Gmod runs my map with RAD off

Discuss modifications and also recruit team members.

Gmod runs my map with RAD off

Postby CTN on Wed Mar 02, 2011 8:19 am

I'm not sure if this is the right place to post this but here goes:

I have a map from HL2 which I changed a little for my machinima. When I run it in Hammer, it runs just fine but when I run it in Gmod, I have no lights but the weird overall ambient light. How can I fix this?
CTN
Regular
Regular
 
Joined: Wed Feb 23, 2011 3:43 pm

Re: Gmod runs my map with RAD off

Postby TheDanishMaster on Wed Mar 02, 2011 8:46 am

It doesn't sound like you have tried it in HL2 before trying in Gmod even though I think it would give the same result.

Put your compile log in here
http://www.interlopers.net/errors/
And that will help you.
I had this problem once with a map i gave up because of this but i think its because of some displacements. Make sure their power is of 3 and not 4. But let the error checker look through it and when you've done that and you still can't fix it come back in here and then we will try something else :)
Specs:
MSI P67A-GD55, Intel Core i7 Sandy Bridge 2600k @ 3,4GHz, Corsair 8GB DDR3 1333MHz, 1TB HDD, NVidia GTX580 1,5GB GDDR5, Blu-Ray drive
Image
User avatar
TheDanishMaster
Been Here A While
Been Here A While
 
Joined: Sun Jul 26, 2009 7:02 pm

Re: Gmod runs my map with RAD off

Postby CTN on Wed Mar 02, 2011 9:24 am

I have tried it in HL2 E1 and it works.

entity light_spot (4464.00 3888.00 272.66) leaked! - This error will cause your map to fail compiling correctly

findportalside: couldn't find a good match for which brush to assign to a portal near (13312.0 4608.0 0.0)

error! prop_static using model "models/props_junk/garbage_metalcan001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). deleted.

error loading studio model "models/props_lab/hevplate.mdl"!

material not found!: could

**** leaked **** - This error will cause your map to fail compiling correctly


I see there is a light related error, but I have no idea what those errors mean. I have no modding experience, I'm a filmmaker.



EDIT: I followed the light_spot coordinates, found it, deleted it and everything works perfectly in Gmod now. Thanks a lot, man! If you would like to PM me with your real name, I will add it to the "Thanks" credits when I finish my machinima.
CTN
Regular
Regular
 
Joined: Wed Feb 23, 2011 3:43 pm

Re: Gmod runs my map with RAD off

Postby LordDz on Wed Mar 02, 2011 10:16 pm

http://developer.valvesoftware.com/wiki/Leaks

Also, use Map->Pointfile to find if your map is leaking (You will find a red line showing where the hole is).
User avatar
LordDz
May Contain Skills
May Contain Skills
 
Joined: Mon Sep 01, 2008 12:28 pm
Location: Hammer Crash Logs

Re: Gmod runs my map with RAD off

Postby CTN on Thu Mar 03, 2011 12:48 pm

Thnks! That's good to know!
CTN
Regular
Regular
 
Joined: Wed Feb 23, 2011 3:43 pm

Re: Gmod runs my map with RAD off

Postby LordDz on Thu Mar 03, 2011 6:24 pm

While we're at it, check this link too:
http://developer.valvesoftware.com/wiki/Func_detail
Just select a brush and press CTRL + T to convert it into a func_detail, that way the compiler won't care about it.
(Just do it on small stuff like stairs etc).
However, these do not block, so you would have to put a nodraw (Or some other material, concrete perhaps?) brush behind them.
User avatar
LordDz
May Contain Skills
May Contain Skills
 
Joined: Mon Sep 01, 2008 12:28 pm
Location: Hammer Crash Logs

Re: Gmod runs my map with RAD off

Postby CTN on Fri Mar 04, 2011 9:04 am

I'll have a look over it this weekend. I have a bigger problem right now, I don't know how to make an NPC use an airboat in Hammer. Perhaps you can help me with that.
CTN
Regular
Regular
 
Joined: Wed Feb 23, 2011 3:43 pm

Re: Gmod runs my map with RAD off

Postby Mr. Happy on Sun Mar 06, 2011 7:09 pm

FYI, it sounds like the reason it "worked" in HL2:Ep1 is because you had an older version that was working and your newer version failed. If your newer version failed then the older, working, version would have loaded up giving the appearance of working fine, and then when you compiled to GMOD it would have the newer version which wasn't working.

I don't think you can get an NPC to use the airboat. What you can do, however, is fake it. What you would need to do is find an animation on the NPC that looks like he is sitting, and then use that animation with a scripted_sequence. Parent the scripted sequence to the airboat, and he will look like he is sitting in the airboat and he will move with it as well (parenting = make the entity move with it's parent). But of course he won't be able to use the airboat so you will need to fake it's movement by parenting the airboat to a train, in which case you would use the airboat model with a prop_dynamic rather than the prop_vehicle_airboat.
Image
-You've just been happified!?
User avatar
Mr. Happy
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Sat Dec 30, 2006 9:20 am
Location: Flyin' thru "da cloud" in the MotherShip

Return to Mod Talk

Who is online

Users browsing this forum: No registered users

cron