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Map Troubleshooting
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Sythes
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Joined: 11 Aug 2008
Posts: 37
Location: Washington

PostPosted: Thu Aug 14, 2008 11:46 pm    Post subject: Map Troubleshooting Reply with quote

So yeah, I made a map, all the stuff was working fine when I tried making a moving platform. I set it up just as it said in the tutorial on the wiki, only modifying it to rise. I tryed running it and it gave me this message when it tryed to start up the map. [45/Lift1 - func_movelinear: UTIL_SetModel: not precached: models/props/light_rail_platform.mdl] I thought by reading the cache file that runs before the map would help. It discovered an error at said location, but this wasn't even related to it. In fact, nothing was there. (So I'm ignoring that.) I ended up deleting all rail platforms, and any triggers related to it. I than constructed a simple grated platform from a cube, not using any models. It still gives the error. Can anyone help? (I already searched the wiki and forums)
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msleeper

digital entertainment design


Joined: 26 Sep 2007
Posts: 1991
Location: Atlanta, Jawjuh
Warnings : 2Warnings : 2

PostPosted: Fri Aug 15, 2008 3:29 am    Post subject: Reply with quote

If you can, paste the exact lines or a screenshot of it. If this is what I think it is, you can ignore it.
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Sythes
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Joined: 11 Aug 2008
Posts: 37
Location: Washington

PostPosted: Fri Aug 15, 2008 3:36 am    Post subject: Reply with quote

I ended up fixing it somehow. I started filling all the leaks, and then it worked. The leaks weren't the problem before though.
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msleeper

digital entertainment design


Joined: 26 Sep 2007
Posts: 1991
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PostPosted: Fri Aug 15, 2008 3:37 am    Post subject: Reply with quote

Neutral Fuck my life
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Sythes
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Joined: 11 Aug 2008
Posts: 37
Location: Washington

PostPosted: Fri Aug 15, 2008 3:39 am    Post subject: Reply with quote

Seriously though. The map was able to run in portal with leaks before this. That's why I hadn't bothered to fill them yet.
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msleeper

digital entertainment design


Joined: 26 Sep 2007
Posts: 1991
Location: Atlanta, Jawjuh
Warnings : 2Warnings : 2

PostPosted: Fri Aug 15, 2008 3:46 am    Post subject: Reply with quote

Just because you weren't getting the error before doesn't mean the leaks weren't the problem. In fact, the fact that you said this only happened after you added the lift, and worked fine after you fixed your leaks, implies that the leaks WERE the problem.

Leaks are a problem. Fix them always. Better yet, don't make them in the first place.

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rellikpd

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Joined: 10 Jan 2008
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Location: South Texas, US

PostPosted: Fri Aug 15, 2008 4:27 am    Post subject: Reply with quote

NEVER EVER play a map with leaks, the only time its ok to have an open area to the "void" is when you really don't give a shit (ie: you're just testing a mechanic or something) if you have any plans on actually playing a map, or even just really learning/playing-around-with mapping, then fix leaks first. cuz it can often prevent many things from working.
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Remmiz
Can't Fight The Man If You Are The Man


Joined: 13 Nov 2007
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PostPosted: Fri Aug 15, 2008 11:33 am    Post subject: Reply with quote

I really don't get why new mappers don't give a shit about leaks. Hammer needs to NOT COMPILE the map when there is a leak imo. Teach these newbies that leaks are something that should never appear it the map, AT ALL, NEVER, EVEN DURING DEVELOPMENT.
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rellikpd

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Joined: 10 Jan 2008
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PostPosted: Fri Aug 15, 2008 2:34 pm    Post subject: Reply with quote

(mostly) i agree.

i've made open-to-the-void maps before. but usually only cuz i was hammering out a prefab. it was NEVER going to be played.

aside from that, if there are leaks. FIX THEM. this is not an option, or an opinion, IF YOU HAVE LEAKS your map is broke.

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Ricotez
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Joined: 13 Jan 2008
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PostPosted: Fri Aug 15, 2008 3:01 pm    Post subject: Reply with quote

It's something all new mappers need to learn, to work leak-free. I had quite a few in the old days, but nowadays, I somehow manage to work nearly completely leak-free. It's other stuff that I mess up.
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Remmiz
Can't Fight The Man If You Are The Man


Joined: 13 Nov 2007
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PostPosted: Fri Aug 15, 2008 4:49 pm    Post subject: Reply with quote

rellikpd wrote:
(mostly) i agree.

i've made open-to-the-void maps before. but usually only cuz i was hammering out a prefab. it was NEVER going to be played.

aside from that, if there are leaks. FIX THEM. this is not an option, or an opinion, IF YOU HAVE LEAKS your map is broke.


I still think it shouldn't let you compile. If you are doing something like this you can just create cover your map in a hollow-ed out skybox as obviously keeping things clean and efficient isn't any real problem in a testing map.
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rellikpd

GLaDOS Module


Joined: 10 Jan 2008
Posts: 903
Location: South Texas, US

PostPosted: Fri Aug 15, 2008 5:32 pm    Post subject: Reply with quote

well it would have to let you compile as the way the bsp program works it wouldn't know there was a leak until there was one. just like it can't test for leaks unless you have an info_player_start (atleast older versions of World Craft was this way) but it could error out and refuse to continue if you had aleak
but basically we are talking about nothing: cuz we all agree that NO MAP should proceed with a leak.

case closed.

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appunxintator
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Joined: 03 Mar 2008
Posts: 131
Location: 40 miles from nowhere

PostPosted: Sat Aug 16, 2008 9:42 am    Post subject: Reply with quote

Remmiz wrote:
I still think it shouldn't let you compile.


I doesn't let me compile if there is a leak. I don't know why, but vbsp crashes if there is a leak when I compile.

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Sythes
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Joined: 11 Aug 2008
Posts: 37
Location: Washington

PostPosted: Sun Aug 24, 2008 5:16 pm    Post subject: Reply with quote

I decided to post another question in this topic, instead of creating another. I made some indicator signs in a map, that work and everything, East's indicators work and look fine. It's just that west's checkmark textures are reversed. I tried flipping the func_brush they were attached to, but it didn't work. Any ideas? (If there's a tool for flipping textures tell me.)
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NocturnalGhost
Test Supervisor


Joined: 04 Nov 2007
Posts: 143
Location: <Country Name Here>

PostPosted: Sun Aug 24, 2008 5:25 pm    Post subject: Reply with quote

In the face edit dialog, you can invert a texture by using a negative number in the "texture scale" x/y settings.
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