1. Post #2561
    [b]President and CEO of Floundco Indutries...[/b]
    TheGoodDoctorF's Avatar
    March 2010
    2,630 Posts
    So I was able to figure out the animated texture just fine. What I'm trying to do now is essentially make an animated scanlines texture so that way I can put the effect in front of my texture on a separate brush saving me the effort of having to make multiple animated textures. However, I'm having trouble with the transparency. Would I have to make an alpha channel for every frame of my animation? Or is there a simpler way to do it.

    Edited:

    Here's a diagram essentially illustrating what I'm trying to do. But as is, I can't see through the scanline texture.

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  2. Post #2562
    phabeZ's Avatar
    November 2008
    1,069 Posts
    Just use Alien Swarm. It works just fine in -tools as well as loads the textures fine.
    Thanks, this seems to open up the particle editor. Another problem though, and I'm probably an idiot for asking, but how do I actually open particle files? I go open, I select the custom .pcf I have downloaded, but after that it just doesn't open and goes back to as if nothing happened. Furthermore I can't see any of the alienswarm particle effects that come with the game, I don't intend to use them but I thought I would've at least been able to see them from this particle editor menu, unless I have to extract them or something.

    It's 4am here and I'm a little tired so I wouldn't be surprised if I've done something wrong, but if I'm able to get help again it'd be appreciated :P
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  3. Post #2563
    The King Of Zing
    minilandstan's Avatar
    September 2009
    14,323 Posts
    Might it be a foreign keyboard setup? I have no idea. Just what came to mind.
    Pretty sure Valve doesn't write in Latin, so I should be good. And I think an English keyboard should be A-Okay.
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  4. Post #2564
    Fat & Ugly
    elih595's Avatar
    October 2009
    574 Posts
    Is there a water material that you can't see through? Like a really murky pond in the woods.
    So you can't see through the top face of it.
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  5. Post #2565
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    7,162 Posts
    So I was able to figure out the animated texture just fine. What I'm trying to do now is essentially make an animated scanlines texture so that way I can put the effect in front of my texture on a separate brush saving me the effort of having to make multiple animated textures. However, I'm having trouble with the transparency. Would I have to make an alpha channel for every frame of my animation? Or is there a simpler way to do it.

    Edited:

    Here's a diagram essentially illustrating what I'm trying to do. But as is, I can't see through the scanline texture.
    i thought theres an actual scanline effect in the game?


    Is there a water material that you can't see through? Like a really murky pond in the woods.
    So you can't see through the top face of it.
    they can all be seen into fairly easily, your best bet is changing the canal textures
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  6. Post #2566
    Gold Member
    iostream's Avatar
    April 2006
    69 Posts
    Is it possible to get a func_instance working for a GMod map?
    https://developer.valvesoftware.com/wiki/Instance posted:
    While working inside Hammer for all Source games, instances are currently only supported by the map compilers for Left 4 Dead 2, Alien Swarm, Portal 2 and Counter-Strike: Global Offensive, and will therefore not work for any other games.
    It seems not unfortunately.
    I would love instances as well.
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  7. Post #2567
    Follow me on github
    Ziks's Avatar
    June 2011
    805 Posts
    It seems not unfortunately.
    I would love instances as well.
    It seems really dumb that it doesn't work with the older compilers, since it is quite a simple operation. I'm having a go at implementing it myself, I'll release it if it works.
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  8. Post #2568
    Gold Member
    thejjokerr's Avatar
    December 2007
    1,585 Posts
    Quick question, I've got a group of brushes, is there a way to select all their top faces for the displacement window? So I can make displacements out of only the top faces?

    Or is there a way to destroy all non-horizontal displacements?

    Or will I have to manually click all top-faces like everyone else and quit being a lazy douche.
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  9. Post #2569
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    7,162 Posts
    manually click
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  10. Post #2570
    TheGreekOwl's Avatar
    August 2012
    99 Posts
    Hey, I have crazy bump and a few custom textures, how do I make a reflective texture?
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  11. Post #2571
    Gold Member
    iostream's Avatar
    April 2006
    69 Posts
    Why can't I search in the model browser with things that have the letters C or U in it?
    I wonder this too. C, U and H simply do not work.
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  12. Post #2572
    Superwafflez's Avatar
    April 2010
    2,166 Posts
    How would one go about making a pressure-plate button that only moves down when a player steps onto it?

    I could just put a trigger on top of the button area and have it static, but that would be a rough fix.
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  13. Post #2573
    Gold Member
    Silentwisher's Avatar
    October 2008
    165 Posts
    What am I doing wrong and or what are some good tips when it comes to creating large caves like this. I for some reason cant get it right most of the time.
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  14. Post #2574
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    Press the Sew button?
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  15. Post #2575
    TheGreekOwl's Avatar
    August 2012
    99 Posts
    Is there any way to import your own skins for doors?
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  16. Post #2576
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    7,162 Posts
    Name it after the door you want to reskin and put it in the appropriate folder, assuming you mean prop doors.
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  17. Post #2577
    My Title Is Lope!
    lope's Avatar
    July 2012
    346 Posts
    Well when I try to compile the map i get this error:
    "System cannot find the file specified"

    Here's the process window:
    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\hawkclan1\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\hawkclan1\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1.vmf"
    
    Valve Software - vbsp.exe (Sep  5 2012)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\hawkclan1\counter-strike source\cstrike\materials
    Loading C:\Program Files (x86)\Steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1.vmf
    Error: displacement found on a(n) func_wall entity - not supported (entity 17, brush 0)
    
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\hawkclan1\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\hawkclan1\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1"
    
    Valve Software - vvis.exe (Sep  5 2012)
    4 threads
    reading c:\program files (x86)\steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1.bsp
    Error opening c:\program files (x86)\steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1.bsp
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\hawkclan1\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files (x86)\steam\steamapps\hawkclan1\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1"
    
    Valve Software - vrad.exe SSE (Sep  5 2012)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [1 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1.bsp
    Error opening c:\program files (x86)\steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1.bsp
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1.bsp" "c:\program files (x86)\steam\steamapps\hawkclan1\counter-strike source\cstrike\maps\deathrun_elements_v1.bsp"
    
    The command failed. Windows reported the error:
      "The system cannot find the file specified."
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  18. Post #2578
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    7,162 Posts
    Code:
    Error: displacement found on a(n) func_wall entity - not supported (entity 17, brush 0)
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  19. Post #2579
    phabeZ's Avatar
    November 2008
    1,069 Posts
    Thanks, this seems to open up the particle editor. Another problem though, and I'm probably an idiot for asking, but how do I actually open particle files? I go open, I select the custom .pcf I have downloaded, but after that it just doesn't open and goes back to as if nothing happened. Furthermore I can't see any of the alienswarm particle effects that come with the game, I don't intend to use them but I thought I would've at least been able to see them from this particle editor menu, unless I have to extract them or something.

    It's 4am here and I'm a little tired so I wouldn't be surprised if I've done something wrong, but if I'm able to get help again it'd be appreciated :P
    Haven't tried much more since this post, but I still can't figure it out still, is anyone able to help?

    Also i need a second opinion on this and some help too,



    Do those waterfalls look too bright? I thought they did a bit, but maybe it's just me. Regardless, is it possible to somehow dim the texture a bit without modifying the .vmt, vtf or the maps lighting? Also a side note, I have adjusted those waterfall textures so they don't look so identical

    Also I'm using the TF2 waterfall texture for it as you may be able to guess
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  20. Post #2580
    TheGreekOwl's Avatar
    August 2012
    99 Posts
    Code:
    Error: displacement found on a(n) func_wall entity - not supported (entity 17, brush 0)
    Basicly what he means is that you func_walled a displacement, which causes the map not to run. The same happens with Func_Detail.

    You should never func_detail a displacement, Hammer doesn't even count it as solid geometry when it compiles the game.
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  21. Post #2581
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    7,162 Posts
    Basicly what he means is that you func_walled a displacement, which causes the map not to run. The same happens with Func_Detail.

    You should never func_detail a displacement, Hammer doesn't even count it as solid geometry when it compiles the game.
    you should never func_anything a displacement, you cant tie entities to displacements
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  22. Post #2582
    Gold Member
    Silentwisher's Avatar
    October 2008
    165 Posts
    Press the Sew button?
    I did, it does not fix it.
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  23. Post #2583
    Follow me on github
    Ziks's Avatar
    June 2011
    805 Posts
    I've almost finished my tool that lets you use instances in pre-l4d2 maps, I'll post it here tomorrow with some info about how to use it. I don't use this section of the forum much, so do you think it is worth making a thread? Also, could anyone list some other active hammer mapping communities that I could share it with too?
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  24. Post #2584
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    1,903 Posts
    I've almost finished my tool that lets you use instances in pre-l4d2 maps, I'll post it here tomorrow with some info about how to use it. I don't use this section of the forum much, so do you think it is worth making a thread? Also, could anyone list some other active hammer mapping communities that I could share it with too?
    That would be a great idea if it works and is useful. Try interlopers I'm sure they would love it.
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  25. Post #2585
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    1,903 Posts
    Hate to double post but, how would I have a fading sequence only effect the person who trips it? like I have a trigger, and I want it to fade only the client who triggers it. Not the rest of the server. Would I have to code that in lua, or can I do it using hammer entities?
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  26. Post #2586
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    lua
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  27. Post #2587

    September 2012
    42 Posts
    Hello,

    im having a COMPLEX Source Map with onlx custom Textures,but it has one or two small Leaks wich i cant find

    if any EXPERIENCED guywants to have a gosend me a pm :))

    if u manage to find all the errors i can gift u a small steam game <5e
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  28. Post #2588
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    map>load point file will direct you to where there is a leak.
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  29. Post #2589

    September 2012
    42 Posts
    no not such sort of "leaks" rather map errors becouse of broken solids etc.. no errors in the map itself. and nothing discribed as "leak"
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  30. Post #2590
    Follow me on github
    Ziks's Avatar
    June 2011
    805 Posts
    no not such sort of "leaks" rather map errors becouse of broken solids etc.. no errors in the map itself. and nothing discribed as "leak"
    Post the compile log here and we can tell you which brushes are broken.
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  31. Post #2591

    September 2012
    42 Posts
    i tried examining it, it doesnt display wich brush is broken, but theres 1-2 more non-understandable errors i'd like Fixed... as id said im willed to pay a small Steam game for the Fix.
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  32. Post #2592
    CordlessElm's Avatar
    September 2012
    262 Posts
    Okay, Source sdk is saying it's unavailable now even though I just used it 30 minutes ago. Has anyone encountered this problem before? Would you know how to fix this? I tried restarting steam but that didn't work.

    Edited:
    Now it's working.
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  33. Post #2593
    Follow me on github
    Ziks's Avatar
    June 2011
    805 Posts
    i tried examining it, it doesnt display wich brush is broken, but theres 1-2 more non-understandable errors i'd like Fixed... as id said im willed to pay a small Steam game for the Fix.
    You may as well post the log here anyway, there might be something we can spot. If it's fairly long then upload it to pastebin or something.
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  34. Post #2594

    September 2012
    42 Posts
    i know about these Erros, but they have to be FOUND wich im unable to do after days :/
    Code:
    ** Executing...
    ** Command: "c:program files (x86)steamsteamappsUSERNAMEsourcesdkbinsource2009binvbsp.exe"
    ** Parameters: -game "c:program files (x86)steamsteamappsUSERNAMEhalf-life 2hl2" "C:Program Files (x86)SteamSteamAppsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.vmf"
    
    Valve Software - vbsp.exe (Sep 15 2011)
    2 threads
    materialPath: c:program files (x86)steamsteamappsUSERNAMEhalf-life 2hl2materials
    Loading C:Program Files (x86)SteamSteamAppsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.vmf
    Could not locate 'GameData' key in c:program files (x86)steamsteamappsUSERNAMEhalf-life 2hl2gameinfo.txt
    Patching WVT material: maps/devbro/nature/blenddirtgrass001b_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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:Program Files (x86)SteamSteamAppsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.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) (472081 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 4207 texinfos to 2585
    Reduced 45 texdatas to 42 (862 bytes to 749)
    Writing C:Program Files (x86)SteamSteamAppsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.bsp
    4 seconds elapsed
    
    ** Executing...
    ** Command: "c:program files (x86)steamsteamappsUSERNAMEsourcesdkbinsource2009binvvis.exe"
    ** Parameters: -game "c:program files (x86)steamsteamappsUSERNAMEhalf-life 2hl2" -fast "C:Program Files (x86)SteamSteamAppsUSERNAMEsourcesdk_contenthl2mapsrcdevbro"
    
    Valve Software - vvis.exe (Sep 15 2011)
    fastvis = true
    2 threads
    reading c:program files (x86)steamsteamappsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.bsp
    reading c:program files (x86)steamsteamappsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.prt
    7907 portalclusters
    32999 numportals
    The map overflows the max portal count (32999 of max 32768)!
    
    ** Executing...
    ** Command: "c:program files (x86)steamsteamappsUSERNAMEsourcesdkbinsource2009binvrad.exe"
    ** Parameters: -game "c:program files (x86)steamsteamappsUSERNAMEhalf-life 2hl2" -noextra "C:Program Files (x86)SteamSteamAppsUSERNAMEsourcesdk_contenthl2mapsrcdevbro"
    
    Valve Software - vrad.exe SSE (Sep 15 2011)
    
    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']
    
    Loading c:program files (x86)steamsteamappsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.26 seconds)
    13445 faces
    4 degenerate faces2283430 square feet [328813984.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    21 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
    Build Patch/Sample Hash Table(s).....Done<0.2037 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (14)
    FinalLightFace Done
    0 of 2 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (40)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 31/1024 1488/49152 ( 3.0%)
    brushes 1354/8192 16248/98304 (16.5%)
    brushsides 9067/65536 72536/524288 (13.8%)
    planes 3960/65536 79200/1310720 ( 6.0%)
    vertexes 17202/65536 206424/786432 (26.2%)
    nodes 9022/65536 288704/2097152 (13.8%)
    texinfos 2585/12288 186120/884736 (21.0%)
    texdata 42/2048 1344/65536 ( 2.1%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 13445/65536 752920/3670016 (20.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 4651/65536 260456/3670016 ( 7.1%)
    leaves 9054/65536 289728/2097152 (13.8%)
    leaffaces 16888/65536 33776/131072 (25.8%)
    leafbrushes 6280/65536 12560/131072 ( 9.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 81046/512000 324184/2048000 (15.8%)
    edges 45929/256000 183716/1024000 (17.9%)
    LDR worldlights 21/8192 1848/720896 ( 0.3%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1089/32768 10890/327680 ( 3.3%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 16518/65536 33036/131072 (25.2%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 6822112/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 37246/393216 ( 9.5%)
    LDR ambient table 9054/65536 36216/262144 (13.8%)
    HDR ambient table 9054/65536 36216/262144 (13.8%)
    LDR leaf ambient 37864/65536 1060192/1835008 (57.8%)
    HDR leaf ambient 9054/65536 253512/1835008 (13.8%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 212791/0 ( 0.0%)
    physics [variable] 472081/4194304 (11.3%)
    physics terrain [variable] 2/1048576 ( 0.0%)
    
    Level flags = 0
    
    Total triangle count: 35783
    Writing c:program files (x86)steamsteamappsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.bsp
    1 minute, 0 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:Program Files (x86)SteamSteamAppsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.bsp" "c:program files (x86)steamsteamappsUSERNAMEhalf-life 2hl2mapsdevbro.bsp"
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  35. Post #2595
    Follow me on github
    Ziks's Avatar
    June 2011
    805 Posts
    I can't really suggest much but the obvious to fix having too many visportals. Is there any complex geometry you can tie to func_details?
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  36. Post #2596

    September 2012
    42 Posts
    dont know if thats too hard, might as i said need someone to try this, if someone successfully fixes these bugs i should gift out a small Steam game for the help..
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  37. Post #2597
    CordlessElm's Avatar
    September 2012
    262 Posts
    When ever I test my map a different map runs than the one I'm trying to test. And whenever I go to start server and choose the map that was supposed to launch, the game crashes. Any ideas?

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\user\sourcesdk\bin\orangebox \bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike" "C:\HammerAutosave\School Closer.vmf"

    Valve Software - vbsp.exe (Sep 5 2012)
    3 threads
    materialPath: c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike\materials
    Loading C:\HammerAutosave\School Closer.vmf
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike\gameinfo.txt
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 8 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\HammerAutosave\School Closer.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/hav*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/hav*.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 (0) (19568 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 143 texinfos to 102
    Reduced 16 texdatas to 14 (413 bytes to 341)
    Writing C:\HammerAutosave\School Closer.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\user\sourcesdk\bin\orangebox \bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike" "C:\HammerAutosave\School Closer"

    Valve Software - vvis.exe (Sep 5 2012)
    3 threads
    reading c:\hammerautosave\School Closer.bsp
    reading c:\hammerautosave\School Closer.prt
    142 portalclusters
    397 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3)
    Optimized: 2 visible clusters (0.01%)
    Total clusters visible: 14698
    Average clusters visible: 103
    Building PAS...
    Average clusters audible: 127
    visdatasize:6232 compressed from 6816
    writing c:\hammerautosave\School Closer.bsp
    3 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\user\sourcesdk\bin\orangebox \bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike" "C:\HammerAutosave\School Closer"

    Valve Software - vrad.exe SSE (Sep 5 2012)

    Valve Radiosity Simulator
    3 threads
    [Reading texlights from 'lights.rad']
    [1 texlights parsed from 'lights.rad']

    Loading c:\hammerautosave\School Closer.bsp
    Setting up ray-trace acceleration structure... Done (0.04 seconds)
    422 faces
    1507712 square feet [217110560.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    422 patches before subdivision
    3574 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 118388, max 185
    transfer lists: 0.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0045 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (2)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 7/1024 336/49152 ( 0.7%)
    brushes 52/8192 624/98304 ( 0.6%)
    brushsides 336/65536 2688/524288 ( 0.5%)
    planes 316/65536 6320/1310720 ( 0.5%)
    vertexes 528/65536 6336/786432 ( 0.8%)
    nodes 398/65536 12736/2097152 ( 0.6%)
    texinfos 102/12288 7344/884736 ( 0.8%)
    texdata 14/2048 448/65536 ( 0.7%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 422/65536 23632/3670016 ( 0.6%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 215/65536 12040/3670016 ( 0.3%)
    leaves 406/65536 12992/2097152 ( 0.6%)
    leaffaces 465/65536 930/131072 ( 0.7%)
    leafbrushes 211/65536 422/131072 ( 0.3%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 2758/512000 11032/2048000 ( 0.5%)
    edges 1480/256000 5920/1024000 ( 0.6%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 18/32768 180/327680 ( 0.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 294/65536 588/131072 ( 0.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 119924/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 6232/16777216 ( 0.0%)
    entdata [variable] 24227/393216 ( 6.2%)
    LDR ambient table 406/65536 1624/262144 ( 0.6%)
    HDR ambient table 406/65536 1624/262144 ( 0.6%)
    LDR leaf ambient 178/65536 4984/1835008 ( 0.3%)
    HDR leaf ambient 406/65536 11368/1835008 ( 0.6%)
    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] 1/548 ( 0.2%)
    pakfile [variable] 173780/0 ( 0.0%)
    physics [variable] 19568/4194304 ( 0.5%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 1054
    Writing c:\hammerautosave\School Closer.bsp
    4 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\HammerAutosave\School Closer.bsp" "c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike\maps\School Closer.bsp"


    ** Executing...
    ** Command: c:\program files (x86)\steam\steam.exe
    ** Parameters: -applaunch 240 -game "c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike" +map "School Closer"
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  38. Post #2598
    Gold Member
    kaine123's Avatar
    February 2010
    7,268 Posts
    What program would be the easiest to use for embedding some vtf files into my CS:GO bsp?
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  39. Post #2599
    El_Jameo's Avatar
    May 2009
    322 Posts
    When ever I test my map a different map runs than the one I'm trying to test. And whenever I go to start server and choose the map that was supposed to launch, the game crashes. Any ideas?
    Is your map file name meant to have a space in it? If so, that's your problem.

    "School Closer", rename it to "School_Closer".

    What program would be the easiest to use for wrapping some vtf files into my CS:GO bsp?
    You mean "embedding" them into the map? I'd use VIDE, if that's what you're asking.
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  40. Post #2600

    September 2012
    42 Posts
    still looking for someone to fix these errors, still paying !
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