A couple problems

$ausage

L1: Registered
Jun 10, 2009
17
0
I am having a few problems with my map that is currently being worked on...

a. I have a BLU spawnroom door with the func_respawnroomvisualizer. I tested it out, and the no entry symbol shows up for both teams. I have the visualizer's Associated Respawn Room property set to my BLU respawn.

b. The back of my spawn door is completely black. The door has an interior on one side, and it leads to the outside.

EDIT: I'm also having trouble with the cubemaps in my spawnroom, picture below.
 
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$ausage

L1: Registered
Jun 10, 2009
17
0
a. I'll try it pretty soon. EDIT: Still shows up for both teams.
b. Recompiled it and checked the log...no leaks whatsoever. No ERRORS whatsoever.
EDIT: Found these errors after compiling a third time:
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!

Inside%20BLU%20spawnroom.png

Inside BLU Spawnroom


Outside%20BLU%20spawnroom.png

Outside BLU Spawnroom
 
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Open Blade

L420: High Member
Nov 30, 2007
439
34
Don't worry about the skybox error message. That's common and doesn't really mean anything. Try deleting your cubemap and place a new one there. Make sure you don't have a floating cubemap inside of a world brush.

I'm not sure why that noentry texture has black. Never seen that before, ever. But you do need to resize it so the red circle is smaller and fits the brush.
 

Pianodan

L3: Member
Apr 11, 2009
108
16
I suspect your func_respawnroomvisulizer may be textured oddly. Make sure it's nodraw on all sides except the front, and use the face edit tool (not the overlay tool) to apply the no_entry texture to the front. While you're at it, if you use the "fit" option in the tool, that will correctly resize the graphic.

As far as the logic goes, can you post your settings for the func_respawnroomvisualizer and the filter?
 

$ausage

L1: Registered
Jun 10, 2009
17
0
@Open Blade: No cubemaps inside brushes, just one in the spawnroom, and a couple outside. Plus, I'm almost positive that it's the door that's black, because it still opens and the black moves up with the door.

@Pianodan: I first made all sides nodraw, then selected only the front and made it the no entry sign, with the Texture Application Tool. And I never noticed the Fit button...I'm such a noob...here's my settings:

VISUALIZER:
Name: blank
Parent: blank
Input Filter: visualizer_filter
Associated Respawn: blue_teamrespawn
FILTER:
Team: Blue
Name: visualizer_filter
Filter mode: Allow entities that match criteria
Associated CP: blank

EDIT: I reran the map after inserting a new cubemap and fitting the no entry texture. The door is no longer black:

Outside%202.png


..but the cubemap still isn't working. I still have pink splotches on my walls.
 
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$ausage

L1: Registered
Jun 10, 2009
17
0
I set the input filter to Allow All Inputs, and it still shows up for both teams. The associated respawn is the BLU respawn, for sure. I also tested the respawn room for the first time, to see if I could change classes without dying, and that works, thankfully.