• I present to you the worlds roundest brush!
    235 replies, posted
[img]http://img518.imageshack.us/img518/4059/omnomsphere.jpg[/img]
[QUOTE=MiniManz;14736174]We're trying to crash Hammer not the god damn space time continum.[/QUOTE] BWAHHAHahahahhahahahahah
[QUOTE=Nerdboy;14849727]-imgsnip-[/QUOTE] Hah, that got fairly fucked over, shame these things don't compile :frown:
What did you [i]do,[/i] Ray?!
Its the end of the bloody world as we know it. D:
[img]http://hiddenmyst.pap3rback.com/Maps/round.JPG[/img] Round enough?
Oh my... May we see it deselected and wireframe?
[QUOTE=HiddenMyst;14859366]-imgsnip- Round enough?[/QUOTE] GAH FUCK MY EYES WITH A SPOON DRENCHED IN CYANIDE. It's....beautiful.
[img]http://hiddenmyst.pap3rback.com/Maps/round2.JPG[/img] I don't take credit though.
Hiddenmyst wins, methinks
[QUOTE=laptopman;14859993]Hiddenmyst wins, methinks[/QUOTE] It is rounder in many ways, but I didn't make it.
Here I am wondering how the hell you people make triangular displacements
[QUOTE=Smashmaster;14860105]Here I am wondering how the hell you people make triangular displacements[/QUOTE] I wonder that too...
Hah, look what I've done: [img]http://img10.imageshack.us/img10/9864/torusdisplaced.png[/img] [img]http://img16.imageshack.us/img16/7166/torusdisplaced2.png[/img]
Nice. Now add some noise to it and texture it like a cave.
Holy crap don't do that, you'll destroy the world. Ffffffffff.
Okay... So, what exactly are you all doing? I remember the thread from a while ago where members were making Hammer crash. I'm not familiar with Hammer, so what's going on exactly?
You're going to tear a hole through space and time
You're making a mistake, people. A big, big mistake. These are powerful forces that you guys are toying with, more powerful than any of us can comprehend. I'm going to leave now. I don't expect to ever see any of you ever again. So long.
Subdivided and hollowed brush compiled with VBSP, VRAD, and VVIS on the -low option. It makes the processes run at Low priority so that they don't crash. [img]http://www.cubeupload.com/files/6db600blah0001.jpg[/img] Subdivided and hollowed out again. [img]http://www.cubeupload.com/files/ac7200blah0002.jpg[/img]
What on earth have you people [B]DONE???[/B] :eek:
BLIMP POWAHHHHfuck. [img]http://www.cubeupload.com/files/8af000untitled.jpg[/img] Also, my compile log: [code] ** Executing... ** Command: "e:\stom\steamapps\macinsam\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -low -game "e:\stom\steamapps\macinsam\half-life 2 episode two\ep2" "c:\documents and settings\nick\my documents\blah" Valve Software - vbsp.exe (Mar 5 2009) 2 threads materialPath: e:\stom\steamapps\macinsam\half-life 2 episode two\ep2\materials Loading c:\documents and settings\nick\my documents\blah.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:\documents and settings\nick\my documents\blah.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... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (2288 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 14 texinfos to 7 Reduced 2 texdatas to 2 (32 bytes to 32) Writing c:\documents and settings\nick\my documents\blah.bsp 0 seconds elapsed ** Executing... ** Command: "e:\stom\steamapps\macinsam\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -low -game "e:\stom\steamapps\macinsam\half-life 2 episode two\ep2" "c:\documents and settings\nick\my documents\blah" Valve Software - vvis.exe (Mar 5 2009) 2 threads reading c:\documents and settings\nick\my documents\blah.bsp reading c:\documents and settings\nick\my documents\blah.prt 9 portalclusters 12 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 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 81 Average clusters visible: 9 Building PAS... Average clusters audible: 9 visdatasize:112 compressed from 144 writing c:\documents and settings\nick\my documents\blah.bsp 0 seconds elapsed ** Executing... ** Command: "e:\stom\steamapps\macinsam\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -low -game "e:\stom\steamapps\macinsam\half-life 2 episode two\ep2" "c:\documents and settings\nick\my documents\blah" Valve Software - vrad.exe SSE (Mar 5 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\documents and settings\nick\my documents\blah.bsp Setting up ray-trace acceleration structure... Done (0.49 seconds) 48 faces 156501 square feet [22536192.00 square inches] 18 Displacements 9266 Square Feet [1334390.38 Square Inches] 48 patches before subdivision 650 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 9, max 2 transfer lists: 0.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0028 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. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 6/8192 72/98304 ( 0.1%) brushsides 36/65536 288/524288 ( 0.1%) planes 68/65536 1360/1310720 ( 0.1%) vertexes 69/65536 828/786432 ( 0.1%) nodes 50/65536 1600/2097152 ( 0.1%) texinfos 7/12288 504/884736 ( 0.1%) texdata 2/2048 64/65536 ( 0.1%) dispinfos 18/0 3168/0 ( 0.0%) disp_verts 3954/0 79080/0 ( 0.0%) disp_tris 6912/0 13824/0 ( 0.0%) disp_lmsamples 65480/0 65480/0 ( 0.0%) faces 48/65536 2688/3670016 ( 0.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 24/65536 1344/3670016 ( 0.0%) leaves 52/65536 1664/2097152 ( 0.1%) leaffaces 30/65536 60/131072 ( 0.0%) leafbrushes 30/65536 60/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 288/512000 1152/2048000 ( 0.1%) edges 157/256000 628/1024000 ( 0.1%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 60136/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 112/16777216 ( 0.0%) entdata [variable] 338/393216 ( 0.1%) LDR ambient table 52/65536 208/262144 ( 0.1%) HDR ambient table 52/65536 208/262144 ( 0.1%) LDR leaf ambient 9/65536 252/1835008 ( 0.0%) HDR leaf ambient 52/65536 1456/1835008 ( 0.1%) 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] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 105647/0 ( 0.0%) physics [variable] 2288/4194304 ( 0.1%) physics terrain [variable] 23244/1048576 ( 2.2%) Level flags = 0 Total triangle count: 96 Writing c:\documents and settings\nick\my documents\blah.bsp 2 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "c:\documents and settings\nick\my documents\blah.bsp" "e:\stom\steamapps\macinsam\half-life 2 episode two\ep2\maps\blah.bsp" ** Executing... ** Command: "e:\stom\steamapps\macinsam\half-life 2 episode two\hl2.exe" ** Parameters: -windowed -dev -console -allowdebug -game "e:\stom\steamapps\macinsam\half-life 2 episode two\ep2" +map "blah" [/code]
[quote=smashmaster;14860386]hah, look what i've done: -imagesnip-[/quote] omfg that is core of deathstar
[QUOTE=HiddenMyst;14859983]-Snip snip snip-[/QUOTE] Now compile it, I'd love to watch your house blow up in the distance. :D or at least be able to drive a buggy in its hollow awesomeness....just imagine....round and round for hours on end.
[QUOTE=Smashmaster;14860105]Here I am wondering how the hell you people make triangular displacements[/QUOTE] Shift + a, Select a triangular face, displacement tab, Create. They work fine in hammer, VBsp just refuses to compile them.
The hell they work fine in Hammer! They look fine when you make them, but open the file again and you're fucked.
[QUOTE=Void Skull;14881941]The hell they work fine in Hammer! They look fine when you make them, but open the file again and you're fucked.[/QUOTE] That reminds me...I need to open mine and see what happened.
[QUOTE=Void Skull;14881941]The hell they work fine in Hammer! They look fine when you make them, but open the file again and you're fucked.[/QUOTE] *shrug* I only ever did it once. Damn hammer and it's tendencies to move things it doesn't like...
[QUOTE=metallics;14881728]Shift + a, Select a triangular face, displacement tab, Create. They work fine in hammer, VBsp just refuses to compile them.[/QUOTE] No dice, it doesn't do anything. It might be because I'm using the EP2 hammer. I'll try using the EP1 hammer. EDIT: Doesn't work on any version of hammer for me.
[img]http://hiddenmyst.pap3rback.com/Maps/sphere_8_med0001.jpg[/img]
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