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"