Laggy's help request thread

Laggy

L2: Junior Member
May 28, 2009
60
4
Hey I'm just going to post all my questions here, sorry for making a new post I couldn't change the title on the old thread :x.

NOTE: If there are tutorials please post the link, I use the search button but sometimes come up empty handed

1. My map is really laggy, would a sky box fix that at all? [half solved thanks Artesia]
I.What did you mean "...doesn't have to be box shaped" what other shapes can I make it and how?

2. How can I create a wall that has more corners than four such as a door way H shaped with the top filled in

3. How can I create a bridge? Is it manually made or do they come models? [Solved thanks Artesia]

4. How can I create stairs? Are they manually made or do they come in models? [Solved thanks Artesia]

5. Clipping Tool: I can use it click and drag to create another node how can I make a third? [Solved] answer posted

6. How do I make a gate that opens when the round starts, A see through one like on Warpath? [Solved thanks to Toboruin/zpqrei]

7. Is there anyway to target multiple things instead of CTRL clicking? [Solved thanks Artesia]

8. This taken from valve wiki
tf2wiki said:
For each of the four inner team_control_point entities, add two output events. On event OnCapTeam1, set the skin of the associated baseplate to 1, and when OnCapTeam2 occurs, set the skin to 2. This just changes the color of the light at the center of the baseplate to reflect the owning team.
I can't find what to put into the boxes if anyone can help [Solved thanks Artesia]

9.
tf2wiki said:
Set the associated control point of each to the name of the team_control_point entity inside it.
How do I set it's association? with parents or? [Solved thanks to vigilante212]

10. How can I add trees? to make a forest?
I. is there a way to see the models without having to zoom up close? if I am too far it shows them as yellow blows

11. I save and press run map, but when I get in game it doesn't make any changes. Anyone know why? [Solved thanks Artesia]

12. I was adding props for detail. I put them as prop_detail in the editor they look fine but in the game the look like the red ERROR text. like this and this

13. I checked my compile log and got
Code:
Error loading studio model ""!
But I did what the fix said (go into the VMF file and find what as wrong but nothing was wrong [Solved thanks TMP]

14. I checked my compile log and got
Code:
**** leaked ****
Is it possible that sky boxes don't count as "air tight" [Solved thanks III_Demon]


15. I checked my compile log and got
Code:
 Entity [entity-type] ([x] [y] [z]) leaked!
it says the same thinkg as the "***leaked*** description [Solved thanks III_Demon]

16. I try to compile but I get this "failed with error 1: failed to take master pipe connection lock" I checked it on Interlopers with nothing coming up maybe one of you guys or girls know! [Solved thanks Ravidge]

17. anyone know why PortalFlow: 0...1...2...3 etc. etc. takes forever? [Solved thanks Artesia & Ikem]

18. I copy and pasted all the things I needed from ABS game entity thing (thanks abs) but when I go into the map it shows the CPs for about a second and it shows them both as if they were owned by red and locked. anyone got any answers?[solved]

19.Is there a way to make some textures favorite so they pop up first or something?
note: 3 answers and I will give thanks =)
 
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Artesia

L6: Sharp Member
Nov 11, 2008
278
72
1. reading your compile log on the other thread, you have a leak, what this means? none of your entities should be in the same space as the outside world, your entire level has to be a sealed box (doesn't have to be box shaped, in fact thats bad, but your level should be "air tight" so to speak)

2. You do this with multiple brushes, make multiple boxes. You align the textures using the texture application tool (Shift-A)

3. Both, most bridges I've seen are made with brushes, but you could also use a model for more detail, but it makes your map larger in filesize, and is also harder to create yourself. Of course if there is a default one, or you find one for download, thats just butter.

4. both once again. you can build them manually, or use models, there are stair models by default, but you can't customize their height.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
Hey I'm just going to post all my questions here, sorry for making a new post I couldn't change the title on the old thread :x.

1. My map is really laggy, would a sky box fix that at all?

2. How can I create a wall that has more corners than four such as a door way H shaped with the top filled in

3. How can I create a bridge? Is it manually made or do they come models?

4. How can I create stairs? Are they manually made or do they come in models?

1. depends on alot of stuff skybox wont really help, wont hurt either. thier is a post somewhere on the forum about optimzing a map. Try to search for it.

2. You can make a solid wall and use the clip function you can change the way the clip function works by hitting the button more then once red means its getting deleted, but you can set it to just cut a brush in 2. I think its ctrl that you click to change it other thne just hitting the button three times i may be wrong though.

3. You can do either or the bridge in 2fort for exp is a model or 3 models stuck together. I made a bridge for my map out of solids and func_detail.

4. same thing as 3 most valve maps use models for wood stairs or stairs you can see through, but brush based stairs for solid ones tied to func_detail.
 

Laggy

L2: Junior Member
May 28, 2009
60
4
To create the wall, I found that you can make a block make a secondary block the size of the hole you want put them together target the block that you want the whole ti look like right click it and press carve!
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
Yea carving is ok, but it can tend to do bad things. Its usually safe to make 4 sided cuts with it, but dont use it for more complex shapes :)

when using the clipping, once you make your first clip select the brush you want to clip again and clip that do this 3 times and you got a door in a wall.
 

Rootbeerz

L1: Registered
Mar 5, 2008
35
3
Carving is bad! Please, never use that naughty little carving tool. You'll end up making making it much more laggier as you progress your development with the map if you keep using that.
 

Laggy

L2: Junior Member
May 28, 2009
60
4
Oh ok, thanks for the info. Also is there a reason why it makes it laggier?
 

Rootbeerz

L1: Registered
Mar 5, 2008
35
3
Ehh... I think it's because it makes too many unnecessary brushes, such as in the picture below:

Opt_carving_with_cylinders.jpg


Hope that helps!
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Oh ok, thanks for the info. Also is there a reason why it makes it laggier?

Most of the time it will create many many many unnecessary brushes.
 

Laggy

L2: Junior Member
May 28, 2009
60
4
that makes sense! thanks for clearing that up! and for the photo =)
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
alright I'll try to clarify what I meant... by doesn't have to be box shaped, I said that so you didn't think boxing in your map meant putting a giant box around it.

what you want to do is like the following:

map has only 1 room, that one room is a box, sealed to be "air tight"

2 rooms connected with a long skinny hallway, will be 2 big boxes with a long skinny box down the middle...

basically, you want to seal in your map, while at the same time reducing the volume of non-playable space in the map.

for instance, if you made the 2 rooms with a long skinny hallway, and were getting a leak, it means its not sealed right. What you don't want to do is add a giant box around that. Yes it solves the error, but it creates more problems. What you want to do is find the leak, you do that by going to map > Load pointfile
 

Laggy

L2: Junior Member
May 28, 2009
60
4
Ahh alright! what about open skies? that would classify it as sealed tight correct? the skybox would be the seal correct?
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
correct

also: 6)

you would use a texture such as nodraw or clip or playerclip, these would be completely invisible. or you could use something like chickenwire to have something visible.

you then press ctrl + T [I do believe] and then change it to func_door and then change some of the settings on it, e.g. the movement directions, speed, what causes it to open [which will either have to be edited in the flags tab, or the inputs/outputs section]

hope that helps
 

Laggy

L2: Junior Member
May 28, 2009
60
4
I create a brush then tie that to an entity? or texture it as chicken wire?

edit: nvm got it sorry

edit2: How do I make it open when the round starts?
 
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zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
1,150
edit2: How do I make it open when the round starts?

Have a func_door. Parent the door model to it. Create an output from the timer to your func door that looks like:

Code:
Output: [i]OnSetupFinished[/i]
Entity: [i]func_door (or whatever you've called your door)[/i]
Parimeters: [i]Open[/i]

Off the top of my head. I could be wrong.
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
7. using the arrow tool, click and drag in a 2d view, adjust it in all 2d views and hit enter, this will select everything in the volume you specified. if you make it completely flat in 1 of the 2d views, it will select everything in the selection on that axis.

What I like to do, is make visgroups, I have visgroups for things like Spawn_Red so if I ever need to move Red's spawn, I can click the visgroup and click the mark button and it selects the entire visgroup again, also they can be hidden.

8. on one of the team_control_point entities, go to the output tab, click new, now you should have blank drop downs at the bottom, change the trigger, target, and output to what is specified in that wiki

for instance for CP A the output would be

My output named: OnCapTeam1
Target Enemies Named: CP_Base_A
Via this input: Skin
With a parameter override of: 1

that makes it so when red caps the point, the base turns red, you need another one for blu on each capture area as well.
 
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