• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Does anyone know how to fix this problem and what causes it? Shadows are being casted everywhere. [t]https://dl.dropboxusercontent.com/u/4112921/am_kitchen0003.jpg[/t]
[QUOTE=Shirky;42993674]Does anyone know how to fix this problem and what causes it? Shadows are being casted everywhere. [t]https://dl.dropboxusercontent.com/u/4112921/am_kitchen0003.jpg[/t][/QUOTE] I once had that problem, the only real way I managed to fix it was to make the ambient light for the light_environment have 0 brightness.
[QUOTE=samuel2213;42993790]I once had that problem, the only real way I managed to fix it was to make the ambient light for the light_environment have 0 brightness.[/QUOTE] That doesnt exactly fix the problem, it just makes all the shadows completely solid.
You could try making the lightmaps bigger. I remember someone doing that once with another rats map and it turned out pretty well. Although, the creator probably fixed the problem in a different way and I could be totally wrong, but it might be worth a try. Also, can't wait to see that done. What game is that map for, anyway?
[IMG]https://dl.dropboxusercontent.com/u/13952393/TWHL/2013-11-23_00001.jpg[/IMG] [IMG]https://dl.dropboxusercontent.com/u/13952393/TWHL/2013-11-24_00001.jpg[/IMG]
[QUOTE=Skerion;42994016]You could try making the lightmaps bigger. I remember someone doing that once with another rats map and it turned out pretty well. Although, the creator probably fixed the problem in a different way and I could be totally wrong, but it might be worth a try. Also, can't wait to see that done. What game is that map for, anyway?[/QUOTE] Its for a mod. [t]https://dl.dropboxusercontent.com/u/4112921/am_kitchen0005.jpg[/t]
[QUOTE=Firegod522;42984042][img]https://dl.dropboxusercontent.com/u/3779442/Screenshots/Sky_night005_ingame.jpg[/img] [url=https://dl.dropboxusercontent.com/u/3779442/Skybox_website/sunfolder/Night.html] Sky_night005_hdr - Get Here![/url][/QUOTE] i quite like the sky_night001 one, but it stretches like the default hl2 ones, odd? [editline]27th November 2013[/editline] oh okay i needed the hdr one
Any improvements I can add to the kitchen? [t]https://dl.dropboxusercontent.com/u/4112921/am_kitchen0011.jpg[/t]
[QUOTE=Shirky;42993955]That doesnt exactly fix the problem, it just makes all the shadows completely solid.[/QUOTE] I had this problem before and it's specifically because you're using textures that emphasize lightbounce (the flat and labeled dev reflectivity textures.) Try compiling lighting with -final.
[QUOTE=Shirky;42994919]Any improvements I can add to the kitchen? [/QUOTE] It's kind of odd it has no ceiling lights.
[QUOTE=Shirky;42994919]Any improvements I can add to the kitchen? [t]https://dl.dropboxusercontent.com/u/4112921/am_kitchen0011.jpg[/t][/QUOTE] Do you play as a baby? Also that light bouncing happens when you use light_spot's instead of light_environment's to light your windows. Which looks to be what you're doing since the light from the kitchen and the light in thee hall are on two completely different angles.
[QUOTE=onebit;42998092]Scale down the floortiles[/QUOTE] Those tiles seem to be just the right size for linoleum flooring. [IMG]http://p-ec1.pixstatic.com/506a00fad9127e30de000cff._w.400_h.400_s.fit_.jpg[/IMG]
Very first map. WIP. [IMG]https://dl.dropboxusercontent.com/u/52116717/Screenshots%20and%20Images/buildingfinished.png[/IMG] Not very impressive so far :v:
hey, it's not a hollow default brick texture room, so you're on the right track with all of the elementary basics down pat. Try enveloping it in a hollow tools/toolsskybox (just use the "tools/" filter) and adding a light_environment, toy with the light angle settings and see how it comes out. If you like, you can use some already pre-recorded light configurations that are set up to match the skyboxes available by default, [URL="https://developer.valvesoftware.com/wiki/Sky_list"]which can be found here.[/URL]
Alright, thanks! I'll try that out.
Not that it will make a huge difference, it's simply more obvious for the compiler, but it's best to make everything out of the nodraw texture, then use the face edit tool to texture visible faces with the one you like. That way, the nodraw surfaces are automatically culled, instead of having to be calculated and culled by vvis or vbsp (I don't remember which does that). Good luck!
[IMG]http://imageshack.us/a/img571/7900/ecid.png[/IMG] Compiled, [URL="http://facepunch.com/showthread.php?t=1329042"]ready to use[/URL] and on the workshop, but ofc it still needs some work so it's also still a WIP
Still very WIP. [t]https://dl.dropboxusercontent.com/u/52116717/Screenshots%20and%20Images/wip1.png[/t] [t]https://dl.dropboxusercontent.com/u/52116717/Screenshots%20and%20Images/wip2.png[/t] [t]https://dl.dropboxusercontent.com/u/52116717/Screenshots%20and%20Images/wip3.png[/t] [t]https://dl.dropboxusercontent.com/u/52116717/Screenshots%20and%20Images/wip4.png[/t] [t]https://dl.dropboxusercontent.com/u/52116717/Screenshots%20and%20Images/wip5.jpg[/t] [t]https://dl.dropboxusercontent.com/u/52116717/Screenshots%20and%20Images/wip6.jpg[/t] [t]https://dl.dropboxusercontent.com/u/52116717/Screenshots%20and%20Images/wip7.jpg[/t] [t]https://dl.dropboxusercontent.com/u/52116717/Screenshots%20and%20Images/wip8.jpg[/t] [t]https://dl.dropboxusercontent.com/u/52116717/Screenshots%20and%20Images/wip9.jpg[/t]
[QUOTE=fear me;43004192]Still very WIP. [/QUOTE] Looking good. Much better than my first map. :)
[QUOTE=wazanator;42995664]It's kind of odd it has no ceiling lights.[/QUOTE] Sorry I mean general design of the room, does it look like the layout of a decent kitchen? Am I missing anything that is crucial to a kitchen (besides a sink)? [editline]28th November 2013[/editline] [QUOTE=Armageddon104;42997889]Do you play as a baby? Also that light bouncing happens when you use light_spot's instead of light_environment's to light your windows. Which looks to be what you're doing since the light from the kitchen and the light in thee hall are on two completely different angles.[/QUOTE] Im using light_environment for the natural lighting, not a light_spot, it just looks like they are different angles because of the angle I am taking the picture. And you play as a little toy soldier, those little green plastic ones.
I got a problem here which is pissing me off. I made some brushes for a lot of windows, now on only one side of the house that brush fucks up. Within Hammer it looks completely fine: [T]http://i.imgur.com/LMTIkWy.png[/T] But in game it magically fucks up: [T]http://i.imgur.com/ICMIfaf.jpg[/T] What should I do? This is pissing me off even more than Hammer crashing on me out of nowhere. In the compile log I can't read anything off either (except for the lighting issues, working on that yet.) [CODE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Users\Merijn\Documents\CardboardHouse.vmf" Valve Software - vbsp.exe (Sep 20 2013) 6 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\materials Loading C:\Users\Merijn\Documents\CardboardHouse.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt Patching WVT material: maps/cardboardhouse/nature/blendgrassdirt01_noprop_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 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 30 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Merijn\Documents\CardboardHouse.prt...Building visibility clusters... done (0) Brush 2460: WARNING, microbrush Brush 75882: WARNING, microbrush Brush 75914: WARNING, microbrush Brush 84861: WARNING, microbrush Brush 85203: WARNING, microbrush Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09_hdr*.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_09_hdr*.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 (1) (499040 bytes) Static prop models/props_pipes/pipe02_connector01.mdl outside the map (-83.00, 341.00, -93.00) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 2019 texinfos to 1046 Reduced 70 texdatas to 53 (2024 bytes to 1628) Writing C:\Users\Merijn\Documents\CardboardHouse.bsp 2 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Users\Merijn\Documents\CardboardHouse" Valve Software - vvis.exe (Sep 20 2013) 6 threads reading c:\users\merijn\documents\CardboardHouse.bsp reading c:\users\merijn\documents\CardboardHouse.prt 920 portalclusters 2436 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 (4) Optimized: 1405 visible clusters (0.99%) Total clusters visible: 142369 Average clusters visible: 154 Building PAS... Average clusters audible: 580 visdatasize:148050 compressed from 220800 writing c:\users\merijn\documents\CardboardHouse.bsp 4 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe" ** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Users\Merijn\Documents\CardboardHouse" Valve Software - vrad.exe SSE (Sep 20 2013) Valve Radiosity Simulator 6 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\merijn\documents\CardboardHouse.bsp Setting up ray-trace acceleration structure... Done (0.64 seconds) 6260 faces 3 degenerate faces 118825 square feet [17110860.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 6257 patches before subdivision 17421 patches after subdivision sun extent from map=0.087156 38 direct lights BuildFacelights: 0...1 WARNING: Too many light styles on a face at (58.000000, 100.575005, 268.750000) ...2...3...4 WARNING: Too many light styles on a face at (-98.000000, 337.000000, 222.750000) ...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5) transfers 1900208, max 607 transfer lists: 14.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(20378, 25497, 23842) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(3497, 3997, 3056) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(575, 612, 391) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(106, 103, 54) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(20, 18, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(4, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0066 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12) 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 305/1024 14640/49152 (29.8%) brushes 1198/8192 14376/98304 (14.6%) brushsides 8405/65536 67240/524288 (12.8%) planes 3618/65536 72360/1310720 ( 5.5%) vertexes 9622/65536 115464/786432 (14.7%) nodes 4671/65536 149472/2097152 ( 7.1%) texinfos 1046/12288 75312/884736 ( 8.5%) texdata 53/2048 1696/65536 ( 2.6%) 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 6260/65536 350560/3670016 ( 9.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 4268/65536 239008/3670016 ( 6.5%) leaves 4977/65536 159264/2097152 ( 7.6%) leaffaces 6715/65536 13430/131072 (10.2%) leafbrushes 2711/65536 5422/131072 ( 4.1%) areas 4/256 32/2048 ( 1.6%) surfedges 45989/512000 183956/2048000 ( 9.0%) edges 25319/256000 101276/1024000 ( 9.9%) LDR worldlights 38/8192 3344/720896 ( 0.5%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 299/32768 2990/327680 ( 0.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 6933/65536 13866/131072 (10.6%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 1/512 352/180224 ( 0.2%) LDR lightdata [variable] 1704580/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 148050/16777216 ( 0.9%) entdata [variable] 373805/393216 (95.1%) VERY FULL! LDR ambient table 4977/65536 19908/262144 ( 7.6%) HDR ambient table 4977/65536 19908/262144 ( 7.6%) LDR leaf ambient 5097/65536 142716/1835008 ( 7.8%) HDR leaf ambient 4977/65536 139356/1835008 ( 7.6%) 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] 1/8294 ( 0.0%) pakfile [variable] 216545/0 ( 0.0%) physics [variable] 499040/4194304 (11.9%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 16357 Writing c:\users\merijn\documents\CardboardHouse.bsp 20 seconds elapsed Valve Software - vrad.exe SSE (Sep 20 2013) Valve Radiosity Simulator 6 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\merijn\documents\CardboardHouse.bsp Setting up ray-trace acceleration structure... Done (0.62 seconds) 6260 faces 3 degenerate faces 118825 square feet [17110860.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 6257 patches before subdivision 17421 patches after subdivision sun extent from map=0.087156 38 direct lights BuildFacelights: 0...1 WARNING: Too many light styles on a face at (58.000000, 100.575005, 268.750000) ...2...3...4 WARNING: Too many light styles on a face at (-98.000000, 337.000000, 222.750000) ...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5) transfers 1900208, max 607 transfer lists: 14.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(21776, 26831, 24723) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(3623, 4105, 3103) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(597, 628, 397) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(111, 107, 55) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(21, 19, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(4, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0069 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11) 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 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 305/1024 14640/49152 (29.8%) brushes 1198/8192 14376/98304 (14.6%) brushsides 8405/65536 67240/524288 (12.8%) planes 3618/65536 72360/1310720 ( 5.5%) vertexes 9622/65536 115464/786432 (14.7%) nodes 4671/65536 149472/2097152 ( 7.1%) texinfos 1046/12288 75312/884736 ( 8.5%) texdata 53/2048 1696/65536 ( 2.6%) 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 6260/65536 350560/3670016 ( 9.6%) hdr faces 6260/65536 350560/3670016 ( 9.6%) origfaces 4268/65536 239008/3670016 ( 6.5%) leaves 4977/65536 159264/2097152 ( 7.6%) leaffaces 6715/65536 13430/131072 (10.2%) leafbrushes 2711/65536 5422/131072 ( 4.1%) areas 4/256 32/2048 ( 1.6%) surfedges 45989/512000 183956/2048000 ( 9.0%) edges 25319/256000 101276/1024000 ( 9.9%) LDR worldlights 38/8192 3344/720896 ( 0.5%) HDR worldlights 38/8192 3344/720896 ( 0.5%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 299/32768 2990/327680 ( 0.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 6933/65536 13866/131072 (10.6%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 1/512 352/180224 ( 0.2%) LDR lightdata [variable] 1704580/0 ( 0.0%) HDR lightdata [variable] 1704580/0 ( 0.0%) visdata [variable] 148050/16777216 ( 0.9%) entdata [variable] 373805/393216 (95.1%) VERY FULL! LDR ambient table 4977/65536 19908/262144 ( 7.6%) HDR ambient table 4977/65536 19908/262144 ( 7.6%) LDR leaf ambient 5097/65536 142716/1835008 ( 7.8%) HDR leaf ambient 5344/65536 149632/1835008 ( 8.2%) 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] 1/8294 ( 0.0%) pakfile [variable] 216545/0 ( 0.0%) physics [variable] 499040/4194304 (11.9%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 16357 Writing c:\users\merijn\documents\CardboardHouse.bsp 20 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Merijn\Documents\CardboardHouse.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\CardboardHouse.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" -staticproplighting +map "CardboardHouse" -steam [/CODE]
microbrushes, they're too small align everything to grid, use alt+p to look for problems
[URL="https://www.mediafire.com/?2fca525rnh3moyw"]Here's my map[/URL] so far if anyone with NMRIH wants to take a quick look at it.
Is everyone ready for Black Thursday Afternoon? [thumb]http://i.imgur.com/F7DH79r.jpg[/thumb] [thumb]http://i.imgur.com/89usjg1.jpg[/thumb] This is just a practice map I was working on. I'm thinking of moving it to L4D2 (instead of CSGO) as a survival map in which you have to stop the zombies from buying more than one television per household. Edit: Or better yet, you have to load a TV into the escape vehicle.
[QUOTE=skern;43010352]Is everyone ready for Black Thursday Afternoon? [thumb]http://i.imgur.com/F7DH79r.jpg[/thumb] [thumb]http://i.imgur.com/89usjg1.jpg[/thumb] This was just a practice map I was working on. I'm thinking of moving it to L4D2 (instead of CSGO) as a survival map in which you have to stop the zombies from buying more than one television per household. Edit: Or better yet, you have to load a TV into the escape vehicle.[/QUOTE] Can you have a trigger in the doors to have an NPC say hi to you
[QUOTE=GameDev;43011272]Can you have a trigger in the doors to have an NPC say hi to you[/QUOTE] I suppose it's possible, and if they don't say hi you get a sticker.
It was quite hard to capture the entire reactor chamber. Also, how should the player die after stepping in the forcefield? Should he disintergrate / get charred / have his tissue partially "strapped" off (or something else)? [T]https://dl.dropboxusercontent.com/u/33369101/ttt_interstellar/screenshots/3.jpg[/T]
I think disintegrate would be best
could you make it so they become charred and then the charple disintegrates after a short time?
[QUOTE=TFlippy;43012363]It was quite hard to capture the entire reactor chamber. Also, how should the player die after stepping in the forcefield? Should he disintergrate / get charred / have his tissue partially "strapped" off (or something else)? [T]https://dl.dropboxusercontent.com/u/33369101/ttt_interstellar/screenshots/3.jpg[/T][/QUOTE] What is this for? It looks great.
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