1. Post #641
    Matt2468rv's Avatar
    April 2011
    525 Posts
    I guess you could make the trigger_multiple larger for the rotating doors. Or just only use sliding doors.

    Or use func_rotatings for the rotating doors. You can use outputs to tell them which way to rotate. Use that along with two trigger_multiples.
    If you want the player to also be able to use it, I guess you can have large flat nodrawed func_buttons on both sides of the door (parented to the door) that also open the door. This is getting hacky as fuck but it might work.
    You know, that might just work. Feels like an I/O rape for just a door, but I'll give it a shot

    I had only several thousand nodes in place.
    Wait, ONLY several thousand nodes?... Holy shit, how big/complicated is your map?
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  2. Post #642
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    9,127 Posts
    They're probably placing a node every 6 units.
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  3. Post #643
    Dennab
    January 2011
    133 Posts
    Does anyone know how to move/rotate/raise an entity? I'm sorta a noob mapper and I got a few nodes stuck inside a building and I want to manually move it out.
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  4. Post #644
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    9,127 Posts
    Click it with the select tool and then drag it out.
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  5. Post #645
    Random guy
    LegoGuy's Avatar
    March 2009
    1,914 Posts
    hey guys, I am working on a map, and I'm using EP2 for hammer.
    I've made a door using the ep2_outland_11.blastdoors sounds and they work in EP2, but not in GMod, I would use the raw wavs, but then the sounds would decrease in audible range. So I'm asking if I could fix this w/o using an ambient_generic
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  6. Post #646
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    9,127 Posts
    Is the door open sound set to the wavs?

    Edited:

    Either you worded that awfully or I'm just tired.
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  7. Post #647

    July 2011
    185 Posts
    You know, that might just work. Feels like an I/O rape for just a door, but I'll give it a shot



    Wait, ONLY several thousand nodes?... Holy shit, how big/complicated is your map?
    It's about 1/4 of hammer's grid size. as for complexity, there's about 10 different multi-leveled buildings and a kind of a train station which i've noded inside and out. there's nodes in pretty much every area of the map though.
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  8. Post #648
    Random guy
    LegoGuy's Avatar
    March 2009
    1,914 Posts
    Is the door open sound set to the wavs?

    Edited:

    Either you worded that awfully or I'm just tired.
    hey guys, I am working on a map, and I'm using EP2 for hammer.
    I've made a door using the ep2_outland_11.blastdoors sounds and they work in EP2, but not in GMod, I would use the raw wavs, but then the sounds would decrease in audible range. So I'm asking if I could fix this w/o using an ambient_generic
    that's the "in game sound code" or whatever. Anyway, I didn't set it to the raw wavs
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  9. Post #649

    July 2011
    185 Posts
    They're probably placing a node every 6 units.
    all of the navigation nodes in outdoor areas range from 200 to 300 units apart.
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  10. Post #650
    Matt2468rv's Avatar
    April 2011
    525 Posts
    all of the navigation nodes in outdoor areas range from 200 to 300 units apart.
    Then how did you go about placing thousands of AI nodes?... Placing one every 6 units would be ridiculous, even in indoor areas.
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  11. Post #651

    July 2011
    185 Posts
    Then how did you go about placing thousands of AI nodes?... Placing one every 6 units would be ridiculous, even in indoor areas.
    Majority of the nodes probably came from the outdoor areas. It's not a very complex map. It wasn't all that time consuming either. A lot of it was shift+drag and drop, I guess because of the simplicity of my map.
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  12. Post #652
    Dennab
    January 2011
    133 Posts
    -snip, double post-
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  13. Post #653
    johnny guitar was here
    comet1337's Avatar
    February 2010
    6,075 Posts
    texture question:
    i made a few custom textures for testing purposes.
    problem is, in the material browser they seem to work fine.
    but after applying it on a brush it goes all "one monotone color with a few stripes on the end"
    it does the same thing ingame.

    theyr vmts look something like this
    Code:
    LightMappedGeneric
    {
    $basetexture texture/path/and/name/here
    $surfaceprop concrete
    }
    and the sizes are 128*64 and 64*64
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  14. Post #654
    supatails's Avatar
    May 2008
    746 Posts
    For some reason upon entering this gulch in my map in-game will cause the entire game to crash. I'm not sure what the problem could be, i haven't found any leaks, and the displacements look fine.
    Code:
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\supa_tails_chao\sourcesdk\bin\source2009\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.vmf"
    
    Valve Software - vbsp.exe (Sep 15 2011)
    2 threads
    materialPath: c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2\materials
    Loading C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.vmf
    Could not locate 'GameData' key in c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2\gameinfo.txt
    Patching WVT material: maps/gm_nitrous/nature/blendrocksand004a_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day01_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day01_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (6758 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 47 texinfos to 28
    Reduced 18 texdatas to 14 (556 bytes to 376)
    Writing C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp
    4 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\supa_tails_chao\sourcesdk\bin\source2009\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2" -fast "C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous"
    
    Valve Software - vvis.exe (Sep 15 2011)
    fastvis = true
    2 threads
    reading c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp
    reading c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.prt
      71 portalclusters
     260 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 5025
    Average clusters visible: 70
    Building PAS...
    Average clusters audible: 71
    visdatasize:1850  compressed from 2272
    writing c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\supa_tails_chao\sourcesdk\bin\source2009\bin\vrad.exe"
    ** Parameters:  -game "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2" -noextra "C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous"
    
    Valve Software - vrad.exe SSE (Sep 15 2011)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [48 texlights parsed from 'lights.rad']
    
    Loading c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp
    Setting up ray-trace acceleration structure... Done (3.79 seconds)
    148 faces
    481597 square feet [69350040.00 square inches]
    27 Displacements
    165701 Square Feet [23861048.00 Square Inches]
    148 patches before subdivision
    7484 patches after subdivision
    sun extent from map=0.000000
    2 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (11)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 71852, max 143
    transfer lists:   0.5 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(9741, 3910, 1117)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(501, 174, 39)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(30, 9, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (4)
    	Bounce #4 added RGB(2, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #5 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0210 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   1/1024           48/49152    ( 0.1%) 
    brushes                 17/8192          204/98304    ( 0.2%) 
    brushsides             156/65536        1248/524288   ( 0.2%) 
    planes                 272/65536        5440/1310720  ( 0.4%) 
    vertexes               215/65536        2580/786432   ( 0.3%) 
    nodes                  138/65536        4416/2097152  ( 0.2%) 
    texinfos                28/12288        2016/884736   ( 0.2%) 
    texdata                 14/2048          448/65536    ( 0.7%) 
    dispinfos               27/0            4752/0        ( 0.0%) 
    disp_verts            7803/0          156060/0        ( 0.0%) 
    disp_tris            13824/0           27648/0        ( 0.0%) 
    disp_lmsamples      447362/0          447362/0        ( 0.0%) 
    faces                  148/65536        8288/3670016  ( 0.2%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces               80/65536        4480/3670016  ( 0.1%) 
    leaves                 140/65536        4480/2097152  ( 0.2%) 
    leaffaces              149/65536         298/131072   ( 0.2%) 
    leafbrushes             87/65536         174/131072   ( 0.1%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges              952/512000       3808/2048000  ( 0.2%) 
    edges                  547/256000       2188/1024000  ( 0.2%) 
    LDR worldlights          2/8192          176/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            1/32768          12/393216   ( 0.0%) 
    waterstrips             13/32768         130/327680   ( 0.0%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices           159/65536         318/131072   ( 0.2%) 
    cubemapsamples           1/1024           16/16384    ( 0.1%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     1603772/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]        1850/16777216 ( 0.0%) 
    entdata               [variable]        4438/393216   ( 1.1%) 
    LDR ambient table      140/65536         560/262144   ( 0.2%) 
    HDR ambient table      140/65536         560/262144   ( 0.2%) 
    LDR leaf ambient       873/65536       24444/1835008  ( 1.3%) 
    HDR leaf ambient       140/65536        3920/1835008  ( 0.2%) 
    occluders                0/0               0/0        ( 0.0%) 
    occluder polygons        0/0               0/0        ( 0.0%) 
    occluder vert ind        0/0               0/0        ( 0.0%) 
    detail props          [variable]           1/12       ( 8.3%) 
    static props          [variable]           1/3514     ( 0.0%) 
    pakfile               [variable]      212950/0        ( 0.0%) 
    physics               [variable]        6758/4194304  ( 0.2%) 
    physics terrain       [variable]       17086/1048576  ( 1.6%) 
    
    Level flags = 0
    
    Total triangle count: 336
    Writing c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp
    32 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp" "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2\maps\gm_nitrous.bsp"
    
    
    ** Executing...
    ** Command: c:\program files\steam\steam.exe
    ** Parameters: -applaunch 420 -game "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2"  +map "gm_nitrous"
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  15. Post #655
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    For some reason upon entering this gulch in my map in-game will cause the entire game to crash. I'm not sure what the problem could be, i haven't found any leaks, and the displacements look fine.
    Code:
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\supa_tails_chao\sourcesdk\bin\source2009\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.vmf"
    
    Valve Software - vbsp.exe (Sep 15 2011)
    2 threads
    materialPath: c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2\materials
    Loading C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.vmf
    Could not locate 'GameData' key in c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2\gameinfo.txt
    Patching WVT material: maps/gm_nitrous/nature/blendrocksand004a_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day01_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day01_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (6758 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 47 texinfos to 28
    Reduced 18 texdatas to 14 (556 bytes to 376)
    Writing C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp
    4 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\supa_tails_chao\sourcesdk\bin\source2009\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2" -fast "C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous"
    
    Valve Software - vvis.exe (Sep 15 2011)
    fastvis = true
    2 threads
    reading c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp
    reading c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.prt
      71 portalclusters
     260 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 5025
    Average clusters visible: 70
    Building PAS...
    Average clusters audible: 71
    visdatasize:1850  compressed from 2272
    writing c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\supa_tails_chao\sourcesdk\bin\source2009\bin\vrad.exe"
    ** Parameters:  -game "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2" -noextra "C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous"
    
    Valve Software - vrad.exe SSE (Sep 15 2011)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [48 texlights parsed from 'lights.rad']
    
    Loading c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp
    Setting up ray-trace acceleration structure... Done (3.79 seconds)
    148 faces
    481597 square feet [69350040.00 square inches]
    27 Displacements
    165701 Square Feet [23861048.00 Square Inches]
    148 patches before subdivision
    7484 patches after subdivision
    sun extent from map=0.000000
    2 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (11)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 71852, max 143
    transfer lists:   0.5 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(9741, 3910, 1117)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(501, 174, 39)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(30, 9, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (4)
    	Bounce #4 added RGB(2, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #5 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0210 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   1/1024           48/49152    ( 0.1%) 
    brushes                 17/8192          204/98304    ( 0.2%) 
    brushsides             156/65536        1248/524288   ( 0.2%) 
    planes                 272/65536        5440/1310720  ( 0.4%) 
    vertexes               215/65536        2580/786432   ( 0.3%) 
    nodes                  138/65536        4416/2097152  ( 0.2%) 
    texinfos                28/12288        2016/884736   ( 0.2%) 
    texdata                 14/2048          448/65536    ( 0.7%) 
    dispinfos               27/0            4752/0        ( 0.0%) 
    disp_verts            7803/0          156060/0        ( 0.0%) 
    disp_tris            13824/0           27648/0        ( 0.0%) 
    disp_lmsamples      447362/0          447362/0        ( 0.0%) 
    faces                  148/65536        8288/3670016  ( 0.2%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces               80/65536        4480/3670016  ( 0.1%) 
    leaves                 140/65536        4480/2097152  ( 0.2%) 
    leaffaces              149/65536         298/131072   ( 0.2%) 
    leafbrushes             87/65536         174/131072   ( 0.1%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges              952/512000       3808/2048000  ( 0.2%) 
    edges                  547/256000       2188/1024000  ( 0.2%) 
    LDR worldlights          2/8192          176/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            1/32768          12/393216   ( 0.0%) 
    waterstrips             13/32768         130/327680   ( 0.0%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices           159/65536         318/131072   ( 0.2%) 
    cubemapsamples           1/1024           16/16384    ( 0.1%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     1603772/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]        1850/16777216 ( 0.0%) 
    entdata               [variable]        4438/393216   ( 1.1%) 
    LDR ambient table      140/65536         560/262144   ( 0.2%) 
    HDR ambient table      140/65536         560/262144   ( 0.2%) 
    LDR leaf ambient       873/65536       24444/1835008  ( 1.3%) 
    HDR leaf ambient       140/65536        3920/1835008  ( 0.2%) 
    occluders                0/0               0/0        ( 0.0%) 
    occluder polygons        0/0               0/0        ( 0.0%) 
    occluder vert ind        0/0               0/0        ( 0.0%) 
    detail props          [variable]           1/12       ( 8.3%) 
    static props          [variable]           1/3514     ( 0.0%) 
    pakfile               [variable]      212950/0        ( 0.0%) 
    physics               [variable]        6758/4194304  ( 0.2%) 
    physics terrain       [variable]       17086/1048576  ( 1.6%) 
    
    Level flags = 0
    
    Total triangle count: 336
    Writing c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp
    32 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp" "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2\maps\gm_nitrous.bsp"
    
    
    ** Executing...
    ** Command: c:\program files\steam\steam.exe
    ** Parameters: -applaunch 420 -game "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2"  +map "gm_nitrous"
    If you have displacements make sure that they're at least 1024^2 for power 4, 512^2 for power 3, and 256^2 for power 2. Any less and the game will likely crash due to the vertex density being too high for the physics engine to handle.
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  16. Post #656
    Gold Member
    Firegod522's Avatar
    March 2008
    11,525 Posts
    Try turning vis to normal. When its not on normal it skips and just assumes everything can see itself.
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  17. Post #657
    MayorBee's Avatar
    December 2010
    145 Posts
    I made a prop_door_rotating and put it in place and it works fine except for the fact that when i quickly hit use on it twice it rotates the opposite way through the wall. Does anyone know how to fix this?
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  18. Post #658
    Dennab
    January 2011
    133 Posts
    Majority of the nodes probably came from the outdoor areas. It's not a very complex map. It wasn't all that time consuming either. A lot of it was shift+drag and drop, I guess because of the simplicity of my map.

    But there's no possible way you can place over 65,000 nodes on a single map - no matter how large it is. The entity limit is I believe in the 4,000's or less than that. I have only less than 2,000 entities on my map (including nodes) and not all the nodes are appearing. But when I delete a few nodes I noticed a few more spring up somewhere else. There seems to be a limit for me.


    May I ask how you were able to place thousands of nodes w/o an entity limit? If anyone can answer that for the matter. Because I would really like to do the same for my map since I ran out of nodes to displace.
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  19. Post #659

    July 2011
    185 Posts
    But there's no possible way you can place over 65,000 nodes on a single map - no matter how large it is. The entity limit is I believe in the 4,000's or less than that. I have only less than 2,000 entities on my map (including nodes) and not all the nodes are appearing. But when I delete a few nodes I noticed a few more spring up somewhere else. There seems to be a limit for me.


    May I ask how you were able to place thousands of nodes w/o an entity limit? If anyone can answer that for the matter. Because I would really like to do the same for my map since I ran out of nodes to displace.
    If you only have 200 nodes, i doubt it's the quantity that's making them not work properly. I'm not one for technical things when it comes to the source engine, but like i said, i have over 3000 nodes on my map and plenty of other entities and the map works fine.
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  20. Post #660
    supatails's Avatar
    May 2008
    746 Posts
    If you have displacements make sure that they're at least 1024^2 for power 4, 512^2 for power 3, and 256^2 for power 2. Any less and the game will likely crash due to the vertex density being too high for the physics engine to handle.
    That was an extremely useful post! Turns out that that was the problem after all but that's some good information there!
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  21. Post #661

    July 2011
    185 Posts
    would anyone know how to texture a 3-way intersection like this a little more effectively?



    to the right is how i have it chopped up.
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  22. Post #662
    supatails's Avatar
    May 2008
    746 Posts
    I'd add crosswalks to the roads:


    So in the three main cuts, I'd use a road texture without the yellow lines, then I'd split up the areas just before the sidewalks go diagonal into 64 unit wide rectangles for a crosswalk texture.
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  23. Post #663

    July 2011
    185 Posts
    I'd add crosswalks to the roads:


    So in the three main cuts, I'd use a road texture without the yellow lines, then I'd split up the areas just before the sidewalks go diagonal into 64 unit wide rectangles for a crosswalk texture.
    hey thanks. I'll be sure to add crosswalks and back up the yellow lined road textures, sounds like it would look better. I'm still curious to know if anybody may know a better method to making all the textures in the intersection look a little more seamless though.
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  24. Post #664
    Dennab
    January 2011
    133 Posts
    If you only have 200 nodes, i doubt it's the quantity that's making them not work properly. I'm not one for technical things when it comes to the source engine, but like i said, i have over 3000 nodes on my map and plenty of other entities and the map works fine.

    May I download the VMF to test the nodes out? Or to reverse engineer it via Hammer and see if I can find a way to see what's wrong with my map in comparison to yours? I'm genuinely curious as how you were able to put more than 3,000 nodes on the map, let alone with other entities as well. Because my map just won't displace no more than 200 entities and yet I only have about 2033 maximum number of all entities on the map field. It's ridiculous because my node-graph is incomplete and won't extend to a few buildings.
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  25. Post #665
    supatails's Avatar
    May 2008
    746 Posts
    hey thanks. I'll be sure to add crosswalks and back up the yellow lined road textures, sounds like it would look better. I'm still curious to know if anybody may know a better method to making all the textures in the intersection look a little more seamless though.
    I dunno, that kinda looks like a perfect setup right there for making the textures blend together. I dunno if anyone else has some cooler ideas, but that looks ideal to me.
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  26. Post #666
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,423 Posts
    Out of curiosity, is there an estimated time or something of that sort for how long compiling takes on normal? My map is 3.21 MB when compiled on fast (if that changes on normal), and usually takes about 1 minute. I left it running for 6-7 hours on normal and it wrote about 800 KB, so I was wondering if that is a normal compile time for a map. Thanks.
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  27. Post #667
    Gold Member
    dije's Avatar
    December 2008
    4,739 Posts
    Out of curiosity, is there an estimated time or something of that sort for how long compiling takes on normal? My map is 3.21 MB when compiled on fast (if that changes on normal), and usually takes about 1 minute. I left it running for 6-7 hours on normal and it wrote about 800 KB, so I was wondering if that is a normal compile time for a map. Thanks.
    It's badly optimized.
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  28. Post #668
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,423 Posts
    It's badly optimized.
    are there any tutorials or something which I can follow to optimize it?
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  29. Post #669
    zach1193's Avatar
    October 2007
    4,699 Posts
    are there any tutorials or something which I can follow to optimize it?

    Yea, just google it, but one really good tip is make sure every side of a brush that the player can't see is textured with nodraw. and use hints in doorways and make detail brushes
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  30. Post #670
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,423 Posts
    Yea, just google it, but one really good tip is make sure every side of a brush that the player can't see is textured with nodraw. and use hints in doorways and make detail brushes
    yeah everything they can't see is set to nodraw, I made a point to start with everything as nodraw and only texture what they need to see. besides that it's a flatgrass with 4 displacements of an ocean
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  31. Post #671

    July 2011
    185 Posts
    yeah everything they can't see is set to nodraw, I made a point to start with everything as nodraw and only texture what they need to see. besides that it's a flatgrass with 4 displacements of an ocean
    Maybe try visclusters if you haven't already to cut down time on vvis.
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  32. Post #672
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    Maybe try visclusters if you haven't already to cut down time on vvis.
    That isn't a good way to optimise your map.
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  33. Post #673
    zach1193's Avatar
    October 2007
    4,699 Posts
    yeah everything they can't see is set to nodraw, I made a point to start with everything as nodraw and only texture what they need to see. besides that it's a flatgrass with 4 displacements of an ocean

    Does the skybox go under the map, as in, did you make the skybox a box around the map? It shouldn't btw
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  34. Post #674
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,423 Posts
    Does the skybox go under the map, as in, did you make the skybox a box around the map? It shouldn't btw
    just the sides and top
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  35. Post #675
    Dark7533's Avatar
    January 2010
    75 Posts
    Long time ago there used to be a option (I think under VisGroup or Manifest) where you could change the color of the block in the 2D views and the 3D flat view. This isn't the texture of the block buts just what it looks like if you change the view to 3D flat. Does any one know where valve moved this feature to?

    BTW "long time ago" as in 2007-2008.
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  36. Post #676
    mdeceiver79's Avatar
    March 2012
    2,592 Posts
    yeah everything they can't see is set to nodraw, I made a point to start with everything as nodraw and only texture what they need to see. besides that it's a flatgrass with 4 displacements of an ocean
    Add area portals underwater. At least 1 above the floor so any props which land won't be seen from the surface. Then consider adding a few more, respective of the fog distance of the water also the use of the map.

    Occluders in islands and rocky outcrops might help optimise the above water. You can also add some area portals in the corners so when you are in the corners of the map the other corners will not be rendered.

    Use of LOD models and lod water entity will help you optimise further.

    PS vis cluster the areas inside each of the different portaled zones. Reduces visleafs and will help optimise slightly. This is of course assuming you have nothing else to block visiblity.

    PPS you need a block underneath the map to seal it.

    PPPS (lol) IS you have an areaportal crossing the water plane. clip it on that plane otherwise crazy shit happens.
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  37. Post #677

    July 2011
    185 Posts
    That isn't a good way to optimise your map.
    i know it doesnt optimise a map i just figured he wanted a way to shorten the compile time.
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  38. Post #678
    Resident Beat Eater.
    wauterboi's Avatar
    August 2009
    3,522 Posts
    I already looked at filters, but filters don't do what I need them to do. I want to have only damage from the player affect a button. Using a filter like Filter_damage_type only filters different damage kinds like bullets or fire or w/e, not the source of the damage.

    Edited:

    Actually could one use a filter_activator_class for it? I'm not sure if '!player' is always a valid class.
    It's valid and I've done it before - just not in Hammer. The classname would be player.

    The way I used it was to check if a person was a player and not and NPC to parent a smokestack to their heart back when I scripted in HL2DM. :P

    Edited:

    are there any tutorials or something which I can follow to optimize it?
    hail to the king, baby

    http://rvanhoorn.ruhosting.nl/optimization.php
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  39. Post #679
    Azzator's Avatar
    April 2011
    835 Posts
    How can I make moving cars? Much like the ones in dm_bridge?
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  40. Post #680
    johnny guitar was here
    comet1337's Avatar
    February 2010
    6,075 Posts
    How can I make moving cars? Much like the ones in dm_bridge?
    parent a prop dynamic into a func_tracktrain
    make a trigger_hurt infront of the car and parent it to the func_tracktrain
    make a path for the func_tracktrain using path tracks
    remember to make the tracktrain small, invisible and put it inside the car so that you cant touch it

    then fiddle around with the settings until your satisfied
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