Troubleshooting Level Design

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Trouble with Compiling Maps

Compiling the map takes a very long time

If your map is large or complicated, make sure you are using func_detail appropriately. See Controlling Geometry Visibility and Compile Times.

The compile window says there is a memleak

Don't worry; this is not an error. Carry on.

In-game problems

Everything is very bright (no shadows)

You probably have a leak. See Leaks Explained.

Reflections look weird or too bright

Type buildcubemaps in the console, and reload the map. Sometimes new cubemaps do not look correct until the map is reloaded. And make sure you've put in enough env_cubemaps.

Water is invisible from above, but looks correct from below

Sometimes this happens if cubemaps have not been built yet. (Type buildcubemaps in the console.) It can also happen if you skipped the lighting stage of compiling.

Invisible Prop

The prop may have its fadeout distance set too close.
Also, some props can only be used as certain types of props and otherwise will be invisible. For instance there are tables that only work as prop_physics, and other props that only work as prop_dyanamics.

Ladder doesn't work

Make sure the ladder entity is not touching anything solid. It must be at least one unit away from all solid surfaces. Read the instructions carefully. Ladders work differently in Half-Life 2 and in Counter-Strike: Source.

Building cubemaps causes the game to crash with a memory reference error.

Make sure the game resolution is at least 800x600. This can also happen in widescreen mode.

Trouble with Counter-Strike:Source Maps

The hostages won't move

Hostages require a navigation mesh in order to work. (They used to use info_nodes, but that is now obsolete.)