Some first map issues (with pictures)
Quote from shawy89 on September 14, 2011, 7:00 pmHi, sorry for creating another topic, hopefully this will be the last before I release the map as a WIP. (And if I do encounter anymore issues I'll just edit this post accordingly). But anyway..
The first issue is involving some glitchy textures, I didn't actually notice this myself, but both my playtesters reported the issue:
I have all video settings set to Medium, it was not an issue on Medium setting, but as soon as 'Effect Detail' is turned up to high, this happens. It appears perfectly fine on Medium:
It only seems to have an effect on overlays, the rest of the walls using the same texture are fine. I tried changing them to gray, which seemed to fix the issue, though it's still not 100% perfect all the time. But I'm not sure if this looks good or not (this is actually a different section of wall):
Thoughts? This is on High settings, but I'm just not sure it looks very good.
My other issue I don't really need to explain as the pictures are self-explanitory:
xdiesp who was testing the map for me suggested moving the laser/grate away from the portalable surface, but this didn't seem to work for me, this there any minimum distance away it must be or something?
Any help is greatly appreciated, thank you.
Hi, sorry for creating another topic, hopefully this will be the last before I release the map as a WIP. (And if I do encounter anymore issues I'll just edit this post accordingly). But anyway..
The first issue is involving some glitchy textures, I didn't actually notice this myself, but both my playtesters reported the issue:

I have all video settings set to Medium, it was not an issue on Medium setting, but as soon as 'Effect Detail' is turned up to high, this happens. It appears perfectly fine on Medium:

It only seems to have an effect on overlays, the rest of the walls using the same texture are fine. I tried changing them to gray, which seemed to fix the issue, though it's still not 100% perfect all the time. But I'm not sure if this looks good or not (this is actually a different section of wall):

Thoughts? This is on High settings, but I'm just not sure it looks very good.
My other issue I don't really need to explain as the pictures are self-explanitory:


xdiesp who was testing the map for me suggested moving the laser/grate away from the portalable surface, but this didn't seem to work for me, this there any minimum distance away it must be or something?
Any help is greatly appreciated, thank you.
Quote from spongylover123 on September 14, 2011, 7:14 pmFor the discouragement field and grate, tie it to a func_brush
For the discouragement field and grate, tie it to a func_brush
Quote from shawy89 on September 14, 2011, 8:37 pmspongylover123 wrote:For the discouragement field and grate, tie it to a func_brushBoth of them are already tied to a func_brush.
Both of them are already tied to a func_brush.
Quote from spongylover123 on September 14, 2011, 8:40 pmshawy89 wrote:spongylover123 wrote:For the discouragement field and grate, tie it to a func_brushBoth of them are already tied to a func_brush.
Have you toggles solidity to never solid
Both of them are already tied to a func_brush.
Have you toggles solidity to never solid
Quote from iWork925 on September 14, 2011, 10:44 pmI have downloaded the vmf and fixed all these issues. I will send you the update.
I have downloaded the vmf and fixed all these issues. I will send you the update.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from Marise on September 15, 2011, 10:54 amFor what it's worth, I think mixing gray and black on walls looks nice. All black, even with varied tiles, is less interesting to look at.
For what it's worth, I think mixing gray and black on walls looks nice. All black, even with varied tiles, is less interesting to look at.
Thanks for over 1,000 downloads: The Cold Shoulder
Quote from satchmo on September 15, 2011, 12:11 pmFlag for the func_brush should be "Never Solid", as already mentioned previously.
The glitchy textures look like a leak to me.
Flag for the func_brush should be "Never Solid", as already mentioned previously.
The glitchy textures look like a leak to me.
Vengeance
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Quote from iWork925 on September 16, 2011, 7:31 amiWork925 wrote:fixed all these issues.As he already has the fixed map yor redundant posts are as redundant as this one.
As he already has the fixed map yor redundant posts are as redundant as this one.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from Spam Nugget on September 16, 2011, 7:54 amHardly, as do you not realise that people look to these topics for help with their own problems? So yes, he has the fixed map which is great, but it does not hurt to also put the actual soloution here too which can help anyone else who is having similar problems.
Hardly, as do you not realise that people look to these topics for help with their own problems? So yes, he has the fixed map which is great, but it does not hurt to also put the actual soloution here too which can help anyone else who is having similar problems.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Vordwann on September 16, 2011, 2:55 pmiWork925 wrote:iWork925 wrote:fixed all these issues.As he already has the fixed map yor redundant posts are as redundant as this one.
iWork925: Refers to himself in the third person.
As he already has the fixed map yor redundant posts are as redundant as this one.
iWork925: Refers to himself in the third person.
[spoiler][SP] Alternate[/spoiler]
