[MOD]Office Complex
Quote from 262LetsPlay on October 29, 2011, 12:07 pmHey guys. I'm working on a mod, whick gives access to all observation rooms and some invented employee rooms (Control Center, Research Labs...) But first I want to connect those Obsevation rooms. I decompiled the portal maps, but when I recompile them I got some crazy light effects. Look yourself:
http://steamcommunity.com/id/gt670dn/screenshots/?tab=public. How can I fix this?
Hey guys. I'm working on a mod, whick gives access to all observation rooms and some invented employee rooms (Control Center, Research Labs...) But first I want to connect those Obsevation rooms. I decompiled the portal maps, but when I recompile them I got some crazy light effects. Look yourself:
http://steamcommunity.com/id/gt670dn/screenshots/?tab=public. How can I fix this?
Quote from spongylover123 on October 29, 2011, 12:09 pmEdit: I just found out this was portal,
How did you compile and what lights are there
Edit: I just found out this was portal,
How did you compile and what lights are there
Quote from 262LetsPlay on October 29, 2011, 12:28 pmI compiled with BSP-normal VIS-normal RAD-normal and no HDR. The light source is from the observation room with "light_spot" and "light". I wonder why this worked in the original maps. Is there information lost, when you decompile?
I compiled with BSP-normal VIS-normal RAD-normal and no HDR. The light source is from the observation room with "light_spot" and "light". I wonder why this worked in the original maps. Is there information lost, when you decompile?
Quote from spongylover123 on October 29, 2011, 12:36 pmDepends on how you decompile. And try to compile with hdr or try to get rid of the observation room lights and replace them with your own lights
Depends on how you decompile. And try to compile with hdr or try to get rid of the observation room lights and replace them with your own lights
Quote from Mevious on October 29, 2011, 3:41 pmIt looks like you have leaks in your decompiled maps. I think when you decompile, some architecture information is lost causing leaks.
http://developer.valvesoftware.com/wiki/Leak
It looks like you have leaks in your decompiled maps. I think when you decompile, some architecture information is lost causing leaks.
http://developer.valvesoftware.com/wiki/Leak
Portal 1: Portal Pro, Resurrection, Dyad, Rexaura
Portal 2: [Coop] Electrophobia, [PTI] EotM Collection, [SP] Aperture Halloween
Quote from spongylover123 on October 29, 2011, 3:42 pmMevious wrote:It looks like you have leaks in your decompiled maps. I think when you decompile, some architecture information is lost causing leaks.
http://developer.valvesoftware.com/wiki/LeakI don't think valve maps have leaks. Though if he had edit it, then yes there might.
http://developer.valvesoftware.com/wiki/Leak
I don't think valve maps have leaks. Though if he had edit it, then yes there might.
Quote from 262LetsPlay on October 31, 2011, 5:29 amYeah, there are leaks, but now I won't fix them. I will build everything first and then look for leaks.
Yeah, there are leaks, but now I won't fix them. I will build everything first and then look for leaks.
Quote from Rubrica on October 31, 2011, 12:37 pmUh, that's REALLY not the way to go about things. If you compile a map, it's vital that it doesn't leak.
Uh, that's REALLY not the way to go about things. If you compile a map, it's vital that it doesn't leak.
Quote from 262LetsPlay on October 31, 2011, 1:19 pmWait a minute, I can run the map and for testing my enities only running is needed. Later I fix the leaks.
Wait a minute, I can run the map and for testing my enities only running is needed. Later I fix the leaks.
Quote from Spam Nugget on October 31, 2011, 11:38 pmTrust me, its easier to get rid of leaks sooner rather than later. The more complicated things get the harder it can be to find the bloody things.
Trust me, its easier to get rid of leaks sooner rather than later. The more complicated things get the harder it can be to find the bloody things.

I think in terms of boolean variables. Generally, it makes things easier.
