Problem with Gel
Quote from Coldknife on May 25, 2011, 5:57 pmOk it was a mistake sorry for that i only use hammer and i observed that but i'm new to hammer so all i say is supposition due to observations, but i still thinking using env_cubemap is a good way to stop the problem with gels. i stopped mine with it =)
Ok it was a mistake sorry for that i only use hammer and i observed that but i'm new to hammer so all i say is supposition due to observations, but i still thinking using env_cubemap is a good way to stop the problem with gels. i stopped mine with it =)
Quote from msleeper on May 25, 2011, 6:05 pmGels and cubemaps have nothing in common, other than the gel splatter uses them for it's reflections. Gels require both the "Map has paint" setting, and lighting (with no leaks). That's it.
Gels and cubemaps have nothing in common, other than the gel splatter uses them for it's reflections. Gels require both the "Map has paint" setting, and lighting (with no leaks). That's it.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from Pesinn on May 27, 2011, 3:39 pmA got more problems
I have made a simple map (just a box with four walls, one floor and one roof...). I cant see any leak! And there is no .lin file created when I run the map.
But still the log file says:
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****It doesn?t matter what I do... it always seems to leak. Have anyone idea what I might be doing wrong here?
A got more problems ![]()
I have made a simple map (just a box with four walls, one floor and one roof...). I cant see any leak! And there is no .lin file created when I run the map.
But still the log file says:
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
It doesn?t matter what I do... it always seems to leak. Have anyone idea what I might be doing wrong here?
Quote from Another Bad Pun on May 27, 2011, 4:11 pmIf any of your brushes are tied to an entity, some let light go through them. For example: func_detail can't seal a map. Also if you have an area_portal that isn't sealed tight, it can leak in a different way. If you have an entity outside your map it will leak, or if you happen to have a light floating outside it it will leak. None of these may be the issue, but this is what has happened to me before.
Edit: No idea about the lin. file. BTW, Nodraw can seal a map too, but it sometimes looks trippy if put in the wrong places.
If any of your brushes are tied to an entity, some let light go through them. For example: func_detail can't seal a map. Also if you have an area_portal that isn't sealed tight, it can leak in a different way. If you have an entity outside your map it will leak, or if you happen to have a light floating outside it it will leak. None of these may be the issue, but this is what has happened to me before.
Edit: No idea about the lin. file. BTW, Nodraw can seal a map too, but it sometimes looks trippy if put in the wrong places.
Quote from Mog on May 27, 2011, 4:45 pmPesinn wrote:A got more problems![]()
I have made a simple map (just a box with four walls, one floor and one roof...). I cant see any leak! And there is no .lin file created when I run the map.
But still the log file says:
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****It doesn?t matter what I do... it always seems to leak. Have anyone idea what I might be doing wrong here?
Can you post your source vmf?
I have made a simple map (just a box with four walls, one floor and one roof...). I cant see any leak! And there is no .lin file created when I run the map.
But still the log file says:
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
It doesn?t matter what I do... it always seems to leak. Have anyone idea what I might be doing wrong here?
Can you post your source vmf?
Quote from Pesinn on May 27, 2011, 8:52 pmI am only using func_detail. If that doesnt seal a map, what else can I use?
Here is the source vmf:
- Code: Select all
versioninfo
{
"editorversion" "400"
"editorbuild" "5304"
"mapversion" "2"
"formatversion" "100"
"prefab" "0"
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visgroups
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world
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"id" "1"
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I am only using func_detail. If that doesnt seal a map, what else can I use?
Here is the source vmf:
- Code: Select all
versioninfo
{
"editorversion" "400"
"editorbuild" "5304"
"mapversion" "2"
"formatversion" "100"
"prefab" "0"
}
visgroups
{
}
viewsettings
{
"bSnapToGrid" "1"
"bShowGrid" "1"
"bShowLogicalGrid" "0"
"nGridSpacing" "64"
"bShow3DGrid" "0"
}
world
{
"id" "1"
"mapversion" "2"
"classname" "worldspawn"
"skyname" "sky_black_nofog"
"maxpropscreenwidth" "-1"
"detailvbsp" "detail.vbsp"
"detailmaterial" "detail/detailsprites"
"maxblobcount" "250"
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Quote from ChickenMobile on May 27, 2011, 9:29 pmPesinn wrote:I am only using func_detail. If that doesnt seal a map, what else can I use?Here is the source vmf:
1. Func_details should only be used on blocks that do not contribute to the physical structure of the map
2. Every block that touches the 'void' should be a World brush in order to 'seal' what is inside. Select all your brushes that touch outside your map and click the 'To World' button to the right.
3. I think they were asking you to upload your .vmf somewhere and then post a link to dl it. By posting the whole of your code you wasted around 4 pages of scrolling.
4. A map will constantly say it leaks if there is no lights inside the map. Please place an light entity and it will remove the error.
Here is the source vmf:
1. Func_details should only be used on blocks that do not contribute to the physical structure of the map
2. Every block that touches the 'void' should be a World brush in order to 'seal' what is inside. Select all your brushes that touch outside your map and click the 'To World' button to the right.
3. I think they were asking you to upload your .vmf somewhere and then post a link to dl it. By posting the whole of your code you wasted around 4 pages of scrolling.
4. A map will constantly say it leaks if there is no lights inside the map. Please place an light entity and it will remove the error.
Quote from msleeper on May 27, 2011, 10:31 pmRead this article on when and how to use func_detail.
Also, you can post VMFs as post attachments.
Read this article on when and how to use func_detail.
Also, you can post VMFs as post attachments.
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