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Slime Pit Texture Problem?

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HMW wrote:
About the water thing: your friend may have different (lower) video quality settings. On certain settings, all water textures in custom maps show up like this. You can get it to happen yourself too: just type "gpu_level 1" in the console.

Alright, thank you. I now sent the map to another friend. Both have that problem, neither have settings on low... they chose high video quality settings.

This is what it is supposed to look like: http://i.imgur.com/uWFq7.jpg
This is the screenshot one of the two sent me: http://i.imgur.com/mgEK2.jpg

The second guy confirmed that the screenshot is exactly what he experiences too.

By the way, I had the env_cubemap before it was mentioned here, it is in the middle of the slime pit (above it).

:/

Depending on the location of this.. why not use a panel-ramp?... Have a trigger 1/4-1/2 up that sets the ramp to flat with the far wall being too high to jump up...

EDIT: About the water, looks like your friends are experiencing "nodraw-voidspace" textures... do they have the same slimepit texture as you?.. did you use a custom one ?

RustyDios wrote:
Depending on the location of this.. why not use a panel-ramp?... Have a trigger 1/4-1/2 up that sets the ramp to flat with the far wall being too high to jump up...

EDIT: About the water, looks like your friends are experiencing "nodraw-voidspace" textures... do they have the same slimepit texture as you?.. did you use a custom one ?

I already have a way to get up there (where the stairs would be). I just wanted to have that as a small gimmick so the player would try to get up the stairs and fall down, having to figure out a way to get up.

I did not use a different slimepit texture as the one that was already in the game (I think so at least, I did not put one a different one in)

edit: I now understood your post, yes, maybe I will do that with the panel-ramp.

You could use the collapsing ladder rungs, then. They were used for the same purpose.

Falsi sumus crusto!
Jimmy wrote:
I did not use a different slimepit texture as the one that was already in the game (I think so at least, I did not put one a different one in)

edit: I now understood your post, yes, maybe I will do that with the panel-ramp.

Hmm, your friends are experiencing the same thing that happens for leaks/areaportals... I really think the problem here has something to do with the slime texture that is being used... have they both got updated Portal2 (ie; they both have dlc2 ?)

And glad I could help with an alternative idea for your collapsing "can't go that way so easily" stairs :)

They both have dlc2 (made their own maps in PeTi, played them, etc.)

I used a different slime texture and it's still the same for my friends. I don't know what to do :/

edit: stupid question.. do I need to have Source SDK Base 2007 installed?

Why is the second map fullbright? I think that might be the issue.

Tell them to turn mat_fullbright to 0. If it doesn't change anything, make sure your using the same map file (ie if you compiled cubemaps you must have moved it to dlc2's maps folder. You might have given one in the original maps folder by accident.)

Image
Groxkiller585 wrote:
Why is the second map fullbright? I think that might be the issue.

Tell them to turn mat_fullbright to 0. If it doesn't change anything, make sure your using the same map file (ie if you compiled cubemaps you must have moved it to dlc2's maps folder. You might have given one in the original maps folder by accident.)

I will tell them about mat_fullbright.

edit: still the same with mat_fullbright 0

Alright, I have to apologize to everyone here for wasting their time. I don't even want to say it, but I simply took the wrong map. (thanks Groxkiller585)
I took it from the sdk_content/maps folder... didn't know this would make a difference.

Thank you! ;)

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