Theothesnopp 25 Posted November 1, 2011 Report Share Posted November 1, 2011 First of, hello again Tdm forum.if you would like an explanation to why i have been gone for the last 3 years, i'd gladly take the discussion in a pm.Hopefully you have'nt missed me to much Now on to the matter at hand.I am close to completion at a map and suddenly theese errors appear,my english is to limited for me to explain in words, so i recorded a video showing of the first error. http://www.4shared.c...L/TDM_bug.html? it appears that everytime i look at this one specific area (visportals), all lights except ambient dissapear.The only changes made in this room (since it worked), is add monsterclip brush and changed values in a light source. second error is this TDM_bug.png: Offtopic im having problems setting up pathnodes, im trying to set up a dynamic path for a particular ai.So there is one path that he follows regularly and sometimes he strolls of on an optional path 25% chance.He completely ignores the optional path. Any map i could look into so i could get an idea of how this would work?the wiki on pathnodes does'nt clear things up for me. /thesnopp Quote Link to post Share on other sites
Theothesnopp 25 Posted November 1, 2011 Author Report Share Posted November 1, 2011 the same problem (first mentioned) appears in another room, wich is pretty much empty.So i dont think this has anything to do with portals or any brushwork. Quote Link to post Share on other sites
Flanders 12 Posted November 2, 2011 Report Share Posted November 2, 2011 If you place this in the editors guild and post a download location to your map you might get more response. Quote Link to post Share on other sites
Bikerdude 3741 Posted November 2, 2011 Report Share Posted November 2, 2011 and/or drop me a Pm and I will have a look at the map for you. Quote Link to post Share on other sites
Theothesnopp 25 Posted November 2, 2011 Author Report Share Posted November 2, 2011 i don't wish to put my map out in the open just yet.so i will go with bikerdude's suggestion. Quote Link to post Share on other sites
Theothesnopp 25 Posted November 2, 2011 Author Report Share Posted November 2, 2011 and/or drop me a Pm and I will have a look at the map for you. you've got a message Quote Link to post Share on other sites
Bikerdude 3741 Posted November 2, 2011 Report Share Posted November 2, 2011 Ive just looked at the video, (which is what I should have done before) The answer is a corrupt light entity, I will find and replace said entity. Quote Link to post Share on other sites
Theothesnopp 25 Posted November 2, 2011 Author Report Share Posted November 2, 2011 To prevent this from happening again, how would i know wich light is corrupted?and what is causing it? Quote Link to post Share on other sites
Theothesnopp 25 Posted November 2, 2011 Author Report Share Posted November 2, 2011 there is the same problem in the top floor of the tower (at the begining) Quote Link to post Share on other sites
Bikerdude 3741 Posted November 2, 2011 Report Share Posted November 2, 2011 I think i found it, and in this case I think iwas both a corrupt light and a light which you asigned a 'snd' texture to. -lights/tdm_lanternlight_4fold_small_snd, on light_23-lights/biground1_streetlamp_4fold_snd, on light_31 When using that tures a sound arg has to be applied to the light entity otherwise you get that blockout issue. I am changed the light textures, and dmaped and it was just those 2 lights. Chose the texture without sound (snd) and you'll be fine. Quote Link to post Share on other sites
Theothesnopp 25 Posted November 2, 2011 Author Report Share Posted November 2, 2011 that's odd.so if i got this right, when using light textures that ends with 'snd', i have to insert snd properties for it to work? Quote Link to post Share on other sites
Bikerdude 3741 Posted November 2, 2011 Report Share Posted November 2, 2011 yup, the light texture is expecting to have a sound to work with, eg, a flickering light etc. Quote Link to post Share on other sites
Bikerdude 3741 Posted November 2, 2011 Report Share Posted November 2, 2011 you would apply a sound shader to the light entity itself, check out one of the pre-built light entites (look for one that flickers and you will see what I mean. Quote Link to post Share on other sites
Theothesnopp 25 Posted November 2, 2011 Author Report Share Posted November 2, 2011 Thanks again.one thing though, what is it that causes textures the to turn black?seems like one of the more occuring (?) errors Quote Link to post Share on other sites
Bikerdude 3741 Posted November 2, 2011 Report Share Posted November 2, 2011 Another known issue, when in game bring up the console and type "r_showtris 1" and look to see where the texture turns black is a vert point or if two or more brushes intersect. If its a vert then move the vert point, if its a brush then see if you can make said brush inot a func_static Quote Link to post Share on other sites
Theothesnopp 25 Posted November 2, 2011 Author Report Share Posted November 2, 2011 it is not possible to make it func_static without a causing a leak.i also cant seem to find any brush thats clipping into it, is it possible that a model/entity clipping in the brush could cause it? Quote Link to post Share on other sites
Bikerdude 3741 Posted November 2, 2011 Report Share Posted November 2, 2011 Hence why I said "then see if you can make said brush into a func_static". If you get any of these drop me a pm with the map and I will be able to tell whats causing the issue. Quote Link to post Share on other sites
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