Please or Register to create posts and topics.

[MOD]Office Complex

Page 1 of 2Next

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?

Edit: I just found out this was portal,
How did you compile and what lights are there

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?

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

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

Mevious 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/Leak

I don't think valve maps have leaks. Though if he had edit it, then yes there might.

Yeah, there are leaks, but now I won't fix them. I will build everything first and then look for leaks.

Uh, that's REALLY not the way to go about things. If you compile a map, it's vital that it doesn't leak.

Image
ImageImageImageImage

Wait a minute, I can run the map and for testing my enities only running is needed. Later I fix the leaks.

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.

Image
I think in terms of boolean variables. Generally, it makes things easier.
Page 1 of 2Next