[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]
[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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