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Post your Portal 2 Authoring Tool Bugs

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The only bug I experience I had was hammer randomly crashing. The good thing is it hasn't impacted my mapping progress.

First guy tells the second guy, "My head hurts!" The second guy replied, "Stop thinking so much!" Then the first guy says, "I think that what caused my problem in the first place!" The second guy says, "Then stop banging you head against the wall!"

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Whenever I click the flag tab (most of the time) it crashes Hammer.
If I select a block and open its properties, then try to move around the 3D view, it becomes unbearably laggy. Sometimes resulting in Hammer crashing.

That's all for me. I can usually get around these things by saving the map just before I click flags and closing the properties of an object until I need to use it.

?????????????????????????????TWP Releases | My Workshop

You can't make arches with all vertex points in the same corner. You can't do it in Alien Swarm or Portal 2 hammer, but you can do it fine in l4d/l4d2 and source sdk hammer.

Because when you reload the map all vertex points in the corner are off grid going nuts.. :boring:

Hey I don't know if this is a bug or not but it keeps saying I have something in my map that is leaked. So I load the pointfile and it points to stuff that I know is not leaked. For example it pointed to a logic auto and so I moved it to between the ceiling and floor and it didn't stop saying it was leaked till I deleted it. And now its doing it with props and stuff that I KNOW are fine.

It is saying you have a leak, because you have a leak. Deleting the entities that it is saying are leaking won't help - the first entity that leaks is just the one that reports it.

Load your point file and find where you leak is. Hammer doesn't lie when it says there is one.

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When Hammer says that an entity is leaking, it doesn't usually mean that there is a problem with the entity itself. The entity is just the start of a trace line to the leak, which is generally caused by a gap in brushwork leading out into the void. The pointfile starts at the entity, and traces a path outside the level. The point where it exits the brushwork is where the leak is usually located.

Leaks can be caused by entities, specifically when their origin helpers are outside the map, but this is less common than traditional leaks caused by gaps in brushwork, or use of non-sealing textures on external walls.

http://developer.valvesoftware.com/wiki/Leak

Yeah but the things its pointing to i haven;t touched or changed in any way. so I don;t get how its leaked.

EL POLLO LOCO wrote:
Yeah but the things its pointing to i haven;t touched or changed in any way. so I don;t get how its leaked.

I had the same problem. And with me it was a texture that leaked. The brush had the no draw texture and one face on the map side had a texture. It leaked like hell and it didnt show with the trace line. When I applied the texture all over the brush it stoped leaking.

Mediaburn wrote:
I had the same problem. And with me it was a texture that leaked. The brush had the no draw texture and one face on the map side had a texture. It leaked like hell and it didnt show with the trace line. When I applied the texture all over the brush it stoped leaking.

Some textures leak into the void because technically it isn't a solid block texture. For example there is a texture called "tools/nodraw_glass_footsteps". It looks like a nodraw texture but dont be fooled!, it acts like glass and will cause leaks if not used in the right place.

?????????????????????????????TWP Releases | My Workshop

Does this mean I should make sure I have no nodraw textures or something?

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