Gel doesn't paints the bridge
Quote from fedebenarg on August 7, 2013, 10:00 pmWell, I'm trying to do what you said me with the skybox. The gel problem persists. I tried using a higher 'Blobs by second', but nothing happens
Well, I'm trying to do what you said me with the skybox. The gel problem persists. I tried using a higher 'Blobs by second', but nothing happens
Quote from taco on August 7, 2013, 10:22 pmMake a simple test room with just the gel and the bridge copied over from your existing map. Don't include anything you don't absolutely require. What happens when you compile that?
Make a simple test room with just the gel and the bridge copied over from your existing map. Don't include anything you don't absolutely require. What happens when you compile that?
Quote from fedebenarg on August 7, 2013, 11:14 pmIt doesn't render. It says its leaked
It doesn't render. It says its leaked
Quote from taco on August 7, 2013, 11:24 pmThen you have a hole in your room or en entity outside the room. You can load your point file but the map should be so simple that you can figure it out easily.
Then you have a hole in your room or en entity outside the room. You can load your point file but the map should be so simple that you can figure it out easily.
Quote from fedebenarg on August 7, 2013, 11:32 pmBut I have the room INSIDE the map, and theres no entity outside the room, I checked it
But I have the room INSIDE the map, and theres no entity outside the room, I checked it
Quote from taco on August 7, 2013, 11:37 pmWell, there is either a hole or something is outside of your room. Hammer isn't lying to you.
Well, there is either a hole or something is outside of your room. Hammer isn't lying to you.

Quote from ChickenMobile on August 7, 2013, 11:38 pmSometimes hammer points towards an offset origin point instead of actually where the entity is. Look at the compile and see what entity and its coordinates are that leaked - then check its origin point.
Sometimes hammer points towards an offset origin point instead of actually where the entity is. Look at the compile and see what entity and its coordinates are that leaked - then check its origin point.
Quote from fedebenarg on August 7, 2013, 11:47 pmAha! Now I remember! You was right. I grouped all the room and accidentally moved it origin point outside the map. Now it complies correctly. I will post the results to see if now it works
Aha! Now I remember! You was right. I grouped all the room and accidentally moved it origin point outside the map. Now it complies correctly. I will post the results to see if now it works
Quote from fedebenarg on August 8, 2013, 12:09 amNow it works, but it needs improvement: It takes a while to paint the bridge
Now it works, but it needs improvement: It takes a while to paint the bridge
Quote from taco on August 8, 2013, 12:30 amYou may want to slowly incorporate the rest of your map and test it as you add each part to make sure the problem doesn't come back - something you had was obviously throwing something off. Glad it's working now!
You may want to slowly incorporate the rest of your map and test it as you add each part to make sure the problem doesn't come back - something you had was obviously throwing something off. Glad it's working now!