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Phys Obj in Instance don't appear, other Phys obj's are fine

Hi there TWP

So I've hit upon a strange, strange bug. I've been mapping with Source for a while now, and have never ran across this type of error. Physics objects in instances do not appear after a compile. Specifically, the Cubes from Cube Droppers and Turrets don't appear. I've put a normal phys object, non-instanced, into the map and it's fine.

This happened after I replaced the ingame editor's entry elevator/logic instances with another one and recreating new world portals from the entry elevator to the main puzzle.

I've tried replacing some of the instances (I just placed in new turret instances)... no dice.
I tried removing the world portals temporarily ... no dice.
I've tried a whole lot of things, but can't seem to figure out what is going on with this. Anyone have any suggestions on where to look next?

If it helps, the map seems darker (no leaks) and my env_projected_texture seems to be a bit dimmer. (Only other change I've noticed)

EDIT: Checking through stuff again, there are cubes in the dropper, whether or not one was dropped before, I can't tell. But there is that to consider.

World portals/env_projectedtextures shouldn't have anything to do with it. If you want your env_projectedtexture brighter try setting the brightness scale to 4 or 5.

Check that you aren't compiling your map on fast compile first. Also, are you editing any other PTI instances, like your turrets and cube droppers?

EDIT: considering your edit, are you sending outputs to the instance to have your cube dropped? And about turrets not appearing, don't use the p2editor instance. Basically the instance makes it so the turret has to be spawned by an output from you, so just use the turret entity.

The scale is already at 5, compile is HDR, Final, all the bells and whistles. I have not edited any PTI instances. If I did, I renamed and saved separately. That all being said, the ones I looked at and changed were merely cosmetic changes and did not include the turrets or droppers. They both appear in hammer, and the model of the dropper is there with a box in it.

I have problems with projected textures like that too sometimes... set your FarZ so it touches all your brushes, make the FOV very wide and put it at an angle that gets lots of light into the chamber, even if it's not coming from a light source because the player can't tell. Even then it's still finicky.

I made an edit to my previous post which should solve your turret problem.

And thats so simple I overlooked it. Here I was thinking that it was all done independently of each other.

Just need to figure out how to communicate with the dropper to get it to.. well... drop, and I'll be set. Thanks!

Inside the entry elevator are logic to trigger two relays named @relay_spawn_3 and @relay_spawn_4 a few seconds after the map starts, so dropperless cubes and turrets can be spawned on light bridges and panels while giving them time to get ready. The droppers receive a trigger input for the relay @relay_spawn_on_entrance to make them drop if set to auto-drop on the map start. You've probably deleted these outputs.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]