can be corrected by using areportals and keep closed those further areas so they are not rendered while the player is looking "at the sky"...
I hope you get the picture