• gm_towernuke
    58 replies, posted
[QUOTE=Hakita;15740826]If you didn't understand, the scout has downs syndrome. Meaning he called you a dumb retard.[/QUOTE] i no, because larrys just an asshole....thats why i was loling......and larry, only little kids call people stupid retards, unless your a complete retard yourself, and if you dont like somthing, or someone you dont call it or them stupid.....so if were you, i would STFU ONLY Retards call others retarded, but people that call people retarded,are normaly more retarded themselves...... anyways the map should come out nice.....since i have been taking time when i feel like making it....
[QUOTE=milkyway;15741482]i no, because larrys just an asshole....thats why i was loling......and larry, only little kids call people stupid retards, unless your a complete retard yourself, and if you dont like somthing, or someone you dont call them stupid.....so if were you, i would STFU ONLY Retards call others retarded, but people that call people retarded,are normaly more retarded themselves...... anyways the map should come out nice.....since i have been taking time when i feel like making it....[/QUOTE] I lol'd because your post doesn't make any sense whatsoever.
[QUOTE=Larry_G;15747904]I lol'd because your post doesn't make any sense whatsoever.[/QUOTE] it does....your just to stupid to understand it
[QUOTE=milkyway;15741482]i no, because larrys just an asshole....thats why i was loling......and larry, only little kids call people stupid retards, unless your a complete retard yourself, and if you dont like somthing, or someone you dont call them stupid.....so if were you, i would STFU ONLY Retards call others retarded, but people that call people retarded,are normaly more retarded themselves...... anyways the map should come out nice.....since i have been taking time when i feel like making it....[/QUOTE] Also, learn proper grammar, please.
Yeah, your grammar blows. ...and your maps are awful, stop raging everytime someone criticizes your map. Look at some tutorials. [url]http://www.halfwit-2.com/?page=tutorials[/url]
Nice lighting there! Seriously, why everybody releases these shitty fullbright construct style maps.
[QUOTE=Jukka K;15764734]Nice lighting there! Seriously, why everybody releases these shitty fullbright construct style maps.[/QUOTE] They don't know how to make lightning?
[QUOTE=Hakita;15764787]They don't know how to make lightning?[/QUOTE] No thunderstorms here, it's [I]lighting[/I]. Anyway, if you don't know to add lighting then you ask or [B]search tutorials[/B] for it.
[QUOTE=milkyway;15753410]it does....your just to stupid to understand it[/QUOTE]Didn't you say if you don't like something or someone don't call them stupid.
[QUOTE=Jukka K;15764734]Nice lighting there! Seriously, why everybody releases these shitty fullbright construct style maps.[/QUOTE] everyone has been saying "your not using fullbright maps" so i use it....
[QUOTE=milkyway;15795807]everyone has been saying "your not using fullbright maps" so i use it....[/QUOTE] No...they are saying you aren't using LIT maps. Add a light_environment on about -75 pitch and it looks a WHOLE lot better.
[QUOTE=milkyway;15795807]everyone has been saying "your not using fullbright maps" so i use it....[/QUOTE] No no NO NO [b]NO[/b] [b]NEVER USE FULLBRIGHT IN MAPS, NEVER EVER[/b] Use lights goddammit, otherwise you'll never get anything good
[QUOTE=esrande;15797156]No no NO NO [b]NO[/b] [b]NEVER USE FULLBRIGHT IN MAPS, NEVER EVER[/b] Use lights goddammit, otherwise you'll never get anything good[/QUOTE] With the exception of test, dev styled, or unique maps such as a cyber-style level with bright textures.
[QUOTE=Paw;15804836]With the exception of test, dev styled, or unique maps such as a cyber-style level with bright textures.[/QUOTE] NO NO [B]NO NO NO [highlight]NO[/highlight][/b] NEVER [B]EVER EVER EVER[/b] use fullbright NEVER It doesn't make you're map "unique" It doesn't make your map "cyber style" It doesn't make your map "uberoptimized" [i]It makes your map look like shit.[/i] There's NO excuse for a fullbright map, and even if it is dev or WIP, it shouldn't BE RELEASED A single light_enviorment will make any map look 100% better
The only time is a test or pre-lighting map that stays on your rig and isn't released until it does have lighting.
[QUOTE=IronPhoenix;15796021]No...they are saying you aren't using LIT maps. Add a light_environment on about -75 pitch and it looks a WHOLE lot better.[/QUOTE] i did that.....-_-"
[QUOTE=milkyway;15753410]it does....your just to stupid to understand it[/QUOTE] No it doesn't.....
[QUOTE=milkyway;15829928]i did that.....-_-"[/QUOTE] And did you run vrad?
Post your compile log.
Milkway, were you dropped as a child?
[QUOTE=IronPhoenix;15833643]And did you run vrad?[/QUOTE] yes, on normal i lost the .Vmf File for it.....i bought a new computer and forgot to back the files up but heres one that has the same issue ** Executing... ** Command: "c:\program files\steam\steamapps\mike7002555\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\mike7002555\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\rp_houses" Valve Software - vbsp.exe (Dec 11 2006) 3 threads materialPath: c:\program files\steam\steamapps\mike7002555\half-life 2 deathmatch\hl2mp\materials Loading C:\Program Files\Steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\rp_houses.vmf 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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\rp_houses.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 to build the default cubemap! 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) (31321 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 148 texinfos to 130 Reduced 17 texdatas to 14 (441 bytes to 311) Writing C:\Program Files\Steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\rp_houses.bsp 1 second elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\mike7002555\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\mike7002555\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\rp_houses" Valve Software - vvis.exe (Nov 8 2007) 3 threads reading c:\program files\steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\rp_houses.bsp reading c:\program files\steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\rp_houses.prt 404 portalclusters 1469 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 (20) Optimized: 707 visible clusters (0.00%) Total clusters visible: 67607 Average clusters visible: 167 Building PAS... Average clusters audible: 357 visdatasize:40084 compressed from 45248 writing c:\program files\steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\rp_houses.bsp 20 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\mike7002555\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\mike7002555\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\rp_houses" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 3 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\rp_houses.bsp 1000 faces 182125 square feet [26226142.00 square inches] 6 displacements 40523 square feet [5835384.00 square inches] 1000 patches before subdivision 7900 patches after subdivision 2 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 (1) transfers 487515, max 323 transfer lists: 3.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(4218, 4712, 1757) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(155, 144, 47) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(11, 10, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0072 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 75/8192 900/98304 ( 0.9%) brushsides 654/65536 5232/524288 ( 1.0%) planes 1080/65536 21600/1310720 ( 1.6%) vertexes 2145/65536 25740/786432 ( 3.3%) nodes 794/65536 25408/2097152 ( 1.2%) texinfos 130/12288 9360/884736 ( 1.1%) texdata 14/2048 448/65536 ( 0.7%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 1734/0 34680/0 ( 0.0%) disp_tris 3072/0 6144/0 ( 0.0%) disp_lmsamples 105392/0 105392/0 ( 0.0%) faces 1000/65536 56000/3670016 ( 1.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 390/65536 21840/3670016 ( 0.6%) leaves 800/65536 25600/2097152 ( 1.2%) leaffaces 1136/65536 2272/131072 ( 1.7%) leafbrushes 570/65536 1140/131072 ( 0.9%) areas 2/256 16/2048 ( 0.8%) surfedges 6248/512000 24992/2048000 ( 1.2%) edges 3254/256000 13016/1024000 ( 1.3%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 77/32768 770/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1122/65536 2244/131072 ( 1.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 668488/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 40084/16777216 ( 0.2%) entdata [variable] 2985/393216 ( 0.8%) LDR leaf ambient 800/65536 19200/1572864 ( 1.2%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/12 ( 8.3%) pakfile [variable] 20980/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 31321/4194304 ( 0.7%) ==== Total Win32 BSP file data space used: 1167326 bytes ==== Total triangle count: 2668 Writing c:\program files\steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\rp_houses.bsp 12 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\rp_houses.bsp" "c:\program files\steam\steamapps\mike7002555\half-life 2 deathmatch\hl2mp\maps\rp_houses.bsp"
You have a leak and millions of other errors. And in that compile log the map haven't even compiled.
[QUOTE=Jukka K;15844029]You have a leak and millions of other errors. And in that compile log the map haven't even compiled.[/QUOTE] yea, it did compile but didn't work out, thats weird, i loaded the point file, and there wasn't any errors
Start a new map. This one is too fucked. :v:
[QUOTE=zck2020;15846486]Start a new map. This one is too fucked. :v:[/QUOTE] how? its jsut a field with a hill, and skybox.....like wtf!? well, wutever, not much work in this one anyways
[QUOTE=zck2020;15846486]Start a new map. This one is too fucked. :v:[/QUOTE] NOOO Are you insane? Don't make him make another one :v:
[QUOTE=mr_fj;15860866]NOOO Are you insane? Don't make him make another one :v:[/QUOTE] Meh good point.
Acually, u guys are right. This map is one of my most peices of shit. Now i have made better now. :\
[QUOTE=milkyway;16344062]Acually, u guys are right.[/QUOTE] heh, no problemo
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