Hammering away again...

You can use an info_target if it’s not moving, and you can try using the prop_dynamic’s name.

What are you teleporting? If you’re going to teleport the player use info_teleport_destination. I’m not sure if it work for props.

It’s for a person.
You are in a train car, it goes into a dimly (but not quite black) lit tunnel, and a couple good feet into it, you hit a teleport trigger which dumps you out onto another train, farther down in the map, on the other side, so it can keep going. I’m trying to get it so it will spawn you in the same place on the new train that you were on the old train. My problem is that kind of positioning requires a landmark on the first train, and since you can’t assign a parent to an info_landmark, I can’t do that.

My question now is: Is the landmark the trigger_teleport is looking for an info_landmark or simply any entity to ACT as a landmark?

EDIT: Didn’t see solokillers response. I’mma try that nao.

In the case of one-train teleporting, do a assign an output to the last path node (the one that it teleports FROM) triggering the trigger_teleport?

New area, going to spruce it up with crates, a vending machine (it’s going to be the basement of some building up above, and it just happens to be alongside the train’s tunnel), and various other things (Light fixtures!). Maybe a forklift or something. That picture doesn’t really get the shape of the room. It is located on the outside of the middle of a 90 degree turn in the tracks. The walls just off the track go off at apprx 90 degrees from the track (45 degrees off NSEW in hammer), then goes in another 45 degrees, then has a jog in (tunnel in middle of image), goes back to flat (lift), then back around to the track, by where the image was taken. The red light is at a door that leads up to the door you can actually see in the photo.

Also: Wtf is up with my hud. All the words are choppy and the numbers 0 and 1 are choppy as well. The other numbers are fine though…

Fortunate news: Turns out that in my stupidity, I accidentally made the tunnel alot bigger than I meant post-teleportation-to-third-train, so a razor-combine-train would probably fit later.

Who thinks the words “teleporter” “teleportation” and “teleported” need to be added to Mozilla’s stock dictionary? I know I can just add to dictionary, but why aren’t they there already… They are used so comonly. Other words get into the dictionary, and nobody likes them, so why can’t teleport and his friends get in… come on, it can’t be THAT exclusive, doohickey’s in there!
/offtopic, sorry

I have a big problem. I formatted my hard-drive, and in replacing my backup files, I guess I forgot the hammer map files. I have the HL2 map files that can be loaded in game, but I guess I forgot the others. Is there any way to recover the hammer-editable files from these map files?

If you can do it, I’d send the file to you, if you can explain to me, all the better.

Er, nevermind… found it. Let the search function sit on its ass for an hour, so nevermind.

My model viewer’s majorly fucked up. I can only see the upper left hand quadrant. And I can’t resize the boxes themselves to fit, they just slide away whenever I mouse over the barriers.

Well, I managed to get the top-right (model view area) to show back up, but the bottom area is below where I can possibly resize the box to.
[/size]


Conceptual test. For some reason, prior to this, I could never get dynamic lights to work properly. I’ll probably go through and actually light the interior of the tram now… In its static form, now that it actually lights stuff up as it goes by, it doesn’t have to be pitch black inside! yay.

Also, I’ve run into a problem, a new problem: VVIS is failing again… not failing, but not finishing. From within skyboxes, I can see some extremely random bits in OTHER sky boxes. For example, looking up from the second area, I can see one displacement and two regular brush stairs in the first area, and looking down (I know there shouldn’t be skybox on the ground, but I’ll get around to it), I can see a long straight brush and all but one steps in a stairwell in the next area. That, and water isn’t visible from the top anymore, but I suspect that has something to do with VVIS failing before completion.

In the meantime, I’m working to try and get that to work, as my next step. If I can get one train to work, then I’ll just need to light it once, and keep those dynamic’s parented to it for the entire ride. Hopefully that’ll make things look better. I’ll just have to make sure tunnel textures line up so to reduce the visual jump as much as possible.

Just one question on that: How do I actually activate the teleport the way it’s layed out? Trigger the trigger with another trigger? Or as an output of the path_track, and if that, then which path_track, the one before or after the “teleport”.

WOAH. FUCKED UP. I just compiled again… And now… I have a massive leak (The entire side of a skybox that I guess I didn’t cut off when I tried to make it smaller, and all the lighting compiled. Everything except the water worked fine. Except I could fall into forever through a massive hole in my map. I thought leaks made lighting fail…[/SIZE]

Fixed. There was actually a very tiny hole under a door, that in turn, made the leftover skybox ‘ground’ a physical object, yet allowed it to drop off into oblivion. Found and fixed, recompiling.

Ahem. Now I don’t get any errors, but VVIS still won’t finish. I can end the process and everything will be fine in game, but it just won’t finish the water. The water’s never given me problems before, I haven’t even touched the skybox area it’s in in… forever! I’m working in a completely separate (ie: NO connection whatsoever to the water’s area) area.
Wait… I did turn the docks into a func_detail… They touch the water, and that’s the only thing I can think of that I’ve done anywhere near there…

That wasn’t it… Duh… I can’t believe this. I took a GIANT skybox, totally excessive in size, and cut it down to just fit the area it was needed. That involved giving it an akward corner, so to avoid cutting BACK into a tunnel. That’s the only thing left I can even think that would be causing this damned VVIS stupidity.

So, in that first picture, all of the visible walls (in the outside and inside of the circular hallway) are details?

…That might help, considering I have an angle heavy area… Very similar, in fact, to the area you just showed. Thanks, I’mma work on that. I’ve always had trouble with VVIS optimization…

By the way, fast VVIS works fine, with no visual or performance difference, and the water works. I think the lack of performance drop might just be my computer, it’s pretty high end, so I miss alot of performance bugs that some other people get due to large/undefined vis-areas.

Was thinking: Perhaps this would better fit in the Help and Support section? If it’s fine here, leave it, though.

holy shit mediaz :3

I don’t know what’s going on now. I fast VIS and RAD’d it just to get it running, and…

Compiled correctly, all space outside the map should be “solid”, right? As in, turn off noclip and you are stuck where you stand? Because that’s not happening. I’m not getting any leak errors, but the space is infinite…

Seems like your having quite a few problems and it’d be best to get them fixed before continuing. If you want, send me a pm and the vmf and I could take a look at it. I’ve been working with hammer (and worldcraft) since HL1 and have quite a bit of experience.

I’m just going to touch it up a bit (remove overhanging world-boxes (I don’t know if that’s a real term, but I’m using it to describe the box that contains the world. Maybe I’ll find something… I just don’t know why I’m getting leak-type in-game issues without any compile errors. If I run them on fast, like I said, it all works well, and… and… Hm…

I have giant props (cliffs), with giant boxes (the yellow representations if you move too far away) that go REAL high. I automatically assumed that that meant the entire box had to be in the world. Is that true?

I might take you up on your offer if I can’t get it fixed today.

Things are going to go soooo much better once I finish this map. City level = less displacements.

Yea the boxes generally have to be in the world. Just lemme know what you want to do.

Regarding fast VIS, I wasn’t saying that it would do for final version, I meant that it went through and worked without crashing. I understand that my final version shouldn’t need it.

And thanks for the info about the giant props.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.