1. Post #1
    Unbound Moderator
    Terrenteller's Avatar
    January 2007
    1,299 Posts
    The Mappers' Encyclopedia

    Last Updated: Thursday, April 22, 2010

    ---

    Forum Rules:

    1. This rule list is not total, the excuse 'it wasn't on the rules list' isn't applicable. This is not a democracy.
    2. Respect each other. Don't call each other names.
    3. Don't reply to a thread just to say it's shit.
    4. Don't troll. Don't reply to a thread about The Simpsons to say that Family Guy is better.
    5. If someone does something wrong, report them. Flaming or attacking them will get you banned.
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    9. Purposely breaking any of these rules with an alt account will get all your accounts permabanned.
    10. Use descriptive thread titles. Things like 'Help' or 'Something I saw..' aren't descriptive.
    11. Do not link, hint or talk about warez. Discussing games that you have pirated is fine - but we don't need to know that you pirated it, or where you pirated it from. Anyone that asks for links to pirated games will be banned.
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    34. Blindly defend Facepunch, even when you know you're wrong.
    ---

    Section Rules:

    garry posted:
    This forum is for general discussion of mapping. It is for people that know what they're doing and people that don't know what they're doing. You should expect a mixture of both and you should be rude to neither.

    1. Don't add [RELEASE] or [BETA RELEASE] or any otehr tags to the name of your thread. It's fucking annoying. I'm going to enable post icons for that - in the mean time don't do it.

    2. Don't be negative towards people's work. They're not doing this to impress you - they're giving to the community. Instead of sitting on your throne of superiority help them and tell them where they're going wrong. You will get banned if you flame people's work without giving a damn good reason.
    3. Don't post decompiled or edited versions of other maps without explicit permission from the maker of the original map. Otherwise, don't post other people's maps and claim they're yours. If you post someone else's map give them credit.
    garry posted:
    4. Don't RATE maps using the 4/10 crap. It's stupid. Use the rate thread stuff on the top left of the thread and reply with words like "I like it".

    5. Map releases go in the release section. You may post once in the general mapping section to alert people that you've posted your map in the release section.

    6. Don't request a map that is in the maplist. Your thread will be deleted, and you will be banned.
    7.
    Hezzy posted:
    Don't just post threads to say work has started on a map, post the thread when you've actually got something to show us.
    ---

    Section Etiquette:

    Don't spam for a release date. The map will be done when it's done.

    When giving negative criticism, it should be constructive.

    As far as concerned, any Source map may be released here; Garry's Mod can utilize maps from most Source games.

    When possible, check compile logs with Interlopers.net's Compile Log Checker before asking about problems. If posting a compile log, use [code]...[/code] tags.

    ---

    Feel free to use this thread as a question megathread.
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  2. Post #2

    June 2009
    1,027 Posts
    I have an output that extinguish a fire, but it wont. is there other ways to do it?
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  3. Post #3
    Gold Member
    HiddenMyst's Avatar
    June 2006
    6,614 Posts
    Just a question about section rule 4; where is that feature?
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  4. Post #4
    BJK
    BJK's Avatar
    December 2008
    1,758 Posts
    I am working on a square racetrack with banked roads, but it won't compile. Even though it is a small map PortalFlow takes hours to get past 1, and the error checker finds nothing. :frown:

    I would have somebody look at the vmf...as long as the map isn't stolen.
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  5. Post #5
    Gold Member
    Kingy_who's Avatar
    March 2009
    2,424 Posts
    have you func_detailed
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  6. Post #6
    BJK
    BJK's Avatar
    December 2008
    1,758 Posts
    Do what?
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  7. Post #7
    Gold Member
    nardix's Avatar
    December 2007
    2,307 Posts
    Just a question about section rule 4; where is that feature?
    Back in the days, the rating feature was still here.
    There are plugins that do the same.
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  8. Post #8
    Gold Member
    PyromanDan's Avatar
    March 2009
    3,154 Posts
    How do I turn a brush to have a set health? (So it can be destroyed)
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  9. Post #9
    Gold Member
    Ray551's Avatar
    June 2007
    2,669 Posts
    How do I turn a brush to have a set health? (So it can be destroyed)
    Make it a func_breakable, you can choose the amount of health there.

    Edited:

    How do I get L4D content again? *___*
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  10. Post #10
    Gold Member
    laptopman's Avatar
    May 2008
    1,577 Posts
    Buy l4d :ughh:
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  11. Post #11
    Gold Member
    Ray551's Avatar
    June 2007
    2,669 Posts
    I own L4D, I wanna know how to get the content into HL2 -.-
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  12. Post #12
    Unbound Moderator
    Terrenteller's Avatar
    January 2007
    1,299 Posts
    HL2 can't handle new engine formating by default.
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  13. Post #13
    Gold Member
    Lord Ned's Avatar
    April 2006
    3,702 Posts
    Well it can. Google around for getting L4D Models into GMod. There's a bat you can run that fixes up all the models.
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  14. Post #14
    Gold Member
    SappinMyNick's Avatar
    December 2008
    2,518 Posts
    I have made some props out of prop_physics edited nothing but their world models, in-game they are not appearing. Why? (Mapping for ep2 by the way.)
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  15. Post #15
    Unbound Moderator
    Terrenteller's Avatar
    January 2007
    1,299 Posts
    Some models can't be used as some prop types. Check the compile log for errors.
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  16. Post #16
    Gold Member
    lew06's Avatar
    October 2006
    1,124 Posts
    Why was my list of sounscapes taken from the mapper's encyclopedia? :(
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  17. Post #17
    Unbound Moderator
    Terrenteller's Avatar
    January 2007
    1,299 Posts
    Moved to the VDC: List of EP2 Soundscapes
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  18. Post #18
    Gold Member
    SappinMyNick's Avatar
    December 2008
    2,518 Posts
    Some models can't be used as some prop types. Check the compile log for errors.
    I tried making a combine APC, should I make it dynamic or...?
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  19. Post #19
    Gold Member
    lew06's Avatar
    October 2006
    1,124 Posts
    Thankyou very much.
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  20. Post #20
    BJK
    BJK's Avatar
    December 2008
    1,758 Posts
    Quick question; To make a lake/ocean, do I have to make the entire brush water or just the top face?

    Edited: thanks.
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  21. Post #21
    Unbound Moderator
    Terrenteller's Avatar
    January 2007
    1,299 Posts
    Just the top face.
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  22. Post #22
    Gold Member
    Kingy_who's Avatar
    March 2009
    2,424 Posts
    how do I make a admin only door for gmod in hammer
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  23. Post #23
    I survived Camp FP 2010
    metallics's Avatar
    September 2005
    4,940 Posts
    You need a Lua script.
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  24. Post #24
    BJK
    BJK's Avatar
    December 2008
    1,758 Posts
    Am I able to change the brightness of a texture? Example, making dirt a lot brighter to look like sand.
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  25. Post #25
    Case-Sensitive's Avatar
    July 2009
    903 Posts
    how do i fix this error? hashvec: point outside valid range
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  26. Post #26
    I survived Camp FP 2010
    metallics's Avatar
    September 2005
    4,940 Posts
    All of your map must fit within the boundaries of the grid drawn on the 2d views.
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  27. Post #27
    Does anyone know how to properly make a fucking arch?
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  28. Post #28
    Kool's Avatar
    April 2009
    79 Posts
    Am I able to change the brightness of a texture? Example, making dirt a lot brighter to look like sand.
    No, but you can edit the texture with GIMP or Photoshop very easily.

    Edited:

    Ok, something is seriously wrong with my map....

    Tells me that an entity is outside of the map, causing a leak, but the map doesn't have any leaks!

    There are ALOT of weird detail sprites on my displacement.....



    Lots of other weird shit too. (ignore the prop error, can't find the prop :S)

    Compile log:

    ** Executing...
    ** Command: "c:\users\dajmmannen\desktop\program\steam\steamap ps\common\left 4 dead\bin\vbsp.exe"
    ** Parameters: -game "c:\users\dajmmannen\desktop\program\steam\steamap ps\common\left 4 dead\left4dead" "c:\users\dajmmannen\desktop\program\steam\steamap ps\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven"

    Valve Software - vbsp.exe (Jun 22 2009)
    4 threads
    materialPath: c:\users\dajmmannen\desktop\program\steam\steamapp s\common\left 4 dead\left4dead\materials
    Loading c:\users\dajmmannen\desktop\program\steam\steamapp s\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven.vmf
    Patching WVT material: maps/l4d_sv_enclosed_haven/nature/blenddirt01grass_ruddy_small_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 1050 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing c:\users\dajmmannen\desktop\program\steam\steamapp s\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven.prt. ..Building visibility clusters...
    done (0)
    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) (548880 bytes)
    Static prop models/props_windows/window_urban_sash_48_88.mdl outside the map (-696.00, -2888.00, 474.00)
    Static prop models/props_windows/window_urban_sash_48_88.mdl outside the map (-696.00, -2888.00, 283.00)
    Error! prop_static using model "models/props_misc/mirror-1.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_misc/mirror-1.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 2191 texinfos to 1106
    Reduced 311 texdatas to 251 (14711 bytes to 12427)
    Writing c:\users\dajmmannen\desktop\program\steam\steamapp s\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven.bsp
    16 seconds elapsed

    ** Executing...
    ** Command: "c:\users\dajmmannen\desktop\program\steam\steamap ps\common\left 4 dead\bin\vvis.exe"
    ** Parameters: -game "c:\users\dajmmannen\desktop\program\steam\steamap ps\common\left 4 dead\left4dead" "c:\users\dajmmannen\desktop\program\steam\steamap ps\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven"

    Valve Software - vvis.exe (Jun 22 2009)
    4 threads
    reading c:\users\dajmmannen\desktop\program\steam\steamapp s\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven.bsp
    reading c:\users\dajmmannen\desktop\program\steam\steamapp s\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven.prt
    1500 portalclusters
    3852 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 (158)
    Optimized: 6009 visible clusters (0.00%)
    Total clusters visible: 706531
    Average clusters visible: 471
    Building PAS...
    Average clusters audible: 1337
    visdatasize:476785 compressed from 576000
    writing c:\users\dajmmannen\desktop\program\steam\steamapp s\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven.bsp
    2 minutes, 38 seconds elapsed

    ** Executing...
    ** Command: "c:\users\dajmmannen\desktop\program\steam\steamap ps\common\left 4 dead\bin\vrad.exe"
    ** Parameters: -both -game "c:\users\dajmmannen\desktop\program\steam\steamap ps\common\left 4 dead\left4dead" "c:\users\dajmmannen\desktop\program\steam\steamap ps\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven"

    Valve Software - vrad.exe SSE (Jun 22 2009)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [2 texlights parsed from 'lights.rad']

    Loading c:\users\dajmmannen\desktop\program\steam\steamapp s\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven.bsp
    Setting up ray-trace acceleration structure... Done (7.36 seconds)
    6808 faces
    23 degenerate faces
    1400398 square feet [201657376.00 square inches]
    38 Displacements
    184363 Square Feet [26548304.00 Square Inches]
    6785 patches before subdivision
    80395 patches after subdivision
    sun extent from map=0.000000
    97 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (26)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (42)
    transfers 10873357, max 1615
    transfer lists: 83.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(53459, 48770, 38127)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(14587, 11989, 7593)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(4524, 3352, 1776)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(1502, 1014, 459)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(529, 327, 128)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(193, 110, 37)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(73, 39, 11)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(28, 14, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(11, 5, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(5, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(2, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0636 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
    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 (10)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 47/1024 2256/49152 ( 4.6%)
    brushes 1553/8192 18636/98304 (19.0%)
    brushsides 10324/65536 82592/524288 (15.8%)
    planes 5166/65536 103320/1310720 ( 7.9%)
    vertexes 13279/65536 159348/786432 (20.3%)
    nodes 3300/65536 105600/2097152 ( 5.0%)
    texinfos 1106/12288 79632/884736 ( 9.0%)
    texdata 251/2048 8032/65536 (12.3%)
    dispinfos 38/0 6688/0 ( 0.0%)
    disp_verts 2646/0 52920/0 ( 0.0%)
    disp_tris 4288/0 8576/0 ( 0.0%)
    disp_lmsamples 436938/0 436938/0 ( 0.0%)
    faces 6808/65536 381248/3670016 (10.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 3726/65536 208656/3670016 ( 5.7%)
    leaves 3348/65536 107136/2097152 ( 5.1%)
    leaffaces 8344/65536 16688/131072 (12.7%)
    leafbrushes 3656/65536 7312/131072 ( 5.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 49263/512000 197052/2048000 ( 9.6%)
    edges 30066/256000 120264/1024000 (11.7%)
    LDR worldlights 97/8192 9700/819200 ( 1.2%)
    HDR worldlights 0/8192 0/819200 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1108/32768 11080/327680 ( 3.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 18939/65536 37878/131072 (28.9%)
    cubemapsamples 14/1024 224/16384 ( 1.4%)
    overlays 117/512 41184/180224 (22.9%)
    LDR lightdata [variable] 6948788/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 476785/16777216 ( 2.8%)
    entdata [variable] 280077/393216 (71.2%)
    LDR ambient table 3348/65536 13392/262144 ( 5.1%)
    HDR ambient table 3348/65536 13392/262144 ( 5.1%)
    LDR leaf ambient 10481/65536 293468/1835008 (16.0%)
    HDR leaf ambient 3348/65536 93744/1835008 ( 5.1%)
    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] 1/960372 ( 0.0%)
    dtl prp lght [variable] 1/55664 ( 0.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/48082 ( 0.0%)
    pakfile [variable] 1826788/0 ( 0.0%)
    physics [variable] 548880/4194304 (13.1%)
    physics terrain [variable] 8220/1048576 ( 0.8%)

    Level flags = 0

    Total triangle count: 20691
    Writing c:\users\dajmmannen\desktop\program\steam\steamapp s\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven.bsp
    1 minute, 56 seconds elapsed
    ***VPK: FastFindFile Attempting to use full path with VPK file!
    File: c:\users\dajmmannen\desktop\program\steam\steamapp s\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven.rad
    Valve Software - vrad.exe SSE (Jun 22 2009)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [2 texlights parsed from 'lights.rad']

    Loading c:\users\dajmmannen\desktop\program\steam\steamapp s\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven.bsp
    Setting up ray-trace acceleration structure... Done (7.22 seconds)
    6808 faces
    23 degenerate faces
    1400398 square feet [201657376.00 square inches]
    38 Displacements
    184363 Square Feet [26548304.00 Square Inches]
    6785 patches before subdivision
    80395 patches after subdivision
    sun extent from map=0.000000
    97 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (25)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...Compact released 655360 bytes to the backing store
    9...10 (44)
    transfers 10873357, max 1615
    transfer lists: 83.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(27523, 25677, 20369)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(7399, 6140, 3898)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(2281, 1696, 898)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(755, 511, 231)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(266, 164, 64)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(97, 55, 19)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(37, 19, 6)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(14, 7, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(6, 3, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(2, 1, 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<0.2372 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 (12)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 47/1024 2256/49152 ( 4.6%)
    brushes 1553/8192 18636/98304 (19.0%)
    brushsides 10324/65536 82592/524288 (15.8%)
    planes 5166/65536 103320/1310720 ( 7.9%)
    vertexes 13279/65536 159348/786432 (20.3%)
    nodes 3300/65536 105600/2097152 ( 5.0%)
    texinfos 1106/12288 79632/884736 ( 9.0%)
    texdata 251/2048 8032/65536 (12.3%)
    dispinfos 38/0 6688/0 ( 0.0%)
    disp_verts 2646/0 52920/0 ( 0.0%)
    disp_tris 4288/0 8576/0 ( 0.0%)
    disp_lmsamples 436938/0 436938/0 ( 0.0%)
    faces 6808/65536 381248/3670016 (10.4%)
    hdr faces 6808/65536 381248/3670016 (10.4%)
    origfaces 3726/65536 208656/3670016 ( 5.7%)
    leaves 3348/65536 107136/2097152 ( 5.1%)
    leaffaces 8344/65536 16688/131072 (12.7%)
    leafbrushes 3656/65536 7312/131072 ( 5.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 49263/512000 197052/2048000 ( 9.6%)
    edges 30066/256000 120264/1024000 (11.7%)
    LDR worldlights 97/8192 9700/819200 ( 1.2%)
    HDR worldlights 97/8192 9700/819200 ( 1.2%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1108/32768 11080/327680 ( 3.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 18939/65536 37878/131072 (28.9%)
    cubemapsamples 14/1024 224/16384 ( 1.4%)
    overlays 117/512 41184/180224 (22.9%)
    LDR lightdata [variable] 6948788/0 ( 0.0%)
    HDR lightdata [variable] 6948788/0 ( 0.0%)
    visdata [variable] 476785/16777216 ( 2.8%)
    entdata [variable] 280077/393216 (71.2%)
    LDR ambient table 3348/65536 13392/262144 ( 5.1%)
    HDR ambient table 3348/65536 13392/262144 ( 5.1%)
    LDR leaf ambient 10481/65536 293468/1835008 (16.0%)
    HDR leaf ambient 10061/65536 281708/1835008 (15.4%)
    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] 1/960372 ( 0.0%)
    dtl prp lght [variable] 1/55664 ( 0.0%)
    HDR dtl prp lght [variable] 1/55664 ( 0.0%)
    static props [variable] 1/48082 ( 0.0%)
    pakfile [variable] 1826788/0 ( 0.0%)
    physics [variable] 548880/4194304 (13.1%)
    physics terrain [variable] 8220/1048576 ( 0.8%)

    Level flags = 0

    Total triangle count: 20691
    Writing c:\users\dajmmannen\desktop\program\steam\steamapp s\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven.bsp
    2 minutes, 2 seconds elapsed
    ***VPK: FastFindFile Attempting to use full path with VPK file!
    File: c:\users\dajmmannen\desktop\program\steam\steamapp s\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven.rad

    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\users\dajmmannen\desktop\program\steam\steamap ps\common\left 4 dead\sdk_content\mapsrc\l4d_sv_enclosed_haven.bsp" "c:\users\dajmmannen\desktop\program\steam\steamap ps\common\left 4 dead\left4dead\maps\l4d_sv_enclosed_haven.bsp"
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  29. Post #29
    Unbound Moderator
    Terrenteller's Avatar
    January 2007
    1,299 Posts
    The block tool can be configured to make arches. When selected, change the solid type from the drop-down menu, by default on right side of the window.


    Code:
    Static prop models/props_windows/window_urban_sash_48_88.mdl outside the map (-696.00, -2888.00, 474.00)
    Static prop models/props_windows/window_urban_sash_48_88.mdl outside the map (-696.00, -2888.00, 283.00)
    The objects may be inside a brush.
    Code:
    Error! prop_static using model "models/props_misc/mirror-1.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_misc/mirror-1.mdl"!
    Some models can't be used as some prop types.
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  30. Post #30
    I mean, proper arches. not the ones where it starts big at first then goes retardedly small.

    I need a nice, clean proper 90 degree turn. I wish to use it as a subway curved wall. BUT I CAN'T! :crying:
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  31. Post #31
    BJK
    BJK's Avatar
    December 2008
    1,758 Posts


    Here is what gets me; Sure it is easy to get the shape on the right, but its opposite on the left will always be butchered to uselessness. How to get a 90-degree curve/ramp shape like on the left without it being sliced into a hundred pieces?
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  32. Post #32
    Gold Member
    robmaister12's Avatar
    January 2008
    4,969 Posts
    Use the arch tool set to 90 degrees, or use the clipping tool and the vertex manipulation tool to make one. Here's another way to think of the example there. Think of each point that two lines meet on the curve as a vertex (it seems that the one in your picture is a bit butchered around the middle, if you look at a precise one you will see what I mean) Now draw lines to the edges that are closest to the wall around it. Here is a nice picture of what I mean. I actually ended up with an odd number of brushes, if you do this in hammer, make sure you have an even number of brushes, it just makes the map cleaner.


    the red lines represent brushes in hammer.


    Edited:

    and applying smoothing groups goes a long way.
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  33. Post #33
    Rabbi Vole's Avatar
    October 2007
    80 Posts
    Well it can. Google around for getting L4D Models into GMod. There's a bat you can run that fixes up all the models.
    My question relates to this; I asked it in the last thread but went on vacation and didn't check back before the thread was closed.

    Several weeks ago I used that bat to get a bunch of l4d models in ep2. They work perfectly. However, I left some behind, and repeated the process. The second time I attempted this, the l4d models I moved over show up as big red errors in Hammer. Any idea how to fix this? I can't finish my current project until I get this one particular skybox model working :/
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  34. Post #34
    WindWalker94's Avatar
    July 2009
    27 Posts
    hmm question!:
    is screenshots directly from hammer acceptable?
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  35. Post #35
    I survived Camp FP 2010
    metallics's Avatar
    September 2005
    4,940 Posts
    hmm question!:
    is screenshots directly from hammer acceptable?
    Acceptable, but not preferable. They don't showcase lighting, which can hugely influence the appearance of a map. (I assume we are discussing WIP threads, otherwise for error and such as many screenshots of the problem as possible in any form)
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  36. Post #36
    BJK
    BJK's Avatar
    December 2008
    1,758 Posts


    Code:
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\bjk51\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\bjk51\half-life 2 episode two\ep2" "C:\Program Files\Steam\SteamApps\bjk51\garrysmod\garrysmod\maps\gm_Beach"
    
    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files\steam\steamapps\bjk51\half-life 2 episode two\ep2\materials
    Loading C:\Program Files\Steam\SteamApps\bjk51\garrysmod\garrysmod\maps\gm_Beach.vmf
    Error: displacement found on a(n) func_detail entity - not supported (entity 237, brush 0)
    
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\bjk51\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\bjk51\half-life 2 episode two\ep2" -fast "C:\Program Files\Steam\SteamApps\bjk51\garrysmod\garrysmod\maps\gm_Beach"
    
    Valve Software - vvis.exe (May 19 2009)
    fastvis = true
    2 threads
    reading c:\program files\steam\steamapps\bjk51\garrysmod\garrysmod\maps\gm_Beach.bsp
    Error opening c:\program files\steam\steamapps\bjk51\garrysmod\garrysmod\maps\gm_Beach.bsp
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\bjk51\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files\steam\steamapps\bjk51\half-life 2 episode two\ep2" "C:\Program Files\Steam\SteamApps\bjk51\garrysmod\garrysmod\maps\gm_Beach"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [48 texlights parsed from 'lights.rad']
    
    Loading c:\program files\steam\steamapps\bjk51\garrysmod\garrysmod\maps\gm_Beach.bsp
    Error opening c:\program files\steam\steamapps\bjk51\garrysmod\garrysmod\maps\gm_Beach.bsp
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\SteamApps\bjk51\garrysmod\garrysmod\maps\gm_Beach.bsp" "c:\program files\steam\steamapps\bjk51\half-life 2 episode two\ep2\maps\gm_Beach.bsp"
    
    The command failed. Windows reported the error:
      "The system cannot find the file specified."
    I R confused. :frown: Also I'm running VIS on fast.
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  37. Post #37
    Unbound Moderator
    Terrenteller's Avatar
    January 2007
    1,299 Posts
    Code:
    Error: displacement found on a(n) func_detail entity - not supported (entity 237, brush 0)
    Displacements cannot be tied to an entity.
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  38. Post #38
    BJK
    BJK's Avatar
    December 2008
    1,758 Posts
    Would 'Check for errors' work?
    I just got the same error in a different map, and it found nothing.

    Huge forest map, made in a few hours, anybody willing to manually look at it? If you accept the offer, I will PM you the VMF.
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  39. Post #39
    Kool's Avatar
    April 2009
    79 Posts
    Would 'Check for errors' work?
    I just got the same error in a different map, and it found nothing.

    Huge forest map, made in a few hours, anybody willing to manually look at it? If you accept the offer, I will PM you the VMF.
    You must select all of your displacements and press the ''To World'' button in the lower right corner.
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  40. Post #40
    BJK
    BJK's Avatar
    December 2008
    1,758 Posts
    Tried that, still didn't work. Thanks though.
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