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Sythes Test Participant

Joined: 11 Aug 2008 Posts: 37 Location: Washington
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| 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
 
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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 Test Participant

Joined: 11 Aug 2008 Posts: 37 Location: Washington
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| 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 Location: Atlanta, Jawjuh
 
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Sythes Test Participant

Joined: 11 Aug 2008 Posts: 37 Location: Washington
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| 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
 
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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
 GLaDOS Module

Joined: 10 Jan 2008 Posts: 903 Location: South Texas, US
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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. _________________
MyPHPsig
"Nope, just naked" |
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Remmiz Can't Fight The Man If You Are The Man

Joined: 13 Nov 2007 Posts: 365
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| 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
 GLaDOS Module

Joined: 10 Jan 2008 Posts: 903 Location: South Texas, US
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(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. _________________
MyPHPsig
"Nope, just naked" |
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Ricotez GLaDOS Module

Joined: 13 Jan 2008 Posts: 526 Location: Somewhere between the 3rd and 4th dimensions.
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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. _________________
Villa Ricotez (Homepage WIP)
"Stick the power plug in the correct hole and try again." |
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Remmiz Can't Fight The Man If You Are The Man

Joined: 13 Nov 2007 Posts: 365
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| 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
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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. _________________
MyPHPsig
"Nope, just naked" |
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appunxintator Test Supervisor

Joined: 03 Mar 2008 Posts: 131 Location: 40 miles from nowhere
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| 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. _________________ I don't lag, I own so much it takes a few seconds for the server to figure out what the hell I just did. |
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Sythes Test Participant

Joined: 11 Aug 2008 Posts: 37 Location: Washington
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| 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>
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| 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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