1. Post #2681
    Gold Member
    MacD11's Avatar
    April 2009
    4,930 Posts
    That red circle is the distance you can see in the 3D view. So if you move in the 3D view, the circle will move too, because it's just indicating at what area you are looking right now.
    Okay, but whenever i test my map it only loads whats in the view of this thing.
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  2. Post #2682
    Azzator's Avatar
    April 2011
    852 Posts
    Is it acceptable if I use the cordon tool for sealing off the map in compiles?
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  3. Post #2683
    Gold Member
    Firegod522's Avatar
    March 2008
    11,569 Posts
    Is it acceptable if I use the cordon tool for sealing off the map in compiles?
    Before the final release yes.
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  4. Post #2684
    If clothing didn't exist and everyone walked around with their penises fully erect I would have all the bitches.
    ROFLBURGER's Avatar
    May 2009
    23,365 Posts
    Can someone explain to my why the hell my path_corners are not working? They're all properly connected. I'm getting no errors related to them in my compile log and console. The NPC decided to walk to the path_corners A B C D E F G and H decided to stop at D even though D is connected to E which is connected to F and so on
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  5. Post #2685
    Gold Member
    Firegod522's Avatar
    March 2008
    11,569 Posts
    Do you have nodes set up for them?
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  6. Post #2686
    If clothing didn't exist and everyone walked around with their penises fully erect I would have all the bitches.
    ROFLBURGER's Avatar
    May 2009
    23,365 Posts
    Do you have nodes set up for them?
    I ran nav_generate but I guess these arn't the droids nodes you're looking for.
    I was planning to place nodes on my map after I add more detail but I guess I can do it right away when I have time and try again.
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  7. Post #2687
    Dog
    What's worse than biting into an apple and finding a dick?
    Dog's Avatar
    March 2011
    3,768 Posts
    just got back into mapping and god damn after all this time hammer is still fucking spaghetti

    didn't they say they would give the editor a huge update with portal 2?
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  8. Post #2688
    Azzator's Avatar
    April 2011
    852 Posts
    Just curious as to what application does the carve tool really have? I've been around long enough to know that using it is humorously taboo in the mapping community, and does Valve even use it?
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  9. Post #2689
    Groovy Member
    Agent Cobra's Avatar
    January 2005
    2,882 Posts
    So I've had this bug forever on this computer (and only this one) where my WASD keys did not work with navigating in hammer. Instead, D goes forwards and S goes backwards. This is all good and all and I've gotten used to it, but recently I've started mapping using CS:S, and now S doesn't even go backwards!

    Has anyone else ever had this? The wiki says Hover your mouse over the 3d view and try again. which is really quite unhelpful, and the only keyboard language I have installed right now is English (UK).
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  10. Post #2690
    phantompain5's Avatar
    December 2007
    786 Posts
    Okay, but whenever i test my map it only loads whats in the view of this thing.
    That is radial culling, it turns it self on randomly and it the most annoying piece of shit ever.

    You can turn it off by clicking the button that is an R with a red circle around it


    If you can't find it, it's at the toolbar at the top.
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  11. Post #2691
    BOSSMAN
    leontodd's Avatar
    January 2009
    4,468 Posts
    Apparently I have a leak. Upon loading the pointfile, the red line goes straight through the brush originating from one of my info_player_terrorist entities. The brush is not an entity but is nodrawed on a few sides. The leak no longer appears when I make the brush one texture and take out the nodraws.



    I seem to have a lot of these in my compile log...
    Code:
    **** leaked ****
    Entity info_player_terrorist (-1344.00 -256.00 48.00) leaked!
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1280.0 0.0 -8.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs:
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  12. Post #2692
    phantompain5's Avatar
    December 2007
    786 Posts
    Apparently I have a leak. Upon loading the pointfile, the red line goes straight through the brush originating from one of my info_player_terrorist entities. The brush is not an entity but is nodrawed on a few sides. The leak no longer appears when I make the brush one texture and take out the nodraws.



    I seem to have a lot of these in my compile log...
    Code:
    **** leaked ****
    Entity info_player_terrorist (-1344.00 -256.00 48.00) leaked!
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1280.0 0.0 -8.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs:
    Find all brushes with the area portal texture, find all entities with names like func_areaportal and func_areaportalwindow, then put them all in a visgroup, make sure they are hidden by unchecking them in the visgroup tab. Then recompile and load the pointfile, for whatever reason, when you compile with areaportals the pointfile gets created in an odd way.
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  13. Post #2693
    Gold Member
    Firegod522's Avatar
    March 2008
    11,569 Posts
    Apparently I have a leak. Upon loading the pointfile, the red line goes straight through the brush originating from one of my info_player_terrorist entities. The brush is not an entity but is nodrawed on a few sides. The leak no longer appears when I make the brush one texture and take out the nodraws.



    I seem to have a lot of these in my compile log...
    Code:
    **** leaked ****
    Entity info_player_terrorist (-1344.00 -256.00 48.00) leaked!
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1280.0 0.0 -8.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs:
    Find all brushes with the area portal texture, find all entities with names like func_areaportal and func_areaportalwindow, then put them all in a visgroup, make sure they are hidden by unchecking them in the visgroup tab. Then recompile and load the pointfile, for whatever reason, when you compile with areaportals the pointfile gets created in an odd way.
    Transparent brushes can't be touching the void for obvious reasons.
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  14. Post #2694
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,427 Posts
    Is it possible to make a spawner for an entity that doesn't exist until an addon creates it in garrysmod?
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  15. Post #2695
    Gold Member
    kaine123's Avatar
    February 2010
    9,512 Posts
    Anyone have some cool pictures of World War 1 or 2 trench warfare? I want some inspiration for a DOD:S map I'm working on.
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  16. Post #2696
    8==== ===== ===== ===== ===D
    Dennab
    April 2008
    4,831 Posts
    alright im so fucking sick of using pointfiles since they usually dont help

    i remember there being a key bind where if the position numbers of a leaked entity are copied, you could use the key bind to go to the position where the leaked entity is

    what the fuck was that key bind
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  17. Post #2697
    Gold Member
    Dennab
    May 2009
    7,354 Posts
    so im making a destructable wall that tries to imitate procedural destruction, its made of a bunch of physboxes that either destroy or fly off when something hits them

    how do i fix the weird lighting and odd seams on this


    this is what it looks like when its all blown up
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  18. Post #2698
    Gold Member
    Firegod522's Avatar
    March 2008
    11,569 Posts
    You make it a model instead.
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  19. Post #2699
    Gold Member
    Dennab
    May 2009
    7,354 Posts
    i dont understand how a model would fit for what im doing?
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  20. Post #2700
    mdeceiver79's Avatar
    March 2012
    3,256 Posts
    Look at the ep 2 models for the barn in the last level.

    It will be perfect for explosions but I fear your fake DMM using bullets to break it might need to stay as is. A "hacky" way to do it might be to have a flat solid block, and when you destroy it have it activate all the smaller pieces. So it goes from a flat wall to lots of smaller pieces. So when it is intact the seams don't show.
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  21. Post #2701
    Xenon141's Avatar
    January 2012
    46 Posts
    The only thing I can come up with is placing a another light infront of the wall.

    If you however insist on using explosives to destroy the wall, there might be a possible work-around.

    First, make the wall a solid func_brush.
    Then, add a second wall on it's place, the wall will be the destroyed version for later. Make it a func_brush and set the "StartDisabled" keyvalue to Yes.
    Then add a env_ar2explosion and a func_button made of Nodraw.

    Make it so that once the explosion hits the button, the env_ar2explosion explodes and hides the scene in a cloud of smoke, after that disable the wall model and enable the post-destruction wall.

    You can also create some rubble to that second func_brush to make it seem more realistic.
    You could also make decals magically show up.

    If you create and name a decal. All you have to do is create a output to it. With the function "Activate"
    This will make the decal be disabled on the beginning.

    I don't think it could be used on a brush but you could make a bigger burnt-carpet using that.

    Well that is all I can come up with.
    So the best way would be using a model, the cheap way would be this one.
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  22. Post #2702
    Gold Member
    Dennab
    May 2009
    7,354 Posts
    there's no explosive involved, its like that destroyable dry-wall in that bf3 close-quarters trailer - but i appreciate the advice
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  23. Post #2703
    8BitSandwich

    July 2011
    81 Posts
    snip
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  24. Post #2704
    Sylerr's Avatar
    July 2008
    1,277 Posts
    Would it be possible to play a movie like true a projector?

    I don't think it would directly be possible but there are some animated textures in hammer so would it be possible to compile the video to one of these animated textures apply it to a surface and use a soundscape for the audio?

    If so how do the animated textures work?
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  25. Post #2705
    Certified Catgirl Maid
    slayer20's Avatar
    January 2006
    9,520 Posts
    Would it be possible to play a movie like true a projector?

    I don't think it would directly be possible but there are some animated textures in hammer so would it be possible to compile the video to one of these animated textures apply it to a surface and use a soundscape for the audio?

    If so how do the animated textures work?
    I'm sure this would be possible in Portal 2, because it has an entity now that plays a special kind of video file. All you would have to do is convert the file into the right format and play it.

    But if you're talking about like using it for a multiplayer game or Half-Life 2, I'm not so sure that's possible.

    Also, don't try to make a custom texture out of it.
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  26. Post #2706
    Gold Member
    FlyingAlien's Avatar
    November 2005
    849 Posts
    Yeah the Portal 2 engine supports projecting a Bink movie into the game, DO NOT try putting a movie into a animated texture. That one L4D2 mall custom campaign tried this with the left 4 dead trailer ( so it would be displayed on some monitors ingame ). It resulted in everyone with a small Ram getting a overflow error and crashing since every frame of the movie had to be loaded at all times.
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  27. Post #2707
    Azzator's Avatar
    April 2011
    852 Posts
    How can I run Hammer properly offline? I always get a 'Failed to load default scheme file' error. It's a minor aberrance (no grid measurements, checkered props in 2D), really, but not something I'm totally willing to put up with.
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  28. Post #2708
    Gold Member
    Dennab
    May 2009
    7,354 Posts
    so im trying to map for cs:go but im having a few problems. i successfully set up the editor and can compile maps fine, they come out alright but im having problems with custom textures - specifically prop_details emitting from displacements.

    i went on fpsbannana and found a really good looking grass texture for CS:S, includes a detail.vbsp and files for the sprites. i got it to work successfully for cs:s and figured it would be easy to do for CS:GO. i put everything in the places where they would go for cs:s, but in the csgo root folder.

    detail.vbsp went into the csgo root, the materials went into the materials folder.
    the problem im having now is that, when i place the texture down, the sprites emitting from the displacement arent right. infact, it looks like theyre coming from a different file. its showing some bushes with berry's on it and shit instead of the grass that it should be.
    the way the texture worked for CS:S is that it replaced the detail.vbsp that was in the root folder and the detailsprites materials file. since i just dragged and dropped everythign to where they would be but in the csgo root folder, i cant fingure out why its not working.

    any help?
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  29. Post #2709
    Abused by Girlfriend
    geogzm's Avatar
    January 2010
    19,642 Posts
    How do I make a camera cutscene-thing? I want to animate a first-person camera at the beginning of a level. Also, I want to animate some arms and shit, export them in to source and import that in to hammer, and then package it with my map. How would I go about doing these things?
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  30. Post #2710
    Gold Member
    NotExactly's Avatar
    March 2011
    1,047 Posts
    Trying to use a HL2 prop in L4D2 but in the model browser it's invisible and nothing shows up in wireframe mode either. I'm pretty sure everything's in the right directory, and I heard HL2 props should work in L4D2 without changing the file type or anything.
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  31. Post #2711
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,816 Posts
    Trying to use a HL2 prop in L4D2 but in the model browser it's invisible and nothing shows up in wireframe mode either. I'm pretty sure everything's in the right directory, and I heard HL2 props should work in L4D2 without changing the file type or anything.
    This might be linked to the incorrect location of the mdl file in your game directory. Double check everything.
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  32. Post #2712
    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\steamname\sourcesdk\bin\source2007\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1"
    
    Valve Software - vbsp.exe (May 19 2009)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\SourceMods\overgrowth\materials
    Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.vmf
    Patching WVT material: maps/overgrowth1/dev/dev_blendmeasure2_wvt_patch
    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 28 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day02_05*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day02_05*.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) (82100 bytes)
    Error loading studio model ""!
    Error! prop_static using model "models/props_interiors/furniture_couch01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_interiors/furniture_couch01a.mdl"!
    Error! prop_static using model "models/props_c17/furnituretable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_c17/furnituretable003a.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 898 texinfos to 540
    Reduced 39 texdatas to 36 (1035 bytes to 973)
    Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\steamname\sourcesdk\bin\source2007\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1"
    
    Valve Software - vvis.exe (May 19 2009)
    4 threads
    reading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    reading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.prt
     201 portalclusters
     621 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: 28 visible clusters (0.00%)
    Total clusters visible: 26367
    Average clusters visible: 131
    Building PAS...
    Average clusters audible: 200
    visdatasize:12031  compressed from 12864
    writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    3 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\steamname\sourcesdk\bin\source2007\bin\vrad.exe"
    ** Parameters: -both -final -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    Setting up ray-trace acceleration structure... Done (0.51 seconds)
    1180 faces
    203208 square feet [29262088.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1180 patches before subdivision
    12964 patches after subdivision
    4 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (46)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
    transfers 832985, max 434
    transfer lists:   6.4 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(21301, 19156, 18653)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(1544, 1163, 938)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(134, 90, 60)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(15, 9, 5)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(2, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #6 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0181 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (4)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  14/1024          672/49152    ( 1.4%) 
    brushes                211/8192         2532/98304    ( 2.6%) 
    brushsides            1428/65536       11424/524288   ( 2.2%) 
    planes                 936/65536       18720/1310720  ( 1.4%) 
    vertexes              1700/65536       20400/786432   ( 2.6%) 
    nodes                  513/65536       16416/2097152  ( 0.8%) 
    texinfos               540/12288       38880/884736   ( 4.4%) 
    texdata                 36/2048         1152/65536    ( 1.8%) 
    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                 1180/65536       66080/3670016  ( 1.8%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              783/65536       43848/3670016  ( 1.2%) 
    leaves                 528/65536       16896/2097152  ( 0.8%) 
    leaffaces             1463/65536        2926/131072   ( 2.2%) 
    leafbrushes            421/65536         842/131072   ( 0.6%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             8932/512000      35728/2048000  ( 1.7%) 
    edges                 5109/256000      20436/1024000  ( 2.0%) 
    LDR worldlights          4/8192          352/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            146/32768        1460/327680   ( 0.4%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2214/65536        4428/131072   ( 3.4%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                14/512          4928/180224   ( 2.7%) 
    LDR lightdata         [variable]      909996/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]       12031/16777216 ( 0.1%) 
    entdata               [variable]       18703/393216   ( 4.8%) 
    LDR ambient table      528/65536        2112/262144   ( 0.8%) 
    HDR ambient table      528/65536        2112/262144   ( 0.8%) 
    LDR leaf ambient      2349/65536       65772/1835008  ( 3.6%) 
    HDR leaf ambient       528/65536       14784/1835008  ( 0.8%) 
    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]           1/2538     ( 0.0%) 
    pakfile               [variable]       87089/0        ( 0.0%) 
    physics               [variable]       82100/4194304  ( 2.0%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 3404
    Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    58 seconds elapsed
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    Setting up ray-trace acceleration structure... Done (0.47 seconds)
    1180 faces
    203208 square feet [29262088.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1180 patches before subdivision
    12964 patches after subdivision
    4 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (47)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
    transfers 832985, max 434
    transfer lists:   6.4 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(21301, 19156, 18653)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #2 added RGB(1544, 1163, 938)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(134, 90, 60)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(15, 9, 5)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #5 added RGB(2, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0119 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
    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                  14/1024          672/49152    ( 1.4%) 
    brushes                211/8192         2532/98304    ( 2.6%) 
    brushsides            1428/65536       11424/524288   ( 2.2%) 
    planes                 936/65536       18720/1310720  ( 1.4%) 
    vertexes              1700/65536       20400/786432   ( 2.6%) 
    nodes                  513/65536       16416/2097152  ( 0.8%) 
    texinfos               540/12288       38880/884736   ( 4.4%) 
    texdata                 36/2048         1152/65536    ( 1.8%) 
    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                 1180/65536       66080/3670016  ( 1.8%) 
    hdr faces             1180/65536       66080/3670016  ( 1.8%) 
    origfaces              783/65536       43848/3670016  ( 1.2%) 
    leaves                 528/65536       16896/2097152  ( 0.8%) 
    leaffaces             1463/65536        2926/131072   ( 2.2%) 
    leafbrushes            421/65536         842/131072   ( 0.6%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             8932/512000      35728/2048000  ( 1.7%) 
    edges                 5109/256000      20436/1024000  ( 2.0%) 
    LDR worldlights          4/8192          352/720896   ( 0.0%) 
    HDR worldlights          4/8192          352/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            146/32768        1460/327680   ( 0.4%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2214/65536        4428/131072   ( 3.4%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                14/512          4928/180224   ( 2.7%) 
    LDR lightdata         [variable]      909996/0        ( 0.0%) 
    HDR lightdata         [variable]      909996/0        ( 0.0%) 
    visdata               [variable]       12031/16777216 ( 0.1%) 
    entdata               [variable]       18703/393216   ( 4.8%) 
    LDR ambient table      528/65536        2112/262144   ( 0.8%) 
    HDR ambient table      528/65536        2112/262144   ( 0.8%) 
    LDR leaf ambient      2349/65536       65772/1835008  ( 3.6%) 
    HDR leaf ambient      2349/65536       65772/1835008  ( 3.6%) 
    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]           1/2538     ( 0.0%) 
    pakfile               [variable]       87089/0        ( 0.0%) 
    physics               [variable]       82100/4194304  ( 2.0%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 3404
    Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp
    58 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp" "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth\maps\overgrowth1.bsp"
    i'm not sure what the hell is wrong, but whenever I load it up ingame it crashes.
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  33. Post #2713
    Certified Catgirl Maid
    slayer20's Avatar
    January 2006
    9,520 Posts
    Error loading studio model ""!
    Error! prop_static using model "models/props_interiors/furniture_couch01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_interiors/furniture_couch01a.mdl"!
    Error! prop_static using model "models/props_c17/furnituretable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_c17/furnituretable003a.mdl"!
    Well, there's that. But I don't think that would cause your map from loading, however...

    Error loading studio model ""!
    That might be something to look into.
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  34. Post #2714
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,816 Posts
    Well, there's that. But I don't think that would cause your map from loading, however...



    That might be something to look into.
    His issue has already been fixed.
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  35. Post #2715
    Gold Member
    FullStreak12's Avatar
    October 2007
    6,823 Posts
    Whenever I extend a brush it stretches out the texture. I've turned on and off texture lock and restarted hammer. It still continues to do this. Any fix?
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  36. Post #2716
    nuke4fix's Avatar
    October 2010
    256 Posts
    Does any one know how to fix this?
    http://i.imgur.com/fBbOV.jpg

    I tried splitting walkway in three pieces and moving the light origin, but I still get this awkward warm-dark-cold color transition http://i.imgur.com/LNNiz.jpg.
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  37. Post #2717
    Certified Catgirl Maid
    slayer20's Avatar
    January 2006
    9,520 Posts
    Whenever I extend a brush it stretches out the texture. I've turned on and off texture lock and restarted hammer. It still continues to do this. Any fix?
    There are two texture lock buttons. Did you turn the right one off?
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  38. Post #2718
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,816 Posts
    Does any one know how to fix this?
    http://i.imgur.com/fBbOV.jpg

    I tried splitting walkway in three pieces and moving the light origin, but I still get this awkward warm-dark-cold color transition http://i.imgur.com/LNNiz.jpg.
    info_lighting should fix that. Google for tutorials.
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  39. Post #2719
    Gold Member
    Firegod522's Avatar
    March 2008
    11,569 Posts
    You could try compiling with -staticproplighting
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  40. Post #2720
    Gold Member
    Joazzz's Avatar
    June 2008
    24,270 Posts
    what is the best engine/conf for mapping?
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