Working with Instances
Quote from msleeper on May 26, 2011, 1:55 pmSimply place a point entity func_instance and edit it's properties to point to the location of your instance VMF. That's it.
Simply place a point entity func_instance and edit it's properties to point to the location of your instance VMF. That's it.
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Quote from WinstonSmith on May 26, 2011, 1:55 pmMediaburn wrote:I consider my self a pretty good mapper but a very big noob in Hammer. All tough Im a quick learner and I understand the basics of Hammer pretty good now. BUT could anyone expain me. How this instance work should be placed in your map? I know what the instances are for and I undestand their purpose. But I can't really put my finger on the placement. Do you make a brush or do you place a door wich links to the instance? And is it possible to link instance after instance? So you can make your map in sections to keep the overview clearer to your self? (Excuse my poor engish. It's the reason I can't really put my finger on instances)
Go to the entity tool, select func_instance, and place it somewhere in your map.
Go to the entity tool, select func_instance, and place it somewhere in your map.
Quote from p0rtalplayer on May 26, 2011, 5:33 pmMediaburn wrote:So you can make your map in sections to keep the overview clearer to your self?A good way to do this without making unnecessary instances is to use visgroups. To put a group of objects in a visgroup, select them, double click on them in a 2D view, go to Edit Visgroups, and make a new visgroup. It should put them in it automatically, but if it doesn't then check the box. This way you can use the visgroups bit of the right toolbar to control what your map shows. Be warned, though, visgroups that aren't enabled won't be compiled into the map, so make sure you re-enable them before compiling.
A good way to do this without making unnecessary instances is to use visgroups. To put a group of objects in a visgroup, select them, double click on them in a 2D view, go to Edit Visgroups, and make a new visgroup. It should put them in it automatically, but if it doesn't then check the box. This way you can use the visgroups bit of the right toolbar to control what your map shows. Be warned, though, visgroups that aren't enabled won't be compiled into the map, so make sure you re-enable them before compiling.
Quote from EL POLLO LOCO on May 26, 2011, 7:20 pmI have another question. I have pretty much finished the map I am working on and i loaded it and it said there were a few leaks so I fixed them and it then told me the func_portal_cleanser in the elevator instance was leaking and so i put a skybox around the whole map (and made it as small as possible) and now it takes SO long to compile the map....any suggestions?
I have another question. I have pretty much finished the map I am working on and i loaded it and it said there were a few leaks so I fixed them and it then told me the func_portal_cleanser in the elevator instance was leaking and so i put a skybox around the whole map (and made it as small as possible) and now it takes SO long to compile the map....any suggestions?
Quote from WinstonSmith on May 26, 2011, 7:22 pmEL POLLO LOCO wrote:I have another question. I have pretty much finished the map I am working on and i loaded it and it said there were a few leaks so I fixed them and it then told me the func_portal_cleanser in the elevator instance was leaking and so i put a skybox around the whole map (and made it as small as possible) and now it takes SO long to compile the map....any suggestions?Yes. Fix the leak instead of skyboxing the whole level. Load the LIN file, find where the fizzler's leaking (out of what hole in your world geometry the red line's going), and patch it up; putting a huge skybox around your level is one of the worst things you can do.
Yes. Fix the leak instead of skyboxing the whole level. Load the LIN file, find where the fizzler's leaking (out of what hole in your world geometry the red line's going), and patch it up; putting a huge skybox around your level is one of the worst things you can do.
Quote from EL POLLO LOCO on May 26, 2011, 7:34 pmworked, thanks
worked, thanks
Quote from msleeper on May 26, 2011, 7:36 pmYou probably don't have the elevator instance properly aligned with the rest of your map. Fix your map so that you don't have a leak - either adjust the location of the instance or make where it connects to your map not leak. I'm not sure what else to say here.
You probably don't have the elevator instance properly aligned with the rest of your map. Fix your map so that you don't have a leak - either adjust the location of the instance or make where it connects to your map not leak. I'm not sure what else to say here.
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Quote from Mediaburn on May 27, 2011, 4:02 ammsleeper wrote:Simply place a point entity func_instance and edit it's properties to point to the location of your instance VMF. That's it.I must say. Im amazed by the simplicety of this editor (more complex triggers and stuff is always possible ofc.) But compairing hammer to the unreal tool. Hammer is defenetly more user friendly. All tough I still cant figure out how to make circle like objects... Im beginning to think this is one thing you have to do all manual. But thats off-topic
THNX anyway. If my 1st map comes to the point it needs the elevator instance. I'm sure Ill get more of an idea how this works.
I must say. Im amazed by the simplicety of this editor (more complex triggers and stuff is always possible ofc.) But compairing hammer to the unreal tool. Hammer is defenetly more user friendly. All tough I still cant figure out how to make circle like objects... Im beginning to think this is one thing you have to do all manual. But thats off-topic
THNX anyway. If my 1st map comes to the point it needs the elevator instance. I'm sure Ill get more of an idea how this works.
Quote from msleeper on May 27, 2011, 5:05 amYou can't really make a "circle like object" with the editor. The "sphere" tool is absolutely terrible. Your best bet is to make a model and use a prop_static or prop_dynamic as necessary.
You can't really make a "circle like object" with the editor. The "sphere" tool is absolutely terrible. Your best bet is to make a model and use a prop_static or prop_dynamic as necessary.
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 SharkPack717 on May 27, 2011, 5:49 pmI'm trying to figure out how to make the 1950's Elevators to work for me. All the other Elevators work fine but the 1950's. When I play the map sp_a3_speed_ramp, it spawns me in the middle of the map instead of inside the Elevator. Also when I play a New Game and start at Chapter 7 (where the bugged map is) it does the same thing. It doesn't spawn me inside the Elevator. All the other 1950's levels work but my maps and the sp_a3_speed_ramp. Need Help!
I'm trying to figure out how to make the 1950's Elevators to work for me. All the other Elevators work fine but the 1950's. When I play the map sp_a3_speed_ramp, it spawns me in the middle of the map instead of inside the Elevator. Also when I play a New Game and start at Chapter 7 (where the bugged map is) it does the same thing. It doesn't spawn me inside the Elevator. All the other 1950's levels work but my maps and the sp_a3_speed_ramp. Need Help!


