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paint_sphere problem with visibility

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push!

:( :thumbdown:

[back on TWP since 08. July 2017]
Steam: DrFauli

Well, first of all I like your idea to make a construction kit for race maps. It was fun to play, but when you fail, you nearly always die, you fall far behind and it takes to much time to catch up. So I think there should be more ways to catch up.

Quote:
- "Multiple Lights on a Face at x.y.z" (Iam not good at placing lights)

This occurs when more than 3 different lights (with different names) shine on a face. When the lights have no name or the same name there can be much more of them, but when they have different names, this means that they can be triggered and that there are different lightmaps.
For example at the finish line there is a orange spot (1), a blue spot (2), a spot at the 'restart button' (3) and the normal lights (4) (you named them "Light").

Quote:
- visibility of the gel for the client

I didn't find a solution to fix this so far...
*edit: It probably has something to do with visleafs. Your map is really large, has much more visleafs than your test map.

Quote:
- "Catapult launch target not networked to client! This will make prediction fail! Fix this in the map." ('info_target' flag is for client is checked)

I think that all entity settings are correct.
It makes absolutely so sense, but this error has probably something to do with the 'paint_sphere' entities. I added some paint spheres to my own map (prior NO catapult errors) and I also had this error...
Really confusing and also no idea how to fix this. :(

Raidix wrote:
Well, first of all I like your idea to make a construction kit for race maps. It was fun to play, but when you fail, you nearly always die, you fall far behind and it takes to much time to catch up. So I think there should be more ways to catch up.

I just added a new "extra" to my map, to let the 2nd player "block" the 1st player in some cases.
But I really don't think it is good to add too much "catch up" things.
Remember: It's a race! ;)

Raidix wrote:
This occurs when more than 3 different lights (with different names) shine on a face. When the lights have no name or the same name there can be much more of them, but when they have different names, this means that they can be triggered and that there are different lightmaps.

I already noticed how it happens, but I dont know how to prevent that.
Or can I ignore that "yellow error messages"?

Raidix wrote:
It probably has something to do with visleafs. Your map is really large, has much more visleafs than your test map.

I was thinking about that too, but dunno how to fix this. (without smaller map)

[back on TWP since 08. July 2017]
Steam: DrFauli

*push*

Does anyone know if it could be a visleafs problem?
... and when yes: how could I try to fix this?

[back on TWP since 08. July 2017]
Steam: DrFauli

*push*

I still did not find any usefull solution to fix this problem.
Speed gel works fine for both players, but client can't see it at some places.
Large areas are not visible for the client - dunno what to do here. :(

[back on TWP since 08. July 2017]
Steam: DrFauli

Use different paint entities.
All the paint entities:
info_paint_sprayer
prop_paint_bomb
paint_sphere
Or change the texture of the floor the paint it's on.
Or try changing the maximum amount of blobs to 1000

Just for mapping newbs like me; full-bright maps also prevent paint from appearing. I didn't find out until recently after adding some lights to see the effect (btw, one "light" entity at default setting, per every 2,000x2000x2000 space does a lot for an open map). I know most of you probably found this out already, but I didn't see it posted anywhere else.

Before anyone asks, I didn't add lights in right away because I thought it would be better to put it off until you start putting together the details.

The person added light already, check a few posts back.

spongylover123 wrote:
The person added light already, check a few posts back.

I know, I added it for anyone who stumbled across this thread looking for a solution. Too many people upload full-bright maps, and that bug I mentioned isn't mentioned anywhere else (as far as the wiki and related threads are concerned). I figured it would be better to post it here (it has the word "paint" so many times it's hard to miss with the search function), than to make a new thread (not big enough of an issue) or edit the wiki (I don't like messing with those) to point out this easily overlooked bug.

for me, all gel appeared ingame using your uploaded bsp. but if not (for you), just group spheres by 5-10 (same name), and then activate each grp with some delay.

-= Check out my maps: workshop, and their .vmf sources: homepage =-
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