I have a few problems with my mvm map

  • If you're asking a question make sure to set the thread type to be a question!

kufte

L1: Registered
Jan 31, 2016
13
0
To start off, the hurt trigger on point will always be on even tho I set it to be active after capture, the carrier gets teleported back to spawn, the lighting maybe is bit off. This is what I have problems with right now, can you help?
 

Attachments

  • mvm_bridge.vmf
    138.2 KB · Views: 158

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
I can't check the vmf right now because I'm not at my computer, but I'm guessing your trigger_hurt has "Start Disabled" set to "No". Change that to "Yes".
 

Erk

erk
aa
Aug 6, 2016
433
1,098
MNycQwG.png


Like what nick says, you need to set it to start disabled.

Also you have the map entirely in fullbright, meaning that you have zero light sources in your map. Adding a light_environment will make your map look better.

Another problem that I saw that wasn't asked by you was that the spawns are directly over a deathpit.
VkOcG5m.jpg


The player spawns are nearly teetering off the cliff into the death pit below.

D1SsQrV.png


You've also got reds respawn room not named red_respawnroom, so the respawnroom visualizer doesnt have an attached respawn room.
 

kufte

L1: Registered
Jan 31, 2016
13
0
Screenshot 2017-04-18 20.57.44.png
MNycQwG.png


Like what nick says, you need to set it to start disabled.

Also you have the map entirely in fullbright, meaning that you have zero light sources in your map. Adding a light_environment will make your map look better.

Another problem that I saw that wasn't asked by you was that the spawns are directly over a deathpit.
VkOcG5m.jpg


The player spawns are nearly teetering off the cliff into the death pit below.

D1SsQrV.png


You've also got reds respawn room not named red_respawnroom, so the respawnroom visualizer doesnt have an attached respawn room.

I fixed the trigger and the respawnroom visualizer, but i have a light_environment
Screenshot 2017-04-18 20.57.44.png

and this is the result
20170418211413_1.jpg

sadly i cant show the teleportation of the bombo carrier, because my pc is a potato, but you can have the bsp, nav and a pop filter
 

Attachments

  • mvm_bridge.nav
    2.8 KB · Views: 180
  • mvm_bridge.bsp
    11.4 MB · Views: 218
  • mvm_bridge.pop
    12 KB · Views: 154

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Your lighting looks weird because your sun pitch is nearly 90 degrees (that's directly overhead). If you pick an angle between 25-75 it will look much more natural. As for the upgrade station, its origin is probably buried in a brush so it's not receiving any light.
 

kufte

L1: Registered
Jan 31, 2016
13
0
Your lighting looks weird because your sun pitch is nearly 90 degrees (that's directly overhead). If you pick an angle between 25-75 it will look much more natural. As for the upgrade station, its origin is probably buried in a brush so it's not receiving any light.
ok, but i tried moving the station it is still black probably of mat_phong 0. Also, how do I fix this?
View: https://www.youtube.com/watch?v=yXTyAfaT7KU
(it is this way, because my pc is a potato and it is unwatchable otherwise)
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
ok, but i tried moving the station it is still black probably of mat_phong 0. Also, how do I fix this?
View: https://www.youtube.com/watch?v=yXTyAfaT7KU
(it is this way, because my pc is a potato and it is unwatchable otherwise)
"mat_phong 0" is known to cause the black texture issue on the upgrade station. You could try doing a workaround with the "info_lighting" entity, which should override the upgrade station's lighting assigned by the map itself for the closest one to the info_lighting's entity, but I'm not sure whether it would fix it because you're using "mat_phong 0".