Map Won't Load...
Quote from metroid101 on August 8, 2013, 5:31 pmOkay I made a trigger for a prop dynamic that when the player walks up to it, it 'fizzles' the portal gun. I couldn't do a no-draw texture over top of the trigger, so I thought I would just make the texture of the trigger one of the fizzler textures.
Can anyone explain why the map isn't loading?
Okay I made a trigger for a prop dynamic that when the player walks up to it, it 'fizzles' the portal gun. I couldn't do a no-draw texture over top of the trigger, so I thought I would just make the texture of the trigger one of the fizzler textures.
Can anyone explain why the map isn't loading?
Quote from Lpfreaky90 on August 8, 2013, 7:04 pmI don't know what's going on here
It might be helpful to upload your vmf file so we can take a look at it :3
I don't know what's going on here
It might be helpful to upload your vmf file so we can take a look at it :3
Quote from Tmast98 on August 8, 2013, 7:50 pmSo you made a trigger with a fizzler texture? I would just change it to a trigger texture and see how that works. Also, check if the dynamic prop's origins are in the map, sometimes with animations the origin is actually lurking outside the map boundaries.
So you made a trigger with a fizzler texture? I would just change it to a trigger texture and see how that works. Also, check if the dynamic prop's origins are in the map, sometimes with animations the origin is actually lurking outside the map boundaries.
Quote from User on August 8, 2013, 7:52 pmmetroid101 wrote:I made a Trigger_portal_cleanserJust texture all sides of the trigger_portal_cleanser with the Trigger Texture and set "Visible" & "Use Scanline" to "No". ^^
Just texture all sides of the trigger_portal_cleanser with the Trigger Texture and set "Visible" & "Use Scanline" to "No". ^^
Quote from metroid101 on August 8, 2013, 8:16 pmTmast98 wrote:So you made a trigger with a fizzler texture? I would just change it to a trigger texture and see how that works. Also, check if the dynamic prop's origins are in the map, sometimes with animations the origin is actually lurking outside the map boundaries.Yeah basically, a trigger_weapon_strip with a fizzler texture (so that the player loses their portal gun when they walk past it) I want it to look like a regular old fizzler too
Nothing in my maps is to be trusted >=3anyway here's the map: http://www.mediafire.com/?wknagzn4acyqrpz
sorry if it's ugly, but I've barely just started working on it XD
I like to test every little thing each step of the way to make sure I dun mess anything up.
Yeah basically, a trigger_weapon_strip with a fizzler texture (so that the player loses their portal gun when they walk past it) I want it to look like a regular old fizzler too
Nothing in my maps is to be trusted >=3
anyway here's the map: http://www.mediafire.com/?wknagzn4acyqrpz
sorry if it's ugly, but I've barely just started working on it XD
I like to test every little thing each step of the way to make sure I dun mess anything up.
Quote from wrathofmobius on August 8, 2013, 8:44 pmThe map loaded just fine for me. Perhaps you just need to be patient?
There are a few improvements I'd make, though. I have attached an updated version to this post. Basically, having the brush textured with the fizzler texture is a bad idea because triggers are invisible anyway, so the fizzler wouldn't show up when played. Instead, you'll want to make that brush a func_brush with Solidity set to Never Solid. (If you want to make the field act like a normal fizzler, you'll want to make this brush a trigger_portal_cleanser with Visible set to Yes.) The trigger_weapon_strip, then, is a trigger-textured brush placed right next to the func_brush.
One last little pet peeve I fixed was the fizzler size/texturing. I can't remember if Snap To Grid is a map property or if I just had it shut off for some reason, but make sure everything is snapped to as large of a grid as possible. Also, fizzlers should be one unit thick, with everything except the front and back textured with nodraw. Finally, when making fizzlers, the "Fit" button in the Texture Application tool is your friend. There should be no "blank space" in the fizzler. Finally, the 128x128 area closest to each side of the fizzler should be a separate brush, and textured with the fizzler_l or fizzler_r textures. You'll see what I mean in the attached map. These last little gripes are very minor but they help make it look a lot better.Good luck!
The map loaded just fine for me. Perhaps you just need to be patient?
There are a few improvements I'd make, though. I have attached an updated version to this post. Basically, having the brush textured with the fizzler texture is a bad idea because triggers are invisible anyway, so the fizzler wouldn't show up when played. Instead, you'll want to make that brush a func_brush with Solidity set to Never Solid. (If you want to make the field act like a normal fizzler, you'll want to make this brush a trigger_portal_cleanser with Visible set to Yes.) The trigger_weapon_strip, then, is a trigger-textured brush placed right next to the func_brush.
One last little pet peeve I fixed was the fizzler size/texturing. I can't remember if Snap To Grid is a map property or if I just had it shut off for some reason, but make sure everything is snapped to as large of a grid as possible. Also, fizzlers should be one unit thick, with everything except the front and back textured with nodraw. Finally, when making fizzlers, the "Fit" button in the Texture Application tool is your friend. There should be no "blank space" in the fizzler. Finally, the 128x128 area closest to each side of the fizzler should be a separate brush, and textured with the fizzler_l or fizzler_r textures. You'll see what I mean in the attached map. These last little gripes are very minor but they help make it look a lot better.
Good luck!
[spoiler]WOM Test 1
Laser Cube Quest
Mho' Power - Community Spotlight!
Four Corners[/spoiler]
Quote from metroid101 on August 8, 2013, 8:51 pmHmm just tried it :/ it wouldn't run the map >_<
Maybe I'm using an outdated version of Hammer?
Has Hammer been updated recently?
Hmm just tried it :/ it wouldn't run the map >_<
Maybe I'm using an outdated version of Hammer?
Has Hammer been updated recently?
Quote from wrathofmobius on August 9, 2013, 11:43 amNot that I know of. Have you tried validating both Portal 2 and the Authoring Tools?
Not that I know of. Have you tried validating both Portal 2 and the Authoring Tools?
[spoiler]WOM Test 1
Laser Cube Quest
Mho' Power - Community Spotlight!
Four Corners[/spoiler]
Quote from metroid101 on August 9, 2013, 12:06 pmwrathofmobius wrote:Not that I know of. Have you tried validating both Portal 2 and the Authoring Tools?how do I validate them? o.o
Also I think I found an easy workaround.
I'll just make the fizzler function like normal.
And have the trigger right underneath the fizzler beam.
how do I validate them? o.o
Also I think I found an easy workaround.
I'll just make the fizzler function like normal.
And have the trigger right underneath the fizzler beam.