• Mapping Questions Megathread V7
    437 replies, posted
Post your compile log
Valve Software - vbsp.exe (Jun 14 2017) 6 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials Loading C:\Users\Owner\Desktop\stuff\test\farmhouse10-PreSkybox-test2.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/farmhouse10-preskybox-test2/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1..Brush 107387: WARNING, microbrush Brush 107402: WARNING, microbrush .2...3...4...5...6...7...8...9...10 (2) ProcessBlock_Thread: 0...1..Brush 107387: WARNING, microbrush Brush 107402: WARNING, microbrush .2...3...4...5...6...7...8...9...10 (2) Processing areas...done (0) Building Faces...error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (4) writing C:\Users\Owner\Desktop\stuff\test\farmhouse10-PreSkybox-test2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials:    skybox/sky_day01_01*.vmt  ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials:    skybox/sky_day01_01*.vmt  ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (2) (1883145 bytes) 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 4404 texinfos to 2371 Reduced 46 texdatas to 36 (1437 bytes to 881) Writing C:\Users\Owner\Desktop\stuff\test\farmhouse10-PreSkybox-test2.bsp Wrote ZIP buffer, estimated size 216237, actual size 214549 20 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" -fast "C:\Users\Owner\Desktop\stuff\test\farmhouse10-PreSkybox-test2" Valve Software - vvis.exe (Jun 14 2017) fastvis = true 6 threads reading c:\users\owner\desktop\stuff\test\farmhouse10-PreSkybox-test2.bsp reading c:\users\owner\desktop\stuff\test\farmhouse10-PreSkybox-test2.prt 9300 portalclusters 32084 numportals BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (56) Optimized: 5954856 visible clusters (13.54%) Total clusters visible: 43974221 Average clusters visible: 4728 Building PAS... Vismap expansion overflow ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters:  -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" -noextra "C:\Users\Owner\Desktop\stuff\test\farmhouse10-PreSkybox-test2" Valve Software - vrad.exe SSE (Jun 14 2017)       Valve Radiosity Simulator      6 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\owner\desktop\stuff\test\farmhouse10-PreSkybox-test2.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (5.05 seconds) 32354 faces 17 degenerate faces 1134953 square feet [163433280.00 square inches] 406 Displacements 436510 Square Feet [62857460.00 Square Inches] sun extent from map=0.001745 6 direct lights BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (41) Build Patch/Sample Hash Table(s).....Done<0.1094 sec> FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (25) 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 (26) Writing leaf ambient...done Ready to Finish Object names       Objects/Maxobjs  Memory / Maxmem  Fullness  ------------       ---------------  ---------------  --------  models                  87/1024         4176/49152    ( 8.5%)  brushes               4631/8192        55572/98304    (56.5%)  brushsides           35991/65536      287928/524288   (54.9%)  planes               21242/65536      424840/1310720  (32.4%)  vertexes             48988/65536      587856/786432   (74.7%)  nodes                16958/65536      542656/2097152  (25.9%)  texinfos              2371/12288      170712/884736   (19.3%)  texdata                 36/2048         1152/65536    ( 1.8%)  dispinfos              406/0           71456/0        ( 0.0%)  disp_verts           32886/0          657720/0        ( 0.0%)  disp_tris            51968/0          103936/0        ( 0.0%)  disp_lmsamples     1307784/0         1307784/0        ( 0.0%)  faces                32354/65536     1811824/3670016  (49.4%)  hdr faces                0/65536           0/3670016  ( 0.0%)  origfaces            16557/65536      927192/3670016  (25.3%)  leaves               17046/65536      545472/2097152  (26.0%)  leaffaces            36517/65536       73034/131072   (55.7%)  leafbrushes           9682/65536       19364/131072   (14.8%)  areas                    2/256            16/2048     ( 0.8%)  surfedges           227215/512000     908860/2048000  (44.4%)  edges               127564/256000     510256/1024000  (49.8%)  LDR worldlights          6/8192          528/720896   ( 0.1%)  HDR worldlights          0/8192            0/720896   ( 0.0%)  leafwaterdata            6/32768          72/393216   ( 0.0%)  waterstrips           2492/32768       24920/327680   ( 7.6%)  waterverts               0/65536           0/786432   ( 0.0%)  waterindices         49710/65536       99420/131072   (75.9%)  cubemapsamples           0/1024            0/16384    ( 0.0%)  overlays                 0/512             0/180224   ( 0.0%)  LDR lightdata         [variable]     7145992/0        ( 0.0%)  HDR lightdata         [variable]           0/0        ( 0.0%)  visdata               [variable]           0/16777216 ( 0.0%)  entdata               [variable]      194937/393216   (49.6%)  LDR ambient table    17046/65536       68184/262144   (26.0%)  HDR ambient table    17046/65536       68184/262144   (26.0%)  LDR leaf ambient     38206/65536     1069768/1835008  (58.3%)  HDR leaf ambient     17046/65536      477288/1835008  (26.0%)  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]           1/6810     ( 0.0%)  pakfile               [variable]      214549/0        ( 0.0%)  physics               [variable]     1883145/4194304  (44.9%)  physics terrain       [variable]      135648/1048576  (12.9%)  Level flags = 0 Total triangle count: 95286 Writing c:\users\owner\desktop\stuff\test\farmhouse10-PreSkybox-test2.bsp 1 minute, 37 seconds elapsed
Couple of things to point out: error: material de_nuke/nukwater_movingplane_beneath doesn't have a $bottommaterial Your using the wrong type of water texture. Try changing your water texture to something else. This is probably why your water is invisible. Next thing: brush 107387: warning, microbrush You have a brush that is smaller than allowable brush-size. You can use "Ctrl + Shift + G" or go to "View > Go to Brush Number" and put in the brush number (107387) and fix/remove that brush. See if that fixes your issue.
Okay, perfect. I didn't realize I could search brushes like that. That error tool is incredible too. Although, I had seen that water error. I turned off all my VisGroups except water, selected and made NoDraw, then applied new textures. These water textures are as follow. nature/water_coast04 liquids/militiawater nature/water_canals_cheap001 liquids/infernowater I don't see any water World Geo with de_nuke/nukwater_movingplane_beneath. Does that mean one of these textures isn't good, one is bugged, or that I'm missing some dumb detail the same size as my microbrush? You're also being VERY helpful, thank you so much.
apart from whats been mentioned compile vvis with defualt or full settings fast vvis will always make water act funny
I'm asking because I've heard a lot of conflicting info on this: Is it possible to get instances to work in Source SDK 2013 SP/MP?
yes they should work look at the instance example i posted this is for sdk1023 SP should work in MP too inst_1.vmf inst_1a.vmf open inst_1a and you'll see a func_instance all that was type in it was the name of the vmf i used as the instance i.e inst_1 when you click apply you should see a shaded version of the instanced level https://files.facepunch.com/forum/upload/435543/bb17ac8b-7464-4145-93e1-9a61226cadf5/image.png then your set to compile this is just an example obv your instance with be as detailed as you want just make sure in the gameinfo.txt you have the GameData line https://files.facepunch.com/forum/upload/435543/16deab82-bb7f-4b32-9d31-ac1d3c88e94d/image.png
Hello again. Now I'm trying to make a surf map, and when I create brush like this pic1, after restarting hammer got this pic2. It's possible to fix? https://i.gyazo.com/c37b01359cd77fdd24f85572148303bb.png https://i.gyazo.com/02c40144ebd4da5ba8df5555e8215411.png
You'll have to modify the shape of it, Hammer doesn't like complex shapes.
I've been trying for a while to get the detail sprites from Blacksite from CS:GO to work in Episode 2. I've followed this post but can't seem to get the same results. Does anyone know how to fix this?
Is there a way to make objects appear and disappear only for the !activator that triggered them?
How do I get two prop_static inside different volumes to share exact lighting information? I can't get rid of these seams and it's driving me absolutely bonkers. https://youtu.be/7AcS0SgMjqc
info_lighting does exactly that. I'm not sure if you have special lighting parameters, but that might help.
I'm using an info_lighting at the origin of the skybox model and both meshes reference it, but it's still buggered. It may be a lightmap issue (which I'm having a hell of a time trying to solve), the mesh references a normalmap as well.
That's resolved, now I have new and exciting problems! In garry'smod (tested in Episode 2, no problems), the detail layer of my texture stops rendering when any projected texture is rendered for the client. So, flashlights and lamps essentially turn the terrain into brown smudgy poo. Any idea how I can fix this?
I'm trying to map for TTT and I'm having an issue with ttt_map_settings: no matter what I set "Spectators can possess props that have a targetname set" to, spectators cannot possess named props. I can't find any mention of this problem anywhere; anyone know a fix?
What kind of props are you using? Afaik prop_physics is the only type of prop you can use. prop_dynamic and prop_static aren't posessable as they have no physics.
They're prop_physics. Also, if I delete the ttt_map_settings, it works fine. That would be okay except I need the ttt_map_settings to force a certain playermodel.
Is it possible the ttt_map_settings is from an outdated FDG and is conflicting with up-to-date systems?
It doesn't appear so. I experimented a little bit with ttt_map_settings.lua. In its initialize function, it sets propspec_allow_named to false function ENT:Initialize()    -- Backwards compatibility: TTT maps compiled before the addition of the    -- propspec setting may expect it to be off, so default it to off if a map    -- settings entity exists (a reliable way of identifying a TTT map)    GAMEMODE.propspec_allow_named = false    timer.Simple(0, function() self:TriggerOutput("MapSettingsSpawned", self) end) end If I take that line out, the settings in the entity work as they're supposed to (only a fix for the host of the game). So it looks like the initialize function is being called after the other settings are set?
Does Gmod's version of source not offer any way to scale/rotate textures independently inside the WorldVertexTransition shader? $basetexturetransform scales both textures, $basetexturescale seems to not function at all, and $basetexturetransform2/$basetexturescale2 also seem to do nothing. I've tried to transform the textures both before and after calling their respective $basetexture (the wiki specifies to transform them before), but it doesn't seem to matter. I've been attempting to make a material which could blend between a large world-aligned ground texture and a smaller road texture. The road texture could be rotated any direction, but the ground texture would stay aligned to the world, but I'm not seeing any way to do this in Gmod. Currently I'm just blending using a sand material on the road that kinda matches the color of the landscape texture, but I'd prefer if I could make it seamless no matter how I place the road. The seam is really obvious on the other material in the 3rd picture. https://files.facepunch.com/forum/upload/277767/9da0da30-45f8-4a95-b64a-471d787dc976/blend.png https://files.facepunch.com/forum/upload/277767/2d268fdf-d17c-4449-838a-ac04f84de6ff/blend2.png https://files.facepunch.com/forum/upload/277767/dae174f9-3a7d-4f13-bd39-2add322e40d5/blend4.png
I feel like an overlay would do the job you're wanting to do.
Yeah, it's just easier to make winding roads with displacements. It'd also take quite a few of them and they're more expensive to render.
Would it be possible to sample the global Z offset of a brush face and use a dynamic proxy to offset the texture by that much?
I've never actually touched proxies, but they look like a possible way of doing it from a quick glance at the wiki. The format of them looks a bit strange, so I'll have to play around with them and see what I can do with them. This is what I've been working on with the roads. There's a landscape model for skyboxes in Black Mesa with a pretty nice 4k texture on it. I just recreated it with displacements. I figured it'd be nice to have all the blends in the map be able to blend into the large material so everything would look seamless. https://files.facepunch.com/forum/upload/277767/862edfed-909a-4da9-b30c-969a11b5796a/20190416210533_1.jpg
Anyone know a way to use replacement materials for stock assets but only have them called when your map is loaded? Would I have to pack them in the bsp?
That should work correctly, but I'm not sure which takes precedence when a workshop item also replaces a thing. Probably not a big concern but some mods do change default world textures and model
The packed content will always override anything else. As well, anything that overwrites default textures should only be packed in the BSP so players aren't having modified textures in unintended places like other maps.
What the heck is going on, even interlopers can't find what's happening please help Facepunch. https://files.facepunch.com/forum/upload/350531/3ddb74ea-a99e-4a33-8542-1d06cb48f087/20190425175112_1.jpg ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\Dont be stupid.vmf" Valve Software - vbsp.exe (Feb 12 2019) 6 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\Dont be stupid.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar BaseWindingForPlane: no axis found ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\Dont be stupid" Valve Software - vvis.exe (Feb 12 2019) 6 threads reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Dont be stupid.bsp Error opening c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Dont be stupid.bsp ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe" ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\Dont be stupid" Valve Software - vrad.exe SSE (Feb 12 2019)       Valve Radiosity Simulator      6 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Dont be stupid.bsp Error opening c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Dont be stupid.bsp ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\Dont be stupid.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\Dont be stupid.bsp" It ran perfectly well in the last compile, all I did for the next compile is add a roof.
Interlopers doesn't always have the answer. Sometimes its better to search each error code you get, usually starting with the last one if the compiler crashed, which in this case was vbsp. A quick search of BaseWindingForPlane: no axis found on google got me this: Basepolyforplane The wording of the error is slightly different but it's worth a shot to try that fix. Let me know if it works.
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