Custom Props i used dont show up for other Players.

Discussion in 'Mapping Questions & Discussion' started by XEnderFaceX, Aug 21, 2017.

  1. XEnderFaceX

    XEnderFaceX L2: Junior Member

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    Hi,

    my map cp_snowgrass has alot of Custom Props, they dont show up for other players... :(
    i used VIDE and tried CompilePal but CompilePal dosnt work on my computer for some reason...

    why is it still not showing up?
     
  2. DrSquishy

    DrSquishy L7: Fancy Member

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    where do you store your custom props? Is it in the tf/custom folder? If they are, VIDE won't detect them when scanning.
     
    Last edited: Aug 21, 2017
  3. Yabayabayaba

    Yabayabayaba L5: Dapper Member

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    check if compile pal is blocked by your antivirus, if that does work try opening it inside the zip (or taking it out)
     
  4. XEnderFaceX

    XEnderFaceX L2: Junior Member

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    okay i opened compilepal, do i just need to compile it now? or what do i have to do to make it that other people see the props?
     
  5. Micnax

    aa Micnax I maek map

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    Make sure the option at the side labelled PACK is checked (in black). It's also good to check REPACK as well as it'll make your .bsp filesize smaller.

    compilepal.png

    If it's not shown there, use the ADD button at the bottom (in red) to add it.
     
  6. XEnderFaceX

    XEnderFaceX L2: Junior Member

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    Dose it not work when i compile with Fast settings? because my map takes like over 7 Days to compile, i dont feel like waiting so long..
     
  7. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Wow that is NOT a normal compile time. Make sure you properly func_detail things to make sure vvis doesn't literally take 7 days. If vrad is what's hanging up, then don't use dynamic lights and do not name lights. Naming lights makes them dynamic.
     
  8. Lampenpam

    aa Lampenpam

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  9. DrSquishy

    DrSquishy L7: Fancy Member

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    how many numportals has your map got?!
     
  10. Yabayabayaba

    Yabayabayaba L5: Dapper Member

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    open your portalfile, via map>portalfile and look bor big clusters of blue lines, (probably staircases and the like) and func_detail the offenders.
     
  11. DrSquishy

    DrSquishy L7: Fancy Member

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    once for me, it was as simple as func_detailing a single square brush in the middle of an empty room
     
  12. henke37

    aa henke37

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    That's not what the source engine considers as "dynamic lights". Those are really expensive, since they can move in realtime. It's a pitty that there is no proper name for these switchable lightmap based lights. Not even "switchable lights" is accurate, since it's possible to blend between the two states automatically for animation effects.
     
  13. Yabayabayaba

    Yabayabayaba L5: Dapper Member

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    correct me if i am wrong, but naming lights does increase their compile cost though, forcing vrad to make light maps for every combination of lights turned on and off (lights with the same name only require one set and can't be controlled individually). I believe this counts through all light entities, although I am not sure about the basic light.