Mothership Room from koth_probed

Discussion in 'Mapping Questions & Discussion' started by We Do It Live!, Nov 16, 2015.

  1. We Do It Live!

    We Do It Live! L1: Registered

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    I've decompiled koth_probed, copied the mothership out, and pasted into a new map just to play around with it.

    The problem is that when I compile the level, it's just flat not there. Nothing at all, even the playerclip doesn't block me. It's like the compiler never saw it in the first place?

    Same thing happens when I import it into an existing map just to see. It doesn't matter whether I create a teleport trigger to jump to it or just flat noclip out to it.. it just doesn't exist.

    Sometimes when you make changes in an existing map with it in it and compile, the finished compile doesn't even act like you made any changes to it? Like it's just compiled an older version? I've checked for leaks with it and no leaks.. I've checked for errors and no errors either.

    I'm a somewhat beginner mapper and I apologize if this is in the wrong area, i'd just love to learn why this would be happening. This one has me scratching my head.
     
  2. JMaxchill

    JMaxchill L5: Dapper Member

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  3. Muddy

    Server Staff Muddy Muddy

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    It's possible that your map isn't updating. Check for invalid solids. (Press Alt+P to bring up the problems list, it'll tell you if there are any invalid solids, among other things.)
     
  4. Coding Ethan

    Coding Ethan L2: Junior Member

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    Why don't you ask Crash, he'll have the original vmf without being obscured by compiling and decompiling.
     
  5. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    Do you even have crash's permission for decompiling his map? You really shouldn't be decompiling other people's maps.
     
  6. MoonFox

    MoonFox L10: Glamorous Member

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    If I remember correctly, If you do not: republish that map as your own, and not reference the uses.
    I mean the mothership room should not be relegated to one map, seeing it on a variety of maps would at least allow some interesting map ideas. Just reference the segment and you should be okay... but if need be on issues like this, call staff. @Geit

    (it derped and auto posted when I added his contact)
    Just remember to have fun map making
     
  7. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    @Crash is also staff.

    I'd wait and see what he says.
     
  8. Crash

    aa Crash func_nerd

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    If you're just playing with it on your own for experimentation/ learning purposes it's fine. If you're trying to publish it as your own work, that's when it becomes an issue.
     
  9. We Do It Live!

    We Do It Live! L1: Registered

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    Well, no this has gotten out of hand a little. I never said I'm claiming anything as mine, I just wanted to play around with the ship that's all.
     
  10. Crash

    aa Crash func_nerd

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    Oh yeah, I wasn't accusing you. I'm saying it's fine for messing around, just not for claiming it. So you're all good. :)
     
  11. We Do It Live!

    We Do It Live! L1: Registered

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    Specifically, I'm trying to figure out how you were able to build it outside of the skybox using only playerclip and triggers to hold it together without creating leaks, but why the other UFOs that move are in a skybox.
     
  12. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Any box that is placed outside of the level, but still can be considered as a seperate level on its own will compile fine. You can for that matter place a map in 5 seperate sections connected by only teleporting players. Many gimmick css maps used this already for secret rooms, or to seperate complete sections. Nipper has alot of these examples.

    So its logical the ufo inside is just a seperate section. The reason you cant compile it is most likely broken brushwork from the decompile (this is VERY common to happen). Never take brushwork from a decompile, allways manualy make it. I tried the same before with the asteroid skybox, and that brushwork is very basic (6 skybox brushes, and 6 brushes tied to an entity to allow the skybox light to pass through it), but it still broke!

    The reason you want that ufo in the skybox is because its easier to handle it there since the distance it has to move is far bigger than the map. See the trains in cp_well, a part of them also moves in the skybox. Except in well they also will have a realy effect within the map which is why there they couldnt keep it skybox only. The ufo has a teleporter below it, and thats the only thing that has to be in the map, the model can be in the skybox.
     
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  13. Crash

    aa Crash func_nerd

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    Actually I think you're missing what they are referring to, Alias. The interior of the mother ship that you get sucked up into is regular scaled, just it's own separate part of the map high up above the rest of it.

    I believe it's surrounded in a nodraw box @We Do It Live! but I'm not at home right now, otherwise I'd dig it up for you. It's definately sealed like any other part of the map.

    Edit: or actually I misread, Alias. But the smaller ufos are on the map, while the big mother ship at the end of the round is on the skybox.
     
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  14. We Do It Live!

    We Do It Live! L1: Registered

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    I'm still learning about optimisations and other ways to seal parts of maps using things other than skyboxes. I'm very interested in how you got that to work @Crash . What I was referring to in my original post above is that it works perfectly in your map including with the nodraw but the second you port the ship (with the triggers, playerclip, and nodraw) it doesn't work.. even putting player spawn in there or teleports into it.

    I think that's where people were misinterpreting my OP, they read the words port into another map and freaked out.. which, is totally understandable, but that wasn't exactly the issue.

    @UKCS-Alias , I think you've pretty much answered my question. And this isn't of course restricted to Crash's map.. I've played around on official Valve maps and it's done the same.. So you're saying the issue lies in the decompile. Interesting. Crash and Alias, extremely useful information that I wasn't aware of.