what's wrong with ma beautiful cart

咕噜and呼噜

L1: Registered
Oct 29, 2018
28
2
before i built trackz, i can push it all the day
MP_E_D2.png

but after i build the hot hard track for ma pretty cart
holy crab , it fall in love with trackz, i cant separate them at all!
MP_E_D1.png

i cant find anything problem, can someone help me fix it?
MP_E_D3.png
 

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Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756
you should write this Normally if you want people to take you seriously
 

Dan On Yernan

L1: Registered
Jun 13, 2018
41
2
you need to set your first path tracks destination to 'sspl_path_A_1', it is currently set to 'sspl_path_start1', which doesnt exist, so your cart has nowhere to go
 

咕噜and呼噜

L1: Registered
Oct 29, 2018
28
2
you should write this Normally if you want people to take you seriously
ummm.....k
"my bombcart stuck in the track after i build the track"
but why the water and wooden platform are covered with "missing texture"?
 

Dan On Yernan

L1: Registered
Jun 13, 2018
41
2
wow it works,but........where is my hud?
MP_E_D4.png
go into the ABS gametype library where you got the payload cart from, and you'll find some entities that are called 'team_train_watcher', 'team_control_point_master' and some other entities. Copy and paste these into your map. Use https://developer.valvesoftware.com/wiki/TF2/Creating_a_Payload_Map to help you out with filling in the logic, as the names of the path tracks in your map are different to the ones in the entities, and that link should tell you what to put
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,329
989
ummm.....k
"my bombcart stuck in the track after i build the track"
but why the water and wooden platform are covered with "missing texture"?
The missing texture is because you've placed env_cubemap entities but not built cubemaps. As the entities have been placed, no default cubemap is there, but you've not built any reflections so there is nothing to 'reflect'. Just type `buildcubemaps` into the console or remove the entities
 

咕噜and呼噜

L1: Registered
Oct 29, 2018
28
2
The missing texture is because you've placed env_cubemap entities but not built cubemaps. As the entities have been placed, no default cubemap is there, but you've not built any reflections so there is nothing to 'reflect'. Just type `buildcubemaps` into the console or remove the entities
oof,i typed "-dev -console +sv_lan 1 +buildcubemaps" at "additional game parameters"
MP_E_F1.png

and placed 2 cubemaps
MP_E_F2.png

but seems it not works
MP_E_F3.png
 

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咕噜and呼噜

L1: Registered
Oct 29, 2018
28
2
go into the ABS gametype library where you got the payload cart from, and you'll find some entities that are called 'team_train_watcher', 'team_control_point_master' and some other entities. Copy and paste these into your map. Use https://developer.valvesoftware.com/wiki/TF2/Creating_a_Payload_Map to help you out with filling in the logic, as the names of the path tracks in your map are different to the ones in the entities, and that link should tell you what to put
umm......i already copied it
MP_E_F4.png

and this image shows that it had hud before i build tracks = =
mp_e_d2-png.90649
 

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Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
When you build your cubemaps, you need to reload the map again, not to mention you can't "buildcubemaps" right off the bat you need to have mat_specular 0 to make the cubemaps built properly (after which you return mat_specular 1 when restarting the level, without compile of course, otherwise you'll lose the cubemaps!)
 

Dan On Yernan

L1: Registered
Jun 13, 2018
41
2
yeah, it's v111
make sure all the path track names in the team_train_watcher are correct, after linking the sspl_path_start to sspl_path_A_1 it worked fine for me and i got a hud. ive got the fixed vmf so you can take a look
 

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