Why The Hell,
Olmy
Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
<div class="IPBDescription">is THIS happening?</div> Ok i've basically remade the ready room for my map but ive encountered some problems. Firstly i made a func_wall with a masked texture (one of the infestation alpha textures) and gave it the properties solid and fx amount 255 but it comes out exactly the same in the game (the blue parts haven't gone black). I tried this with fxamount 0 and the brush dissapeared <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. K secondly i have 32 info_player starts in my ready room but for some reason i get spawned on the origin inside the game and i have to use noclip to 'fly' back to the readyroom. Another problem ive been noticing in hammer itself is that occasionally when i vertex manipulate some brushes, each one that i manipulated goes completely white (like a texture is missing) and says that the textire [whatever] is invalid. I've never had these problems before and it's really starting to irritate me. Any idea what's going on?
Comments
than blue. Try using black as FX Color. But the infestation texture with black background works with
fine with Render FX 255
2. I didn't understand this one so I'll just skip it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
3. Happens often when you have loaded different wad file than what the texture uses which is on the brush.
Not a big problem. Just reload your VHE and keep All textures checked before manipulating (or the right wad)
than blue. Try using black as FX Color. But the infestation texture with black background works with
fine with Render FX 255
2. I didn't understand this one so I'll just skip it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
3. Happens often when you have loaded different wad file than what the texture uses which is on the brush.
Not a big problem. Just reload your VHE and keep All textures checked before manipulating (or the right wad) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
For the first problem, double check that the texture name starts with a '{' -- IIRC there are some duplicates of the infestation textures that aren't named properly for solid texture use. If the texture name doesn't start with '{', look for another copy that does and use it instead.
2.) Make sure they're actually info_player_start ents, and not something else. You'll spawn at the origin ONLY if you have no start ents.
3.) This happens when you have a certain wad file selected in either texture windows, and manipulate a brush. To fix it, just select "all wads" in either the texture browser, or texture alignment tool. When they turn white, just do that, check for problems, then hit "fix all." Badda bing.
The number for FX Amount specificies which index of the texture palette is invisible. So if the texture had the special invisible colour (Usually pure blue) at index 0, you would need an FX Amount of 0.
Also there is nothing special about pure blue as the invisible colour. There's a door in ns2.wad which has purple for the invisible areas, and it turns out fine. The trick rests upon selecting the right palette index.
[edit] i just checked the info_player_starts, and they definitely ARE player starts <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
[edit] i just checked the info_player_starts, and they definitely ARE player starts <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'm having the same problem Edge. WTH.
~ DarkATi
In other words:
- Are the info_player_start entities written correctly and placed at the start locations? (Ok, stupid question <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
- Did you recompile the map and it overwrote the old one correctly?
- Do you load the right map?
In other words:
- Are the info_player_start entities written correctly and placed at the start locations? (Ok, stupid question <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
- Did you recompile the map and it overwrote the old one correctly?
- Do you load the right map? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yes.
Yes.
and Yes.
Strange I know...
~ DarkATi
Vanilla Half-Life will spawn you at the origin if it can't find spawn points.
Damn, I so don't know what is going on there I could as well tell you to color all your lights pink or something. Good luck though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
This is wierd, because it happened to me too. But I solved it by deleteing my info_player_start and putting it in different place. Try adding an info_mapinfo and an info_gameplay. Or if all else fails try selecting your whole map and copying it, then pasteing it again in a new map.