Help, my elevator makes my map corrupt.
Quote from Jure on November 7, 2011, 2:55 amBasically when I put an elevator in my map, it wont work, i've done checking if there are leaks, wont work, tried reclosing it, it will still wont work. Please tell me what to do.
Basically when I put an elevator in my map, it wont work, i've done checking if there are leaks, wont work, tried reclosing it, it will still wont work. Please tell me what to do.
Quote from josepezdj on November 7, 2011, 3:14 amHey there.
Well, I don't know how you're doing it. If you are using the default instances, but they work perfectly for me... I would kindly recommend you to watch this tutorial:
http://www.youtube.com/watch?v=er5wplwYlHI
It is very clearly explained, I think you won't have any more problems.
If you still have some trouble, you may have your files corrupt. Try to check your files' cache: if there is any one in bad condition, you'll get new file automatically.
I hope that helps!
Hey there.
Well, I don't know how you're doing it. If you are using the default instances, but they work perfectly for me... I would kindly recommend you to watch this tutorial:
http://www.youtube.com/watch?v=er5wplwYlHI
It is very clearly explained, I think you won't have any more problems.
If you still have some trouble, you may have your files corrupt. Try to check your files' cache: if there is any one in bad condition, you'll get new file automatically.
I hope that helps!
Quote from appunxintator on November 7, 2011, 8:45 pmJust taking a random guess here at the problem, but you can't seal a map with an instance (since it's still an entity). Try surrounding the elevators with some nodraw brushes.
If that's not the problem, then post a vmf or screenshots so we can get a better idea.
Just taking a random guess here at the problem, but you can't seal a map with an instance (since it's still an entity). Try surrounding the elevators with some nodraw brushes.
If that's not the problem, then post a vmf or screenshots so we can get a better idea.
Quote from Spam Nugget on November 7, 2011, 8:57 pmumm yeah, you can.
umm yeah, you can.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Another Bad Pun on November 7, 2011, 9:07 pmActually, this is half true. Some elevator instances aren't sealed up completely; I had the same issue with eco_leaf.
Actually, this is half true. Some elevator instances aren't sealed up completely; I had the same issue with eco_leaf.
Quote from appunxintator on November 7, 2011, 10:09 pmOkay, that makes more sense.
I've always just assumed that you can't seal with any instance because the elevators always caused leaks.
Okay, that makes more sense.
I've always just assumed that you can't seal with any instance because the elevators always caused leaks.
Quote from ChickenMobile on November 8, 2011, 1:51 amThere are only leaks when it says 'leaked' when compiling. Instances themselves represent world brushes bunched together in an entity.
I would say put a spawn point in the elevator. If you have done that, delete the instance file and verify Portal 2 authoring tools cache and it will redownload the instance.
There are only leaks when it says 'leaked' when compiling. Instances themselves represent world brushes bunched together in an entity.
I would say put a spawn point in the elevator. If you have done that, delete the instance file and verify Portal 2 authoring tools cache and it will redownload the instance.
Quote from josepezdj on November 8, 2011, 8:09 amWell, I did use the 5 elevator instances mentioned in that video tutorial (arrival_base, arrival_logic, departure_base, departure_logic, and transition_ents) and, of course after sealing the closest parts of my entry and exit testchamber_doors, it works perfectly.
Even though these are func_instances and they usually don't seal a map, it seems like these are special instances... any kind of exception or something.
BTW, Jure: if you have used those 5 instances (properly), you don't need to place any info_player_start or weapon_portalgun... player will be already spawn with a portalgun at the arrival elevator. Check out if that would be the problem...
Also, for your reference, msleeper already talked deeply about all this at:
Check out, it is very useful and interesting...
Well, I did use the 5 elevator instances mentioned in that video tutorial (arrival_base, arrival_logic, departure_base, departure_logic, and transition_ents) and, of course after sealing the closest parts of my entry and exit testchamber_doors, it works perfectly.
Even though these are func_instances and they usually don't seal a map, it seems like these are special instances... any kind of exception or something.
BTW, Jure: if you have used those 5 instances (properly), you don't need to place any info_player_start or weapon_portalgun... player will be already spawn with a portalgun at the arrival elevator. Check out if that would be the problem...
Also, for your reference, msleeper already talked deeply about all this at:
Check out, it is very useful and interesting...










