Floating Backwards Bombs, Invalid Brushes and Broken Capture Points, OH MY!

Discussion in 'Mapping Questions & Discussion' started by TimeBomb, Aug 1, 2008.

  1. TimeBomb

    TimeBomb L1: Registered

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    as my ridiculously titled thread would go on to say, there are 3 main errors that have been bothering the ever living hell out of me.

    First: I've had this problem for a while, it's only during HDR that it appears, There is a brush that looks normal in hammer but in-game jettsions out of the side of the building Here is a picture

    [​IMG]

    The Second: picture I'm going to show you has several things wrong with it.
    [​IMG]

    The First thing wrong with it is that is that the payload is floating

    ...and backwards; this I can fix if I haven't already.

    The second thing you'd probably notice is that It's past the red CP but hasn't captured it.

    The third thing you might notice is it only shows a single CP on the HUD, I have 3 on the map.

    The Fourth thing you might notice is that the timer only has a couple of seconds left, I think I tried setting it up as the setup timer, but what happened was that the BLU ended up spawning in the RED spawn and since it was the red spawn, the door wouldn't open.


    Unfortunately this forum has a character limit so I can't post my compile log.



    If there are any other problems you can spot please tell me. Also for the other problems, just tell me what entities to work with.
     
    Last edited: Aug 1, 2008
  2. luxatile

    aa luxatile deer

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    As for your floating problem, the "track" it travels on is not the ground or the train track models, which I bet you know. Simply selecting all your path_track entities and moving them down a bit should - with some experimenting - line up your bomb perfectly.

    I also had the same problem with the directions my bomb was facing. My bomb goes north, but for some reason, in Hammer I have to make it face west. In other words, try rotating your bomb (and everything that's parented to it) 90 degrees counter-clockwise.
     
  3. TimeBomb

    TimeBomb L1: Registered

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    Selecting 89 path_tracks just to drag them down is gonna suck :l
     
  4. luxatile

    aa luxatile deer

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    Yup. Make sure to group them, though, so you'll only have to go through the pain once. :p
     
  5. TimeBomb

    TimeBomb L1: Registered

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    So I've fixed the floating backwards part.
     
  6. TimeBomb

    TimeBomb L1: Registered

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    would a 3.9 thick brush cause the crazy brush?
     
  7. YM

    aa YM LVL100 YM

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    you havent got any micro brushes do you? they cause freaky things like that (by a micro brush thats a brush with an edge shorter than 1 unit)

    why 3.9? surely 4 would make more sense being almost exactly the same and on the grid.
     
  8. TimeBomb

    TimeBomb L1: Registered

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    No microbrushes show up when I alt+p and I'm not entirely sure how I ended up with a 3.9 brush.
     
  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    For future reference, Map menu > Entity Report, then you can quickly select them all.
     
  10. Fragimus_Max

    Fragimus_Max L3: Member

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    I was just going to add that. Saves a LOT of time. Also great for those "hard to reach" entities.
     
  11. TimeBomb

    TimeBomb L1: Registered

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    If I made a quick .vmf with only the core game entities tf_gamerules, the path tracks and the bomb would anyone be interested in checking it?
     
  12. Spacemonkeynz

    Spacemonkeynz L5: Dapper Member

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    There is a value in the func_tracktrain, called height above track, have a play with that.