The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
Did a 25-ish minute final compile on a map, only to have it leak. Load pointfile, and get this:
[img]http://puu.sh/66gnO.png[/img]
kill me
[QUOTE=Cosine;43385532]Did a 25-ish minute final compile[/QUOTE]
Hmm, even on my largest and most complex maps that have been properly optimized, I've never had something take [I]that[/I] long. I'd suggest optimizing further.
depends on the cpu though
my biggest map in my mod takes 19 minutes on final hdr
My computer is 6 years old, so I'd contribute the compile time to that.
My biggest (wip) rp map takes 12 minutes to compile on hdr and i used nearly the entire hammer grid. Btw thats a really strange leak you have there :S
[QUOTE=Cosine;43385532]Did a 25-ish minute final compile on a map, only to have it leak. Load pointfile, and get this:
[img]http://puu.sh/66gnO.png[/img]
kill me[/QUOTE]
usually, leaks are found on the bsp compile, that only takes a minute to complete.
When you see a leak, stop the compile, solve it then make the full compile
[QUOTE=Cosine;43385532]Did a 25-ish minute final compile on a map, only to have it leak. Load pointfile, and get this:
[img]http://puu.sh/66gnO.png[/img]
kill me[/QUOTE]
It could also be because the skybox brush is corrupted, which happens sometimes, and results in exactly that happening. You could try remaking that one brush from scratch and try again.
If it's a single entity that leaked, open it's properties, set the origin to 0 0 0 and drag it around (or back and forth) a little so Hammer resets its origin. I've had entities become 'leaked' because the origin coords were outside the sealed map for some reason.
Guys he didn't ask for help. He's probably smart enough to know how to fix a leak.
If he waited 25 minutes before seeing he had a leak, he could use some tips.
Back in 2006 I spent two days (~51 hours) compiling rp_subtransit. Heh.
Right now I'm working on a map which takes 41 seconds to compile using the normal compile.
I always compile in HDR when I'm testing though.
Out of interest, are UDK maps welcome here?
[QUOTE=Artisticpolo;43388633]Out of interest, are UDK maps welcome here?[/QUOTE]
> [url]http://facepunch.com/showthread.php?t=1207337[/url]
[QUOTE=Hellsten;43350422][t]http://fuskbugg.se/file/tpW80w/oops.jpg[/t]
welcome to hell[/QUOTE]
Thanks for the new background of my website.
First try at making a mod.
[thumb]http://cloud-2.steampowered.com/ugc/667956121445280324/7DC9894AFEEA181B5E7BF20D75DFEE563A8747F5/[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/667956121481045834/2770D27975E65F58AC96180276D214984BD2985F/[/thumb]
[thumb]http://cloud-3.steampowered.com/ugc/667956121481050134/F17BE077134F042A1758F5349CC096E05AE86F42/[/thumb]
Any tips on making a good lighting? I try to make it sort of dark but a lot of the props pretty much become pure black as a result.
Tone down the sprites. Never have them at 255 alpha.
Use mostly 'light_spot', and reserve the 'light' entity for ambient light.
Never have your lights completely white unless you are going for a sterile atmosphere.
Remember that you can use lights to subtly guide players. Such having a slightly brighter/different coloured light on a doorway.
Remember to make use of the Linear, Constant, Quadratic ratio's. They can greatly improve a maps lighting if used carefully.
[QUOTE=samuel2213;43390016]Tone down the sprites. Never have them at 255 alpha.
Use mostly 'light_spot', and reserve the 'light' entity for ambient light.
Never have your lights completely white unless you are going for a sterile atmosphere.
Remember that you can use lights to subtly guide players. Such having a slightly brighter/different coloured light on a doorway.
Remember to make use of the Linear, Constant, Quadratic ratio's. They can greatly improve a maps lighting if used carefully.[/QUOTE]
Thank you for helping me with the sprites, but light_spot just makes everything a lot darker, these are lightbulbs without any cover and it not lighting the ceiling would be weird, I tried using 2 light_spots for that but the entire hallway was very dark still. Got any examples on using light_spot that I can use?
[QUOTE=Spherix;43387914]If he waited 25 minutes before seeing he had a leak, he could use some tips.[/QUOTE]
The TF2 SDK is pretty broken. One of its "features" is that the compile window doesn't update. This is all I see until it finishes compiling:
[img]http://puu.sh/66NIx.png[/img]
(and yes, the problem was the origin of a brush sticking outside the map. It's fixed now)
Ahh that sucks, didn't know that. Glad you managed to solve it nonetheless.
Use vbct when compiling
[QUOTE=Dr.Cola;43389577]First try at making a mod.
[thumb]http://cloud-2.steampowered.com/ugc/667956121445280324/7DC9894AFEEA181B5E7BF20D75DFEE563A8747F5/[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/667956121481045834/2770D27975E65F58AC96180276D214984BD2985F/[/thumb]
[thumb]http://cloud-3.steampowered.com/ugc/667956121481050134/F17BE077134F042A1758F5349CC096E05AE86F42/[/thumb]
Any tips on making a good lighting? I try to make it sort of dark but a lot of the props pretty much become pure black as a result.[/QUOTE]
It's off to a good start but one thing that is easily noticeable is that your wall texture repeats quite often. To help prevent this use some wall props or decals like stains to break it up and make it less noticeable.
[QUOTE=wazanator;43391259]It's off to a good start but one thing that is easily noticeable is that your wall texture repeats quite often. To help prevent this use some wall props or decals like stains to break it up and make it less noticeable.[/QUOTE]
True, I'm using torn plaster decals to do that, but I have no idea what to put in the hallway at all.
[QUOTE=Cosine;43390303]The TF2 SDK is pretty broken. One of its "features" is that the compile window doesn't update. This is all I see until it finishes compiling:
[img]http://puu.sh/66NIx.png[/img]
(and yes, the problem was the origin of a brush sticking outside the map. It's fixed now)[/QUOTE]
it has always been like that. Only until Alien Swarm and later did it actually update the window.
After a third compile (because I'm dumb), finally got things right. Screenshots:
[t]https://dl.dropboxusercontent.com/u/37624951/tf2m/quarry/koth_quarry_rc10000.jpg[/t][t]https://dl.dropboxusercontent.com/u/37624951/tf2m/quarry/koth_quarry_rc10001.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/37624951/tf2m/quarry/koth_quarry_rc10002.jpg[/t][t]https://dl.dropboxusercontent.com/u/37624951/tf2m/quarry/koth_quarry_rc10003.jpg[/t]
[QUOTE=Giraffen93;43391140]Use vbct when compiling[/QUOTE]
Or do a compile without vvis and vrad, check for leaks, if no leaks do a full compile.
[QUOTE=Cosine;43390303]The TF2 SDK is pretty broken. One of its "features" is that the compile window doesn't update. This is all I see until it finishes compiling:
[img]http://puu.sh/66NIx.png[/img]
(and yes, the problem was the origin of a brush sticking outside the map. It's fixed now)[/QUOTE]
Compile [B]only bsp[/B] before making a full compile.
[QUOTE=Cosine;43392175]After a third compile (because I'm dumb), finally got things right. Screenshots:
[t]https://dl.dropboxusercontent.com/u/37624951/tf2m/quarry/koth_quarry_rc10000.jpg[/t][t]https://dl.dropboxusercontent.com/u/37624951/tf2m/quarry/koth_quarry_rc10001.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/37624951/tf2m/quarry/koth_quarry_rc10002.jpg[/t][t]https://dl.dropboxusercontent.com/u/37624951/tf2m/quarry/koth_quarry_rc10003.jpg[/t][/QUOTE]
That's some Valve work right there, good job mate!
[T]https://dl.dropboxusercontent.com/u/33369101/Permanent%20Files/dev_landmine01.jpg[/T]
Made a custom landmine model for my map, along with bumpmap + specular map. :D
It'll be located in an unlockable cabinet that can be accessed both by players, and can be armed by pressing "USE" key on it.
Once armed, the light will change to red, and anyone who steps on it will be alerted by a fast beeper 1 second before being blown up.
[QUOTE=Zanarias;43354515][QUOTE=Hellsten;43350422][t]http://fuskbugg.se/file/tpW80w/oops.jpg[/t]
welcome to hell[/QUOTE]This would make an excellent 404 page.[/QUOTE]
I already made one with that kind of theme a few months ago, whatcha think? (Sorry I'm a little late)
Feel free to tell if I could improve on it :P
[url]http://ocdevelopment.net/somewherenoneexistant[/url]
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