1. Post #921
    SpartanApples's Avatar
    December 2009
    8,475 Posts
    Im sorry, but those HL2 interior textures look horrid.
    Reply With Quote Edit / Delete Reply United Kingdom Show Events Disagree Disagree x 2Dumb Dumb x 1 (list)

  2. Post #922
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    3,646 Posts

    I hope to finish the final details.
    Reply With Quote Edit / Delete Reply United States Show Events Agree Agree x 1Winner Winner x 1 (list)

  3. Post #923
    I Got That Swollen Hand Blues
    Eyefunk's Avatar
    March 2009
    2,309 Posts
    GO Dan go!
    Reply With Quote Edit / Delete Reply United States Show Events Agree Agree x 1 (list)

  4. Post #924
    The Silent Rater
    Timenova's Avatar
    November 2009
    3,236 Posts
    I would love to finally play in this map, good luck Dan! :buddy:

  5. Post #925
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    3,646 Posts
    Im sorry, but those HL2 interior textures look horrid.
    What do you want me to do about it? Also the map will require CSS too since someone added CSS content. Also I will probably add plants that aren't available in HL2.

  6. Post #926
    teshok's Avatar
    October 2009
    560 Posts
    well if your gonna finish it up you might as well use custom content then pack it into the bsp.

  7. Post #927
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    3,646 Posts
    Except I don't have any to use. Suggestions?

  8. Post #928
    Gold Member
    bull04's Avatar
    July 2008
    3,085 Posts
    Maybe use some of L4D and CS:S's custom interior models and stuff for the furniture.

  9. Post #929
    I'm friendly!
    zeebiedeebie's Avatar
    June 2007
    3,533 Posts
    Would it be horrible to package some CSS content in? It might be considered warez, but they can't decompile it to take it out. :?

  10. Post #930

    March 2010
    4,109 Posts
    You must name it houce upon release.

  11. Post #931
    WebOfTrust's Avatar
    February 2010
    1,802 Posts
    You must name it houce upon release.
    He announced he will

    Edited:

    I think

  12. Post #932
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    3,646 Posts
    Would it be horrible to package some CSS content in? It might be considered warez, but they can't decompile it to take it out. :?
    Who said I was going to package CSS content? The map will require EP2 and CSS. Also I will probably be able to finish it by Friday or Saturday. Also I need help for some reason when I compile the tv from CSS disappears even though I extracted the models and materials to the ep2 folder. What should I do? Also heres the compile log:
    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\danbutton\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2" "C:\Users\Daniel\Downloads\fp_houce.vmf"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    2 threads
    materialPath: c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2\materials
    Loading C:\Users\Daniel\Downloads\fp_houce.vmf
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2\gameinfo.txt
    Patching WVT material: maps/fp_houce/nature/blendashdirt01_wvt_patch
    Patching WVT material: maps/fp_houce/nature/blenddirtgravel01_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)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 926 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Users\Daniel\Downloads\fp_houce.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_ep02_02_hdr*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_ep02_02_hdr*.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 (2) (729311 bytes)
    Error! To use model "models/props_foliage/rock_forest03.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/props_foliage/rock_forest03.mdl"!
    Error! To use model "models/props_foliage/rock_forest02.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/props_foliage/rock_forest02.mdl"!
    Static prop models/props_interiors/lightbulb01a.mdl outside the map (-1149.00, 523.00, 399.00)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 4856 texinfos to 2593
    Reduced 200 texdatas to 167 (6827 bytes to 5693)
    Writing C:\Users\Daniel\Downloads\fp_houce.bsp
    9 seconds elapsed
      -0.800100 0.000000 0.000000
      -0.622300 0.000000 0.000000
      0.800100 -0.632646 0.000000
      0.800100 0.000000 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\danbutton\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2" -fast "C:\Users\Daniel\Downloads\fp_houce"
    
    Valve Software - vvis.exe (Jul  7 2010)
    fastvis = true
    2 threads
    reading c:\users\daniel\downloads\fp_houce.bsp
    reading c:\users\daniel\downloads\fp_houce.prt
     671 portalclusters
    1894 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 6262 visible clusters (0.00%)
    Total clusters visible: 412177
    Average clusters visible: 614
    Building PAS...
    Average clusters audible: 667
    visdatasize:117122  compressed from 118096
    writing c:\users\daniel\downloads\fp_houce.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\danbutton\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2" -noextra "C:\Users\Daniel\Downloads\fp_houce"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [48 texlights parsed from 'lights.rad']
    
    Loading c:\users\daniel\downloads\fp_houce.bsp
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    Setting up ray-trace acceleration structure... Done (10.30 seconds)
    7801 faces
    21 degenerate faces
    2695885 square feet [388207552.00 square inches]
    555 Displacements
    872774 Square Feet [125679520.00 Square Inches]
    7780 patches before subdivision
    zero area child patch
    zero area child patch
    32176 patches after subdivision
    36 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (8)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (26)
    transfers 3828237, max 1415
    transfer lists:  29.2 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(36467, 50839, 45994)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(6828, 6803, 4504)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(1874, 1440, 710)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(620, 400, 158)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(211, 119, 39)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #6 added RGB(75, 38, 10)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(27, 12, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(10, 4, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(4, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0187 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (13)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (29)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  83/1024         3984/49152    ( 8.1%) 
    brushes               1998/8192        23976/98304    (24.4%) 
    brushsides           14149/65536      113192/524288   (21.6%) 
    planes                8008/65536      160160/1310720  (12.2%) 
    vertexes             13655/65536      163860/786432   (20.8%) 
    nodes                 2465/65536       78880/2097152  ( 3.8%) 
    texinfos              2593/12288      186696/884736   (21.1%) 
    texdata                167/2048         5344/65536    ( 8.2%) 
    dispinfos              555/0           97680/0        ( 0.0%) 
    disp_verts           45051/0          901020/0        ( 0.0%) 
    disp_tris            71232/0          142464/0        ( 0.0%) 
    disp_lmsamples      133942/0          133942/0        ( 0.0%) 
    faces                 7801/65536      436856/3670016  (11.9%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             6828/65536      382368/3670016  (10.4%) 
    leaves                2549/65536       81568/2097152  ( 3.9%) 
    leaffaces             8702/65536       17404/131072   (13.3%) 
    leafbrushes           3625/65536        7250/131072   ( 5.5%) 
    areas                    8/256            64/2048     ( 3.1%) 
    surfedges            68834/512000     275336/2048000  (13.4%) 
    edges                43979/256000     175916/1024000  (17.2%) 
    LDR worldlights         36/8192         3168/720896   ( 0.4%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            3/32768          36/393216   ( 0.0%) 
    waterstrips           1015/32768       10150/327680   ( 3.1%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         25140/65536       50280/131072   (38.4%) 
    cubemapsamples          13/1024          208/16384    ( 1.3%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     1375096/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      117122/16777216 ( 0.7%) 
    entdata               [variable]      145773/393216   (37.1%) 
    LDR ambient table     2549/65536       10196/262144   ( 3.9%) 
    HDR ambient table     2549/65536       10196/262144   ( 3.9%) 
    LDR leaf ambient      9547/65536      267316/1835008  (14.6%) 
    HDR leaf ambient      2549/65536       71372/1835008  ( 3.9%) 
    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]           1/775768   ( 0.0%) 
    dtl prp lght          [variable]           1/14       ( 7.1%) 
    HDR dtl prp lght      [variable]           1/4        (25.0%) 
    static props          [variable]           1/41226    ( 0.0%) 
    pakfile               [variable]     1508138/0        ( 0.0%) 
    physics               [variable]      729311/4194304  (17.4%) 
    physics terrain       [variable]      266176/1048576  (25.4%) 
    
    Level flags = 0
    
    Total triangle count: 25931
    Writing c:\users\daniel\downloads\fp_houce.bsp
    1 minute, 40 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Daniel\Downloads\fp_houce.bsp" "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2\maps\fp_houce.bsp"
    
    
    ** Executing...
    ** Command: c:\program files (x86)\steam\steam.exe
    ** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2" "staticprop" +map "fp_houce"

  13. Post #933
    teshok's Avatar
    October 2009
    560 Posts
    Code:
    static prop models/props_interiors/lightbulb01a.mdl outside the map (-1149.00, 523.00, 399.00)
    
    Description:
    You have a prop_static outside the map, or you have a big leak. You may also have a prop completely inside a world brush (that's the bounding box entirely inside the brush).
    
    Solution:
    Delete the entity, move the entity into your level (or turn the offending brush into a brush entity), or fix the leak.
    
    See also:
    Reference: Leaks
    WIKI: leaks
    
    Last contribution: jmplayer
    error loading studio model "models/props_foliage/rock_forest03.mdl"!
    
    Description:
    You have used the wrong model with the wrong entity, or there is another reason the model couldn't be loaded, like an invalid location, errors in the file etc.
    
    Solution:
    Either change the model, or the entity (eg. like it says in the error, use a prop_physics, prop_dynamic or prop_physics_multiplayer) or whatever the compiler tells you you should use). Just as a thumb rule:
    -anything that can be picked up is prop_dynamic or prop_physics(_multiplayer)
    -anything thats completely static is prop_static (you may alsop recognise these with invisible backsides)
    -anything with dynamic shapes (eg. bodies, matrasses) is prop_ragdoll.
    There are exceptions offcourse, as allways. The GUI model browser shows you exactly what types of entity a model is suited for.
    
    You can find the entity with the offending model using entity report. Enter for key 'model' and for value 'models/props_foliage/rock_forest03.mdl'.
    
    See also:
    WIKI: Prop types
    
    
    The affected object may not work/appear properly
    
    Last contribution: Anonymous
    make_triangles:calc_triangle_representation: cannot convert
    
    Description:
    Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the "/wasteland/InteriorFence002d.mdl"-model. I've also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements.
    If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not.
    
    Solution:
    You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn't seem to be a real error in the model itself though. In other words, leave it be, it won't hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error.
    The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it.
    
    
    The affected object may not work and/or cause general errors
    
    Last contribution: jmplayer
    fastvis = true
    
    Description:
    You seem to be running vvis in -fast mode. This is okay for testing purposes, but mind that this will cause:
    
        * Strange compile errors, like 'cluster saw into cluster' errors
        * Strange errors ingame (including unexpected crashes)
        * Hitting limits ingame, by skipping essential optimization processses
        * Lower performance ingame
    
    
    
    Solution:
    If you experience any of these problems, and don't have any specific clues for the cause, please try to compile without the -fast option, see if that helps. If compiling without -fast is taking too long /seems to crash vvis, you may need to optimize your map using func_detail
    
    Last contribution: Anonymous
    zero area child patch
    
    Description:
    A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?
    
    Solution:
    First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.
    
    See also:
    Reference: Finding the cause of unknown errors
    
    
    Generally, this error may be ignored
    
    Last contribution: Anonymous

  14. Post #934
    Gold Member
    knutmora's Avatar
    November 2007
    3,060 Posts
    How is the map progressing now?

  15. Post #935
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    3,646 Posts
    Pretty poorly since my map is having trouble compiling with out deleting things. Like I compiled the game with normal settings and made sure I had no leaks and had the models extracted.

  16. Post #936
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    3,646 Posts
    Okay I decided to tell you guys whats going on. I was originally planning on adding CSS content to the map but it failed horribly so I decided to use only ep2 content for ease. I'm still deciding whether or not I should fill up all the rooms with props (people might want to add props themselves in construct). The map is pretty much done I just need to decided what I should do.

  17. Post #937
    The Silent Rater
    Timenova's Avatar
    November 2009
    3,236 Posts
    How about you have one version of the map without props, then copy the VMF and rename it. Add props to the copy, and you have two versions.
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