The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Stiffy360;43162514]Livestreaming if anyone cares. I'm making an rp map for whatever.
[url]http://www.twitch.tv/planub[/url]
It's over, Thanks for watching the 12 people that did.[/QUOTE]
Can you do another one over the weekend? It sounded interesting.
So I decided to do this!
[t]http://i.imgur.com/Wi9Jjx0.jpg[/t]
And it is a lot more work then you'd think it'd be.
How long did it take to plan out that first set of buildings?
[QUOTE=ExplosiveCheese;43164244]Can you do another one over the weekend? It sounded interesting.[/QUOTE]
Sure, I plan to do it whenever I can/feel like it.
I don't want to flood the pimpage threads with notices that I'm streaming though.
Here's today's progress
[t]http://i.imgur.com/xJi9ebih.jpg[/t]
[t]http://i.imgur.com/XQfJg7Ph.jpg[/t]
[t]http://i.imgur.com/9H69lqbh.jpg[/t]
[QUOTE=Stiffy360;43165525]Sure, I plan to do it whenever I can/feel like it.
I don't want to flood the pimpage threads with notices that I'm streaming though.
Here's today's progress
[t]http://i.imgur.com/xJi9ebih.jpg[/t]
[t]http://i.imgur.com/XQfJg7Ph.jpg[/t]
[t]http://i.imgur.com/9H69lqbh.jpg[/t][/QUOTE]
That was fast good job
I am getting an error on my map where if I look in a general direction from a certain room it creates an error called "Too many faces with the same material in scene": [url]http://imgur.com/a/YKMvG[/url]
From what I can gather the texture I have been using for almost all areas in the map isn't being condoned by Hammer. Is there a work around for this error or do I need to have more diversity in my texturing?
Thanks
[QUOTE=glata;43167877]I am getting an error on my map where if I look in a general direction from a certain room it creates an error called "Too many faces with the same material in scene": [url]http://imgur.com/a/YKMvG[/url]
From what I can gather the texture I have been using for almost all areas in the map isn't being condoned by Hammer. Is there a work around for this error or do I need to have more diversity in my texturing?
Thanks[/QUOTE]
Compile log and compile settings please give thanks.
[QUOTE=Zanarias;43168541]Compile log and compile settings please give thanks.[/QUOTE]
[code]
** Executing...
** Command: "D:\Program File\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "D:\Program File\Steam\SteamApps\common\Counter-Strike Source\cstrike" "c:\users\james\desktop\map for ttt\map\ttt_novanase_06"
Valve Software - vbsp.exe (Aug 30 2013)
4 threads
materialPath: D:\Program File\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading c:\users\james\desktop\map for ttt\map\ttt_novanase_06.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in d:\program file\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/ttt_novanase_06/nature/blenddirtgrass008b_lowfriction_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1144.9 -986.9 -146.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 1104:
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing c:\users\james\desktop\map for ttt\map\ttt_novanase_06.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (2230590 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9996 texinfos to 7130
Reduced 68 texdatas to 55 (1813 bytes to 1230)
Writing c:\users\james\desktop\map for ttt\map\ttt_novanase_06.bsp
9 seconds elapsed
-1.625600 -0.786559 0.000000
-1.816100 -0.786559 0.000000
1.816100 -0.786559 0.000000
1.816100 -0.000405 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-1.625600 -0.786559 0.000000
-1.816100 -0.786559 0.000000
1.816100 -0.786559 0.000000
1.816100 -0.000405 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "D:\Program File\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -fast -game "D:\Program File\Steam\SteamApps\common\Counter-Strike Source\cstrike" "c:\users\james\desktop\map for ttt\map\ttt_novanase_06"
Valve Software - vvis.exe (Aug 27 2013)
fastvis = true
4 threads
reading c:\users\james\desktop\map for ttt\map\ttt_novanase_06.bsp
reading c:\users\james\desktop\map for ttt\map\ttt_novanase_06.prt
10083 portalclusters
35506 numportals
The map overflows the max portal count (35506 of max 32768)!
** Executing...
** Command: "D:\Program File\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -lights ttt_novabase.rad -bounce 2 -noextra -game "D:\Program File\Steam\SteamApps\common\Counter-Strike Source\cstrike" "c:\users\james\desktop\map for ttt\map\ttt_novanase_06"
Valve Software - vrad.exe SSE (Sep 16 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
[Reading texlights from 'ttt_novabase.rad']
[2 texlights parsed from 'ttt_novabase.rad']
Loading c:\users\james\desktop\map for ttt\map\ttt_novanase_06.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.96 seconds)
32110 faces
244 degenerate faces
1652176 square feet [237913360.00 square inches]
5 Displacements
9048 Square Feet [1302976.25 Square Inches]
sun extent from map=0.087156
824 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (47)
Build Patch/Sample Hash Table(s).....Done<0.0331 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
FinalLightFace Done
358 of 433 (82% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (41)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 124/1024 5952/49152 (12.1%)
brushes 5692/8192 68304/98304 (69.5%)
brushsides 56807/65536 454456/524288 (86.7%) VERY FULL!
planes 52458/65536 1049160/1310720 (80.0%) VERY FULL!
vertexes 52090/65536 625080/786432 (79.5%)
nodes 22291/65536 713312/2097152 (34.0%)
texinfos 7130/12288 513360/884736 (58.0%)
texdata 55/2048 1760/65536 ( 2.7%)
dispinfos 5/0 880/0 ( 0.0%)
disp_verts 613/0 12260/0 ( 0.0%)
disp_tris 1024/0 2048/0 ( 0.0%)
disp_lmsamples 24184/0 24184/0 ( 0.0%)
faces 32110/65536 1798160/3670016 (49.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 17065/65536 955640/3670016 (26.0%)
leaves 22416/65536 717312/2097152 (34.2%)
leaffaces 37105/65536 74210/131072 (56.6%)
leafbrushes 14844/65536 29688/131072 (22.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 220563/512000 882252/2048000 (43.1%)
edges 127928/256000 511712/1024000 (50.0%)
LDR worldlights 824/8192 72512/720896 (10.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 3222/32768 32220/327680 ( 9.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 57084/65536 114168/131072 (87.1%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 31/512 10912/180224 ( 6.1%)
LDR lightdata [variable] 19386780/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 299893/393216 (76.3%)
LDR ambient table 22416/65536 89664/262144 (34.2%)
HDR ambient table 22416/65536 89664/262144 (34.2%)
LDR leaf ambient 58314/65536 1632792/1835008 (89.0%) VERY FULL!
HDR leaf ambient 22416/65536 627648/1835008 (34.2%)
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] 1/21716 ( 0.0%)
pakfile [variable] 215154/0 ( 0.0%)
physics [variable] 2230590/4194304 (53.2%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 88489
Writing c:\users\james\desktop\map for ttt\map\ttt_novanase_06.bsp
1 minute, 42 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\users\james\desktop\map for ttt\map\ttt_novanase_06.bsp" "D:\Program File\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\ttt_novanase_06.bsp"
** Executing...
** Command: "D:\Program File\Steam\SteamApps\common\Counter-Strike Source\hl2.exe"
** Parameters: -allowdebug -game "D:\Program File\Steam\SteamApps\common\Counter-Strike Source\cstrike" +map "ttt_novanase_06"[/code]
[QUOTE]
10083 portalclusters
35506 numportals
The map overflows the max portal count (35506 of max 32768)!
[/QUOTE]
Here's your answer. Optimize your map better with func_detail and smarter brush usage. :p
Since the visibility optimization is so bad it doesn't compile, it skips VVIS and makes the entire map rendered at once, resulting in problems.
[QUOTE=TFlippy;43169350]Here's your answer. Optimize your map better with func_detail and smarter brush usage. :p
Since the visibility optimization is so bad it doesn't compile, it skips VVIS and makes the entire map rendered at once, resulting in problems.[/QUOTE]
Oh okay, haha. I knew I had to do some optimisation with HINT but it was my understand that was for in game so that clients would be able to run at higher frame rates. How do you suggest I use func_details, I have seen it mentioned before but I am not sure what the difference between a fund_detail and just an normal 'Block' is.
[QUOTE=glata;43169572]Oh okay, haha. I knew I had to do some optimisation with HINT but it was my understand that was for in game so that clients would be able to run at higher frame rates. How do you suggest I use func_details, I have seen it mentioned before but I am not sure what the difference between a fund_detail and just an normal 'Block' is.[/QUOTE]
The use of func_detail on a brush tells vvis to skip this block from making a visleaf.
In other words, making a block a func_detail means that the brush doesn't exist for vvis resulting in faster compiles.
But it doesn't mean select the whole map and func_detail it.
[QUOTE=glata;43169572]Oh okay, haha. I knew I had to do some optimisation with HINT but it was my understand that was for in game so that clients would be able to run at higher frame rates. How do you suggest I use func_details, I have seen it mentioned before but I am not sure what the difference between a fund_detail and just an normal 'Block' is.[/QUOTE]
[url=http://www.optimization.interlopers.net/]Read this[/url]
[QUOTE=Stiffy360;43162514]Livestreaming if anyone cares. I'm making an rp map for whatever.
[url]http://www.twitch.tv/planub[/url]
It's over, Thanks for watching the 12 people that did.[/QUOTE]
Please stream again, and next time record it as well so it saves to your twitch so if i miss it i can still watch it.
I'm working on a competitive map, I'll appreciate feedbacks for detail and ambience, the layout I'll playtest on a different version.
[B]Middle and Bombsite A[/B]
[t]http://i.imgur.com/rzeYItU.jpg[/t] [t]http://i.imgur.com/4l9dNm5.jpg[/t]
[B]Bombsite B Outside/Inside[/B]
[t]http://i.imgur.com/JIboomd.jpg[/t] [t]http://i.imgur.com/tB54Mkn.jpg[/t]
[B]T paths for Bombsite B/A[/B]
[t]http://i.imgur.com/Z1jb2bk.jpg[/t] [t]http://i.imgur.com/xdRUWSz.jpg[/t]
What do you guys think ?
[QUOTE=nicolasx21;43172802]I'm working on a competitive map, I'll appreciate feedbacks for detail and ambience, the layout I'll playtest on a different version.
[B]Middle and Bombsite A[/B]
[t]http://i.imgur.com/rzeYItU.jpg[/t] [t]http://i.imgur.com/4l9dNm5.jpg[/t]
[B]Bombsite B Outside/Inside[/B]
[t]http://i.imgur.com/JIboomd.jpg[/t] [t]http://i.imgur.com/tB54Mkn.jpg[/t]
[B]T paths for Bombsite B/A[/B]
[t]http://i.imgur.com/Z1jb2bk.jpg[/t] [t]http://i.imgur.com/xdRUWSz.jpg[/t]
What do you guys think ?[/QUOTE]
Nice but you should add some cover and more detail also maybe some fog and a bit warmer lightning it's to white I think :smile:
[t]http://i.imgur.com/4xupgjT.jpg[/t]
studied some streetlamps today after work, though i think they need more vibrance
[QUOTE=nickster50;43172794]Please stream again, and next time record it as well so it saves to your twitch so if i miss it i can still watch it.[/QUOTE]
How would I go about doing that?
Probably going to stream again in like 30-minutes to an hour.
STREAMING~!
Livestreaming hammer [url]http://www.twitch.tv/planub[/url]
[QUOTE=Stiffy360;43173348]How would I go about doing that?
Probably going to stream again in like 30-minutes to an hour.
STREAMING~!
Livestreaming hammer [url]http://www.twitch.tv/planub[/url][/QUOTE]
watching now
awww it stopped at least it archived! :D
[QUOTE=Giraffen93;43173207][t]http://i.imgur.com/4xupgjT.jpg[/t]
studied some streetlamps today after work, though i think they need more vibrance[/QUOTE]
Wow, yeah that looks a lot better.
Nice work!
Right now I'm playing around with Left 4 Dead models, and tried to recreate the doors in the game as good as I can, I ran into a little problem however.
[T]http://i.imgur.com/dCETqJf.jpg[/T]
[T]http://i.imgur.com/eF9ZrLr.jpg[/T]
[t]http://i.imgur.com/klyxYMW.jpg[/t]
[T]http://i.imgur.com/3ZyaLTa.jpg[/T]
As you see, all the models (the last one spawns when the door is completely broken, using a [U]buggy[/U] env_shooter), remain visible at all times, therefore it clips really hard.
Is there any way I can toggle visibility on these models? They are prop_dynamic_override's which are parented, and will be killed one by one until a model spawns.
[QUOTE=Merijnwitje;43174509]Right now I'm playing around with Left 4 Dead models, and tried to recreate the doors in the game as good as I can, I ran into a little problem however.
[T]http://i.imgur.com/dCETqJf.jpg[/T]
[T]http://i.imgur.com/eF9ZrLr.jpg[/T]
[t]http://i.imgur.com/klyxYMW.jpg[/t]
[T]http://i.imgur.com/3ZyaLTa.jpg[/T]
As you see, all the models (the last one spawns when the door is completely broken, using a [U]buggy[/U] env_shooter), remain visible at all times, therefore it clips really hard.
Is there any way I can toggle visibility on these models? They are prop_dynamic_override's which are parented, and will be killed one by one until a model spawns.[/QUOTE]
I think you're just supposed to use the breakable door model by itself, and it automatically breaks into gibs the more you hit it.
I was bored and made this deus ex inspired (small) laboratory.
[t]http://cloud-4.steampowered.com/ugc/487810778701862618/C915E5095AC56F4C64D0CFB61E422F183DF28991/[/t]
[t]http://cloud-2.steampowered.com/ugc/487810778701864232/B6424FA712E436A6FE001D89EF18AF044A9EA556/[/t]
[t]http://cloud-2.steampowered.com/ugc/487810778701866186/5B1C0C7FA76CBFD6E1425D72235C244DD1A81852/[/t]
[QUOTE=opti2000;43175572]I was bored and made this deus ex inspired (small) laboratory.
[t]http://cloud-4.steampowered.com/ugc/487810778701862618/C915E5095AC56F4C64D0CFB61E422F183DF28991/[/t]
[t]http://cloud-2.steampowered.com/ugc/487810778701864232/B6424FA712E436A6FE001D89EF18AF044A9EA556/[/t]
[t]http://cloud-2.steampowered.com/ugc/487810778701866186/5B1C0C7FA76CBFD6E1425D72235C244DD1A81852/[/t][/QUOTE]
DX1 or DX3 ?
[QUOTE=glitchvid;43175950]DX1 or DX3 ?[/QUOTE]
Well it's not yellow so going to assume DX1.
[QUOTE=glitchvid;43175950]DX1 or DX3 ?[/QUOTE]
I played all all DX games and this is just something quick out of my imagination :)
So in Hammer whenever I try to open entity report, Hammer crashes. I caused this by searching for an invalid name or something, and because hammer remembers what's left in the text entry, it crashes whenever I open entity report. Is there a config file or something that I can open and simply clear the search value, so that I don't have to reinstall everything?... Where is the search value that hammer remembers stored?
[QUOTE=Matt2468rv;43176443]So in Hammer whenever I try to open entity report, Hammer crashes. I caused this by searching for an invalid name or something, and because hammer remembers what's left in the text entry, it crashes whenever I open entity report. Is there a config file or something that I can open and simply clear the search value, so that I don't have to clear and everything?... Where is the search value that hammer remembers stored?[/QUOTE]
Use regedit and go to computer/HKEY_CURRENT_USER\Software\Valve and look in there. It might have it stored there I'm not sure though.
[QUOTE=wazanator;43176587]Use regedit and go to computer/HKEY_CURRENT_USER\Software\Valve and look in there. It might have it stored there I'm not sure though.[/QUOTE]
That did the trick! Thank you for your help, wazanator. :)
Also, whoops wrong thread! :v:
[QUOTE=opti2000;43175572]I was bored and made this deus ex inspired (small) laboratory.
[pics]
[/QUOTE]
Welcome to the Coalition JC...I might as well start using your codename.
Sorry, you need to Log In to post a reply to this thread.