Koth works, but not the holographic icon or the bots.

Discussion in 'Mapping Questions & Discussion' started by 8bitprodigy, Apr 5, 2011.

  1. 8bitprodigy

    8bitprodigy L1: Registered

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    so I started work on a map, I turned it into an arena map, but thought it would be better suited to the koth gamemode, so I edited everything to work as a koth map, compiled it and it works as a koth map, except the floaty holograph that says RED or BLU isn't even visible, and when I tried to playtest it with bots, they wouldn't leave the spawn.

    Any help would be appreciated, and here's the .vmf, .bsp and the log if thats necessary.

    Thanks in advance!
     
  2. Jeremy

    Jeremy L11: Posh Member

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    There are a lot of broken I/Os. Maybe that's the problem.


    Also, offtopic, but some brushes that should be func_details aren't. Everything in your map in particular can be a func_detail, pretty much.
     
  3. tyler

    aa tyler snail prince, master of a ruined tower

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    I think it's because you're missing a tf_gamerules or something. Your outputs shouldn't have red lines over them.
     
  4. 8bitprodigy

    8bitprodigy L1: Registered

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    I've heard from a tutorial here that adding the tf_gamerules entity is not necessary and sometimes causes a crash, and gets added during the compile, I could be wrong, however. Also, SirRaffi, what does the func detail do?
     
  5. ardysqrrl

    ardysqrrl L4: Comfortable Member

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  6. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Tf_gamerules has never once crashed for me. It IS something you need to have.
     
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  7. 8bitprodigy

    8bitprodigy L1: Registered

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    Alright, I'll add the tf_gamerules and see how it goes.
     
  8. Jeremy

    Jeremy L11: Posh Member

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    Func_details are brushes that do not cut visleafs, thus reducing compile times. Think pillars, supports, suspended walkways, that sort of thing. Basically, anything that doesn't block visibility.

    More information - click here.
     
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  9. tyler

    aa tyler snail prince, master of a ruined tower

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  10. Jeremy

    Jeremy L11: Posh Member

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    ^

    The whole building in Lumberyard (on the end opposite to the cliff of death) is a func_detail. ALL OF IT.
     
  11. 8bitprodigy

    8bitprodigy L1: Registered

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    Thanks, SirRaffi, I hate waiting for compiling maps to finish, especially when you have Vis set to normal (HOOOOOOOUUUUUUURSSSSSSSSSSSSSSSSSSS)

    but on the topic of the holograph, it still doesn't show up and bots still sit in the spawn like lumps (but the bots aren't really the important part.)
     
  12. tyler

    aa tyler snail prince, master of a ruined tower

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  13. Crash

    aa Crash func_nerd

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    Proper func_detailing will help that immensely.
     
  14. 8bitprodigy

    8bitprodigy L1: Registered

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    enough threadjacking!

    THAT WASN"T THE POINT

    Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
    :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek:
     
  15. Crash

    aa Crash func_nerd

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    Seriously though man, if you are sick of those long compile times, that'll fix it. It's pretty important for mapping in generally anyway, which is why everyone is commenting on it.

    Learn it early and prosper or learn it late and have it bite you in the ass, basically.

    And it would be thread-jacking if someone had come in that wasn't you and asked a question and everyone answered them instead.
     
  16. 8bitprodigy

    8bitprodigy L1: Registered

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    True.

    But anyway, Can someone help me out with the Holographic thing not working and possibly bots (if possible)?
     
  17. tyler

    aa tyler snail prince, master of a ruined tower

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    Did you add a tf_gamerules and fix the outputs on all your entities?

    For bots, did you create a nav mesh?
     
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  18. 8bitprodigy

    8bitprodigy L1: Registered

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    I added a tf_gamerules, but I did not realize bots needed a precomputed navigation mesh. My bad.

    Still trying to figure out the floaty Icon thing, It works in Arena Mode...

    EDIT: Hmm, floaty thing still doesn't show up, but the map compiles faster!
     
    Last edited: Apr 6, 2011