Cubemaps and logic_multicompare Created 10 years ago2013-12-28 15:12:01 UTC by Striker Striker

Created 10 years ago2013-12-28 15:12:01 UTC by Striker Striker

Posted 10 years ago2013-12-28 15:12:40 UTC Post #317298
I've got two problems:
First, it seems that cubemaps don't work anymore. I mean, they seem to be building right, but nothing changes once I get back in the map. Impulse 81 and the crossbow are pitch black.

Second, how do I correctly use a logic_multicompare? Currently, I've got 2 buttons that have the following outputs:
OnPressed -> (name of logic_multicompare) -> InputValue -> 1 (parameter override of)
OnPressed -> (name of logic_multicompare) -> CompareValues( with 0.5 delay)


logic_multicompare has the following keyvalues:

Integer Value: 1
Should use integer value: Yes


I've got several outputs OnEqual in the multicompare.

The problem is that it fires them after the first button is pressed. They should fire only when the 2 of them are pressed (like a multisource in hl1).
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2013-12-28 15:16:28 UTC Post #317299
WTF is a impulse 81? ._.

Also, I've been having compile problems and cubemap issues too! And sometimes, I get leaks on props for NO reason, like a red line from a street light going all over the place, but straight through a skybox, not the corner, not a leak, THE FUCKING SOLID.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-12-29 17:52:43 UTC Post #317304
Striker, try rebooting HL2 every few compiles. Some things get all wonky.

Also what are you trying to accomplish with the multicompare?
It might be easier to accomplish with a math_counter.
Have each button add 1 to the math_counter, and OnHitMax value (set to 2), fire your output.

@ Ghost, is your skybox brush all the same texture?
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2013-12-29 18:27:15 UTC Post #317305
Yeah, toolsskybox (What ever its name is).

It's so freggin weird and annoying, I lost 3 maps I made for CT like that.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-12-29 20:18:58 UTC Post #317307
Hmm that's interesting. Make sure the entire bounding box is inside the map.
Other than that, you can post to the problem vault. I could take a look
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-01-02 20:03:13 UTC Post #317345
Just so I don't create another thread:

Do you people have problems with a jerky hammer 3D view? After a map gets quite a few brushes and details it's very difficult to navigate. And this on an Intel E6500 Dual-Core and HD4850. Didn't test on my laptop yet.
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2014-01-07 02:55:28 UTC Post #317400
Visgroups, my friend.
I usually just use the auto groups and kill any props i don't need.
Other than that they work the same as they did in GoldSource.
Select a bunch, hide - create visgroup, they show up in the tree.

That or you can set your render distance
Tetsu0 Tetsu0Positive Chaos
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