GoldenEye: Source Forums

  • November 14, 2024, 07:18:25 am
  • Welcome, Guest
Advanced search  

News:

Pages: [1]   Go Down

Author Topic: Sdk skip/hint Issue  (Read 5743 times)

0 Members and 1 Guest are viewing this topic.

terps4life90

  • Guest
Sdk skip/hint Issue
« on: February 22, 2012, 10:11:16 pm »

I am having trouble getting both of them to work properly, they are set up around the map in sdk, but when i compile and play the map it fails to do whats it is supposed too. I typed in mat_wireframe 1-3 and it clearly shows the that map is completely rendered at all times. I would really appreciate help on this.
« Last Edit: February 22, 2012, 10:13:02 pm by terps4life90 »
Logged

killermonkey

  • GES Programmer
  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 5,473
  • Reputation Power: 346
  • killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!
  • Offline Offline
    • DroidMonkey Apps
Re: Sdk skip/hint Issue
« Reply #1 on: February 22, 2012, 10:17:40 pm »

Did you do a full vis compile?

Also a hint is just that, a hint, it's not guaranteed to create a new leaf, I believe.
Logged

terps4life90

  • Guest
Re: Sdk skip/hint Issue
« Reply #2 on: February 22, 2012, 10:21:11 pm »

That might be the case. Am I to say yes to VIS when compiling?
Logged

killermonkey

  • GES Programmer
  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 5,473
  • Reputation Power: 346
  • killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!
  • Offline Offline
    • DroidMonkey Apps
Re: Sdk skip/hint Issue
« Reply #3 on: February 23, 2012, 01:38:41 am »

Duh, love you too
Logged

terps4life90

  • Guest
Re: Sdk skip/hint Issue
« Reply #4 on: February 23, 2012, 02:13:58 am »

Ah excellent. Is anything else required to make those two things work, or is that it?
Logged

Jonathon [SSL]

  • Generalist
  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,311
  • Reputation Power: 99
  • Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!
  • Offline Offline
    • Steam Community Page
Re: Sdk skip/hint Issue
« Reply #5 on: February 23, 2012, 04:51:42 pm »

You have to make sure the map doesn't have any leaks. If you see anything along the lines of "**suppressing portal errors**" or something like that in your compile log, then your map has a leak which means lighting won't be calculated correctly and vis won't run at all.

If that is the case, go to "map>load pointfile" and it'll load a little read line that points to where the leak occurred.
Logged
Quote
Luchador: I NEVER NAME MY FILES IN UPPER CASE
Luchador: I ONLY TALK IN UPPER CASE
[GE:S] killermonkey: GOOD TO KNOW

terps4life90

  • Guest
Re: Sdk skip/hint Issue
« Reply #6 on: February 23, 2012, 10:30:36 pm »

Thank you SSL, that was my problem. I had a leak.
Logged
Pages: [1]   Go Up