[QUOTE=comedown;38529930]-snip-
This ain't good optimization I can tell.
Any suggestions/tips how to make thing better?
The house has shit load of props in it, so I don't thing func_detailing is a good idea...[/QUOTE]
Change stuff func_details until you get your house down to the [url=https://dl.dropbox.com/u/37624951/optimization.png]most basic shape[/url], even if it means clipping the roof overhangs into separate brushes. Then, throw some areaportals into the holes. If all else fails, you can also use fade distances on the props inside the house.
If I was interested in "hiring" someone to edit a map (vmf - publicly released) where would be the best place for me to post? Does some sort of hire thread exist or would my best bet to be to create a new thread?
Also, could anyone here give me any rough estimate of how much I would have to pay to have a few buildings added to the map rp_bangclaw?
P.S. Sorry for the off-topic, didn't know where to ask this. :(
Make a request thread. Based on the mapper, the prices can range from £100-300. An edit with a public vmf won't be much unless you want incredibly complex and detailed buildings added.
It's not really an off-topic question either, it's better to be considerate and ask than make a dumb thread.
How can I completely prevent my map from ever being decompiled?
[QUOTE=Matt2468rv;38584122]How can I completely prevent my map from ever being decompiled?[/QUOTE]
You can't.
Then to rephrase my question, what are the best ways to attempt to prevent anyone from decompiling my map?
If someone is hellbent on decompiling your map, it doesn't matter what you do, they will eventually get what they wanted.
Even if the map would be misaligned and missing things.
[QUOTE=Matt2468rv;38584305]Then to rephrase my question, what are the best ways to attempt to prevent anyone from decompiling my map?[/QUOTE]
Ask them nicely.
[QUOTE=Matt2468rv;38584305]Then to rephrase my question, what are the best ways to attempt to prevent anyone from decompiling my map?[/QUOTE]
Nothing. BSPSource ignores every block VMEX implements.
Alternatively you can make your map really, really bad so no one will ever want to look at it.
I appreciate your replies, but you're saying there are seriously [I]no ways[/I] to at least [I]hinder[/I] anyone from decompiling a map?... I've heard from reliable sources that decompilation protection can be implemented to a certain degree. Was this true in the past and now isn't, or what?
The reason I'd like to use some sort of decompilation protection in the first place is to prevent players from learning the map's secrets, easter eggs, codes, etc. that they should figure out by themselves.
[QUOTE=Matt2468rv;38585342]I appreciate your replies, but you're saying there are seriously [I]no ways[/I] to at least [I]hinder[/I] anyone from decompiling a map?... I've heard from reliable sources that decompilation protection can be implemented to a certain degree. Was this true in the past and now isn't, or what?[/QUOTE]
You could make them hard to find in hammer if you want. There could ways to make it so some custom textures, and models might not work. Might.
Trust me if people want to decomplile your map, or cheat and find your easter eggs. They will, your best bet is to encourage players to find them. Most will enjoy the actual hunt, some will take the easy way.
Anyone know of a good single-door model with glasspanes? Only one I can find is this 'doubledoor' one.
[QUOTE=Cosine;38579701]Change stuff func_details until you get your house down to the [url=https://dl.dropbox.com/u/37624951/optimization.png]most basic shape[/url], even if it means clipping the roof overhangs into separate brushes. Then, throw some areaportals into the holes. If all else fails, you can also use fade distances on the props inside the house.[/QUOTE]
Yes, that's what I've pretty much done by now. Prop fade distances are also tweaked and good. I got areaportal_windows in every hole of the house. I was just thinking if it needs some hint brushes etc to the outside. Thanks for replying.
[QUOTE=comedown;38586797]Yes, that's what I've pretty much done by now. Prop fade distances are also tweaked and good. I got areaportal_windows in every hole of the house. I was just thinking if it needs some hint brushes etc to the outside. Thanks for replying.[/QUOTE]
Hint brushes would be smart to place in a box shape around your house. This prevents leafs from going all the way across the map and being rendered when not looking at the house.
[QUOTE=Stiffy360;38587366]Hint brushes would be smart to place in a box shape around your house. This prevents leafs from going all the way across the map and being rendered when not looking at the house.[/QUOTE]
Wait, you put hint brushes in boxes around buildings, boxing them off? I've been doing it all wrong!
[QUOTE=war_man333;38586748]Anyone know of a good single-door model with glasspanes? Only one I can find is this 'doubledoor' one.[/QUOTE]
Do you mean these doors?
[IMG]http://dl.dropbox.com/u/52242457/doors1.png[/IMG]
If you're using Source Engine 2009 these are the best I could find without using custom props.
[IMG]http://dl.dropbox.com/u/52242457/Doors2.png[/IMG]
models/props_c17/door03_left.mdl
models/props_trainstation/wrecked_train_door.mdl
It's bit of a limited selection.
[QUOTE=Amaurus;38584671]If someone is hellbent on decompiling your map, it doesn't matter what you do, they will eventually get what they wanted.
Even if the map would be misaligned and missing things.[/QUOTE]
Jorpakko is literally two entities away from the limit, so I don't need to worry about people decompiling that one :v:
[QUOTE=quacles;38585490]You could make them hard to find in hammer if you want. There could ways to make it so some custom textures, and models might not work. Might.
Trust me if people want to decomplile your map, or cheat and find your easter eggs. They will, your best bet is to encourage players to find them. Most will enjoy the actual hunt, some will take the easy way.[/QUOTE]
Well I found an article that basically answers all of my questions: [URL]http://www.tophattwaffle.com/protecting-a-map-from-decompiling/[/URL]
It tells about 5 ways to prevent decompilation or scramble a map that does get decompiled. If I use a combination of all of these methods, I think it should protect my map to a fairly good degree.
But thanks!
Recompiling gm_excess_waters is a pain. Is there a way I can add spawn points to the compiled map easily without doing them one by one?
[QUOTE=wauterboi;38591863]Recompiling gm_excess_waters is a pain. Is there a way I can add spawn points to the compiled map easily without doing them one by one?[/QUOTE]
Use lua instead? Gm player spawn function or something.
[QUOTE=wauterboi;38591863]Recompiling gm_excess_waters is a pain. Is there a way I can add spawn points to the compiled map easily without doing them one by one?[/QUOTE]
Can't you just compile entities only?
[QUOTE=Callinstead;38589830]Do you mean these doors?
[IMG]http://dl.dropbox.com/u/52242457/doors1.png[/IMG]
If you're using Source Engine 2009 these are the best I could find without using custom props.
[IMG]http://dl.dropbox.com/u/52242457/Doors2.png[/IMG]
models/props_c17/door03_left.mdl
models/props_trainstation/wrecked_train_door.mdl
It's bit of a limited selection.[/QUOTE]
Dang, thanks :)
I'm looking for something like the first you posted, topleft, just in a single door.
When I place a light entity, it is still coming up as a grey box that doesn't work as a light. Sometimes it will change back to a light if I switch it to a different entity then switch it back, but it doesn't always do so.
Has anyone else had this problem or know how to fix it? A clean install of Source SDK doesn't seem to have done anything. :(
[QUOTE=Caliginous;38599354]When I place a light entity, it is still coming up as a grey box that doesn't work as a light. Sometimes it will change back to a light if I switch it to a different entity then switch it back, but it doesn't always do so.
Has anyone else had this problem or know how to fix it? A clean install of Source SDK doesn't seem to have done anything. :([/QUOTE]
Show us a picture or a video of what is happening.
[QUOTE=Caliginous;38599354]When I place a light entity, it is still coming up as a grey box that doesn't work as a light. Sometimes it will change back to a light if I switch it to a different entity then switch it back, but it doesn't always do so.
Has anyone else had this problem or know how to fix it? A clean install of Source SDK doesn't seem to have done anything. :([/QUOTE]
I think I know what you mean, but make sure you hit 'Apply' when changing keyvalues and etc
I'm having a weird problem, only very few of my decals work. Why does this happen?
[QUOTE=war_man333;38600257]I'm having a weird problem, only very few of my decals work. Why does this happen?[/QUOTE]
What do you mean by "work"? Are you using the default hl2 ones or custom?
[U][B]Edit: Problem solved. [/B]The lightmap was set too low on large surfaces. Raising it back to 16 fixed it.[/U]
I'm running into a very annoying error that makes it impossible for me to compile my map. Every time I compile, it fails in VRAD with:
[CODE]Abnormal Exit in VRAD ParseLog caught!
Catch: in vrad_finish![/CODE]
Now when I even revert back to an old VMF of my map that I KNOW has compiled successfully in the past, I still get this error... :suicide:
Could someone please help me out here? I'm currently at a loss and this map is extremely important to me...
Here is the full compile log:
[CODE]Full Compile Selected!
NOTE: existing vbsp log file renamed to : C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power_vbsp_old.log
NOTE: existing vvis log file renamed to : C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power_vvis_old.log
Compile Start Time: Monday, November 26, 2012, 11:28:49 AM
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: c:\program files (x86)\steam\steamapps\matt2468rv\sourcesdk\bin\source2009\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\matt2468rv\half-life 2 episode two\ep2" "C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power"
Valve Software - vbsp.exe (Sep 15 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\matt2468rv\half-life 2 episode two\ep2\materials
Loading C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\matt2468rv\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/ttt_nuclear_power/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
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 (1)
Find Visible Detail Sides...
Merged 3870 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_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 (3) (2543591 bytes)
Error! prop_static using model "models/props/cs_office/file_cabinet1_group.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/file_cabinet1_group.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 16802 texinfos to 8426
Reduced 1017 texdatas to 773 (56521 bytes to 44540)
Writing C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power.bsp
24 seconds elapsed
Compile Complete for this module.
VBSP Completed: Monday, November 26, 2012, 11:29:14 AM
VBSP: Error loading studio model "models/props/cs_office/file_cabinet1_group.mdl"!
VBSP: Compile time: 24 seconds elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: c:\program files (x86)\steam\steamapps\matt2468rv\sourcesdk\bin\source2009\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\matt2468rv\half-life 2 episode two\ep2" "C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power"
Valve Software - vvis.exe (Sep 15 2011)
8 threads
reading c:\users\matthew\desktop\custom mapping\ttt_nuclear_power\ttt_nuclear_power.bsp
reading c:\users\matthew\desktop\custom mapping\ttt_nuclear_power\ttt_nuclear_power.prt
1385 portalclusters
3449 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (8)
Optimized: 1273 visible clusters (0.00%)
Total clusters visible: 180852
Average clusters visible: 130
Building PAS...
Average clusters audible: 465
visdatasize:217080 compressed from 487520
writing c:\users\matthew\desktop\custom mapping\ttt_nuclear_power\ttt_nuclear_power.bsp
9 seconds elapsed
Compile Complete for this module.
VVIS Completed: Monday, November 26, 2012, 11:29:24 AM
VVIS: Compile time: 9 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: c:\program files (x86)\steam\steamapps\matt2468rv\sourcesdk\bin\source2009\bin\vrad.exe -game "c:\program files (x86)\steam\steamapps\matt2468rv\half-life 2 episode two\ep2" "C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[4 texlights parsed from 'lights.rad']
Loading c:\users\matthew\desktop\custom mapping\ttt_nuclear_power\ttt_nuclear_power.bsp
Setting up ray-trace acceleration structure... Done (7.76 seconds)
29256 faces
20 degenerate faces
1620025 square feet [233283712.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
29236 patches before subdivision
792146 patches after subdivision
2234 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (123)
BuildVisLeafs: 0...1...2...3...4...5...6...7...
Compile Complete for this module.
VRAD Completed: Monday, November 26, 2012, 11:32:01 AM
Abnormal Exit in VRAD ParseLog caught!
Catch: in vrad_finish!
[/CODE]
There are no leaks in the map, and I don't see what's causing this...
[QUOTE=HighdefGE;38600494]What do you mean by "work"? Are you using the default hl2 ones or custom?[/QUOTE]
CSS/HL2. It seems that especially graffity decals do not work. By work I mean they don't appear ingame.
[IMG]http://imgkk.com/i/ve39.png[/IMG]
I'm using a lot of flat textures in a map I'm working on, and this keeps happening around angled faces, these massive weird shadows around the edges that are being all ugly.
Why is this happening and what's the best way to fix it?
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