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Author Topic: Questions about hammer tool  (Read 10514 times)

Offline burgermeister01

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Re: Questions about hammer tool
« Reply #15 on: August 14, 2015, 05:14:29 PM »
It's not too hard to fix them once you know what's up, and you can use the pointmap tool (that doesn't seem to work on my new maps for some reason, but does on the old maps. Go figure) .

Probably the most annoying thing I've found in my case is that companion mod adds a GIGANTIC container around the entire map which makes it impossible to drag-select or do a number of other things, so you have to delete/move that before you can do anything else.

Bloodlines modding: it's a special kind of masochism. At least I do it enough that it probably qualifies as a mental illness, hence making me a candidate for Malkavian embrace :razz:

Offline Aloysius

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Re: Questions about hammer tool
« Reply #16 on: August 16, 2015, 03:11:27 AM »
This is completly insane, i was making a small map tonight for a quest i am working on, it was all going pretty well, then i am turning my func_detail doors into func_door rotating, they were perfectly placed, and when i tried to compile the map... entity func_doors leaked... ok, I am taking a closer look to my doors and see nothing odd, i try to resize them a little, nothing change.

So i say, hell, let's delete the doors and remake them all one by one. So i do just that, several time actually, because for reasons i haven't figured out, i kept having leaks with those doors... Finally, when my computer is about to go through the window, the doors works, even if they are at the same place they were before, and apart from MAYBE a infinitesimal resize, don't look any different to me.

Alleluia, let's move on, I am moving the info_player start, because i placed it randomly before for testing purpose. I don't test it's new position, because it's not close to walls and is a little above the ground...

And i go on placing other entities, carefully, but without testing, confident that things coudn't get worst that my adventure with the doors. And then, compile time, prop static leaked... Ok, let's stay calm, delete the incriminated entity, compile again, and a other prop is leaked.

I skip until the part where i deleted all the prop and info_decal because somehow, they were all leaked. After that, i find out that the info_player_start i moved earlier is leaked too. So i move it around for a while, until it works, even if i don't know why it work at one mm away from its previous positions. I redo the same circus with some other entities, testing one by one until it compile.

It turns out that it is a question of mm, i still don't get why i had leaked, my entities were never even close to go outside the map. 

This little circus took me a lot more time that building the rooms, this at least, have no trouble with anymore. Still have half my other entities to re-add though.

If you have read all this and understood half of it, congrats, it is always possible that i don't make any sense.

Offline Wesp5

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Re: Questions about hammer tool
« Reply #17 on: August 16, 2015, 09:25:00 AM »
Ok, let's stay calm, delete the incriminated entity, compile again, and a other prop is leaked.

You are aware that the point file always uses an entity to start from and draws the line from that through the leak. It does not mean that this enity causes the leak, it's only the anchor of the red line!

Offline Aloysius

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Re: Questions about hammer tool
« Reply #18 on: August 16, 2015, 01:25:40 PM »
I don't know Wesp, i am on the edge of a nervous breakdown here. I must be a stupid bastard because i don't get it. I can't even think about it anymore. I am sick of hammer's buddy, vvis, who start to remind me of some bitchy people i used to know. Always complaining.

I said before i didn't want to turn off vvis, and well, apparently, i lied, i did a few tests with entity and script, and it seem that it doesn't break anything, don't even notice a change in lighting...

To summarize, my personnal opinion is, the hell with vvis, we should all rise up and murder vvis!
I am done wasting my time trying to fix inesxisting leaks, all i care is that it looks good and things on it works. Unlike vampires, i don't have eternity in front of me.

Here is a cleanup model of my recent map if someone want to try and find whatever is the so call leaks.
http://dc581.2shared.com/download/epgNjxRX/hw_isaoffice_1_d.rar?tsid=20150816-120217-ed0c8ab7

Now that i am done complaining myself, i will just have a beer and take a nap, because i deserve it. 
« Last Edit: August 16, 2015, 01:28:17 PM by Aloysius »

Offline Aloysius

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Re: Questions about hammer tool
« Reply #19 on: August 20, 2015, 03:46:19 PM »
Oh boy... I was reading my 2 last post in this thread, and notice I was really in a mean dog mood when I wrote them. Wonder if I shoudn't simply delete them, given their usefulness. On the other hand, it's a good reminder to not become a mean dog or simply to purchase a punching bag, the next time it happens.

Anyways, anyone reading that, Do not take the content of my 2 last posts here as valuable. This was just the ranting of a enraged man who needed to sleep a while and didn't realize it. They are funny posts though.

Offline Malkav

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Re: Questions about hammer tool
« Reply #20 on: August 20, 2015, 06:25:55 PM »
No need to apologize. At least not to the modders. We all know the feeling... :razz:
Co Author of Camarilla Edition Mod

Offline burgermeister01

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Re: Questions about hammer tool
« Reply #21 on: August 20, 2015, 08:29:09 PM »
No need to apologize. At least not to the modders. We all know the feeling... :razz:

Seriously. Modding this game has made me want to cry more times than I care to admit.

Offline Aloysius

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Re: Questions about hammer tool
« Reply #22 on: August 21, 2015, 05:57:26 AM »
Thanks for the moral support. I just finished to correct the few mistakes I made on my custom maps, and it does feel good. No more leaks on sight.

Badaway
It's not too hard to fix them once you know what's up, and you can use the pointmap tool (that doesn't seem to work on my new maps for some reason, but does on the old maps. Go figure) .

Are you sure ? The load pointmap work for me on new maps.

Offline burgermeister01

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Re: Questions about hammer tool
« Reply #23 on: August 21, 2015, 04:19:37 PM »
Thanks for the moral support. I just finished to correct the few mistakes I made on my custom maps, and it does feel good. No more leaks on sight.

Badaway
It's not too hard to fix them once you know what's up, and you can use the pointmap tool (that doesn't seem to work on my new maps for some reason, but does on the old maps. Go figure) .

Are you sure ? The load pointmap work for me on new maps.

Yea, I was doing some map stuff last night and was able to fix a leak on a new map I made using pointmap. I think in version 9.1 or 9.2 of the Hammer tool it wasn't working so well, but now it's great.

Offline Aloysius

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Re: Questions about hammer tool
« Reply #24 on: August 29, 2015, 07:08:41 AM »
Anyone can tell me how to make walls climbable ? I tried to look on troika maps to figure out how it works, without success.

Offline Entenschreck

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Re: Questions about hammer tool
« Reply #25 on: August 29, 2015, 06:42:05 PM »
Quote
Anyone can tell me how to make walls climbable ? I tried to look on troika maps to figure out how it works, without success

I always use a special texture. I can't remember the exact name, but you'll find it if you search for "ladder" in the texture list. It's the red one. Any surface it's applied to is climbable.
If you want npcs to climb the ladder, too, you need to use info_nodes.

Offline Aloysius

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Re: Questions about hammer tool
« Reply #26 on: August 30, 2015, 05:36:06 AM »
I always use a special texture. I can't remember the exact name, but you'll find it if you search for "ladder" in the texture list. It's the red one. Any surface it's applied to is climbable.
If you want npcs to climb the ladder, too, you need to use info_nodes.

Thanks for the tip! It is tools/toolsinvisibleladder. it works just fine. I didn't notice this texture on troika maps, either it is well hidden, or they used something else.

Offline Aloysius

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Re: Questions about hammer tool
« Reply #27 on: September 09, 2015, 09:19:40 PM »
I have a map with a starting position problem, to be accurate, if I go there with the console, the PC start at the correct position, where the info_player_start is. But if I go there with a taxi driver, the PC start on a normally inaccessable part of the map. There are no entities near the incorrect position, and I don't get where the problem come from.
The info_landmark is positioned near the info player_start. Any ideas ?

Offline Psycho-A

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Re: Questions about hammer tool
« Reply #28 on: September 10, 2015, 12:56:29 AM »
I have a map with a starting position problem, to be accurate, if I go there with the console, the PC start at the correct position, where the info_player_start is. But if I go there with a taxi driver, the PC start on a normally inaccessable part of the map. There are no entities near the incorrect position, and I don't get where the problem come from.
The info_landmark is positioned near the info player_start. Any ideas ?
Did you surround the place around the transition zone (near taxi driver or where it linked with) with trigger_transition brush volume on both maps? Also, the required condition for correct transition is that info_landmark must have the identical name on both maps and specified in trigger_changelevel settings. Make sure you considered all of this. Or just decompile one of Hub and taxi's destination maps and see what did it on this (searching by taxi driver entity and its links).
« Last Edit: September 10, 2015, 12:48:02 PM by Psycho-A »

Offline Aloysius

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Re: Questions about hammer tool
« Reply #29 on: September 10, 2015, 06:16:41 PM »
Did you surround the place around the transition zone (near taxi driver or where it linked with) with trigger_transition brush volume on both maps? Also, the required condition for correct transition is that info_landmark must have the identical name on both maps and specified in trigger_changelevel settings. Make sure you considered all of this. Or just decompile one of Hub and taxi's destination maps and see what did it on this (searching by taxi driver entity and its links).

I did all this, I even tried to redo the all transition from scrach. There is one thing I don't understand and that give me strange results.
Some triggers, like the changelevel in this case, require a "model" "*1".
I don't understand what this "model" "*" is for and what it does.

If I change the number, various results happens, with one number, I end up on a other map, with a other, it tell me there is no precache after a crash, and other stuffs I forgot at the moment, my head is a little dizzy from trying to understand this transition issue.

Psycho-A, If I am not mistaken, you work on Antitribu ? This issue is connected to a new map I made for it, so when you get back, do you mind if I send you the map, see if you can figure it out ?

The stangest about all this is that I made 2 other transitions for my content so far, and didn't have problems with the starting position, except with the "no precache" crash, I just changed the number of the "model" "*10" to 1, and it worked...