Does anyone have any idea why these decals are so bright?
[IMG]http://i.imgur.com/L9WUs.jpg[/IMG]
I have cubemaps close by and they are built. Only started happening after I experimented with a volumetric light prop but I have since deleted it. Also the block isn't lighting properly.
[QUOTE=GoldPlatinum;38879037]Porting Dear esther on Cs go?[/QUOTE]
Sure why not? :V
Only thing is esther uses a lot of custom shaders and whatnot. Also ether_d.vmf doesn't appear to want to load, which is sad because those are the caves.
I'm making a map that stretches from the top to the bottom limits of Hammer. When compiling It gets up to BuildVisLeafs: 0 then I get 'vrad.exe has stopped working'.
[QUOTE=Stiffy360;38877103]My detail sprites turn black, any idea how to fix them? This is CS:GO which has rendering issues.
[t]http://i.imgur.com/0u8uq.jpg[/t][/QUOTE]
CSGO has rendering issues with the CSM and detail sprites. They dont work at all.
okay so placing three func_physbox with world collision off and motion off so you can pass through them seems to fix the problem. Sure lighting is messed up but I haven't changed it from fullbright yet so it should be fixable.
Hammer memory usage constantly increases until it says this and crashes. I've tried re installing and looking for fixes but nothing I've tried works.
Does this in new vmfs too.
[img]http://filesmelt.com/dl/poop01.gif[/img]
My map won't compile properly in HDR. I've had the issue before on this map but fixed it by doing some more func_detail'ing and no drawing the heck out of it, but I've hit a wall on this one. The material errors have always been there, as have the 'make_triangles' errors. What's new is those 'zero area child patch' which I can't really find a cause for. Doesn't seem like VRad is finishing.
[code]
** Executing...
** Command: "e:\program files\steam\steamapps\**username**\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "e:\program files\steam\steamapps\**username**\counter-strike source\cstrike" "E:\Program Files\Steam\steamapps\**username**\counter-strike source\cstrike\maps\alphabuild_v1.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
8 threads
materialPath: e:\program files\steam\steamapps\**username**\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\steamapps\**username**\counter-strike source\cstrike\maps\alphabuild_v1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in e:\program files\steam\steamapps\**username**\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/alphabuild_v1/nature/blendmilground004_rock2_wvt_patch
Patching WVT material: maps/alphabuild_v1/de_cbble/grassdirt_blend_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 680 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing E:\Program Files\Steam\steamapps\**username**\counter-strike source\cstrike\maps\alphabuild_v1.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 (1) (1624328 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7343 texinfos to 4349
Reduced 362 texdatas to 301 (12577 bytes to 10518)
Writing E:\Program Files\Steam\steamapps\**username**\counter-strike source\cstrike\maps\alphabuild_v1.bsp
8 seconds elapsed
1.049162 -3.207047 0.000000
-1.049033 -3.207047 0.000000
-1.049033 3.206336 0.000000
1.015345 -3.207047 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-7.886700 0.571500 0.000000
-7.886700 -1.257300 0.000000
-11.950700 -1.257300 0.000000
-7.886700 -1.231900 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-7.886700 0.571500 0.000000
-7.886700 -1.257300 0.000000
-11.950700 -1.257300 0.000000
-7.886700 -1.231900 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "e:\program files\steam\steamapps\**username**\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "e:\program files\steam\steamapps\**username**\counter-strike source\cstrike" -fast "E:\Program Files\Steam\steamapps\**username**\counter-strike source\cstrike\maps\alphabuild_v1"
Valve Software - vvis.exe (Sep 15 2011)
fastvis = true
8 threads
reading e:\program files\steam\steamapps\**username**\counter-strike source\cstrike\maps\alphabuild_v1.bsp
reading e:\program files\steam\steamapps\**username**\counter-strike source\cstrike\maps\alphabuild_v1.prt
6337 portalclusters
20321 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (12)
Optimized: 1998878 visible clusters (0.00%)
Total clusters visible: 32275877
Average clusters visible: 5093
Building PAS...
Average clusters audible: 6325
visdatasize:9751348 compressed from 10139200
writing e:\program files\steam\steamapps\**username**\counter-strike source\cstrike\maps\alphabuild_v1.bsp
20 seconds elapsed
** Executing...
** Command: "e:\program files\steam\steamapps\**username**\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -both -game "e:\program files\steam\steamapps\**username**\counter-strike source\cstrike" -noextra "E:\Program Files\Steam\steamapps\**username**\counter-strike source\cstrike\maps\alphabuild_v1"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading e:\program files\steam\steamapps\**username**\counter-strike source\cstrike\maps\alphabuild_v1.bsp
Setting up ray-trace acceleration structure... Done (5.16 seconds)
24007 faces
36 degenerate faces
5619099 square feet [809150336.00 square inches]
1 Displacements
28 Square Feet [4120.00 Square Inches]
23971 patches before subdivision
zero area child patch
zero area child patch
264587 patches after subdivision
sun extent from map=0.087156
181 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (143)
transfers 64430180, max 5576
transfer lists: 491.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(443789, 371389, 241192)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(76423, 56910, 33004)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(17668, 12105, 6498)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(4762, 3094, 1602)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(1457, 932, 478)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(505, 332, 171)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(197, 134, 69)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(90, 62, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(46, 31, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(27, 17, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(17, 9, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(11, 5, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(8, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(6, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(4, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0997 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16)
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 (19)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 104/1024 4992/49152 (10.2%)
brushes 4387/8192 52644/98304 (53.6%)
brushsides 29921/65536 239368/524288 (45.7%)
planes 14182/65536 283640/1310720 (21.6%)
vertexes 38577/65536 462924/786432 (58.9%)
nodes 12800/65536 409600/2097152 (19.5%)
texinfos 4349/12288 313128/884736 (35.4%)
texdata 301/2048 9632/65536 (14.7%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 25/0 500/0 ( 0.0%)
disp_tris 32/0 64/0 ( 0.0%)
disp_lmsamples 216/0 216/0 ( 0.0%)
faces 24007/65536 1344392/3670016 (36.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 13485/65536 755160/3670016 (20.6%)
leaves 12905/65536 412960/2097152 (19.7%)
leaffaces 28938/65536 57876/131072 (44.2%)
leafbrushes 10216/65536 20432/131072 (15.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 173826/512000 695304/2048000 (34.0%)
edges 106114/256000 424456/1024000 (41.5%)
LDR worldlights 181/8192 15928/720896 ( 2.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 3404/32768 34040/327680 (10.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 57672/65536 115344/131072 (88.0%) VERY FULL!
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 12/512 4224/180224 ( 2.3%)
LDR lightdata [variable] 15339956/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 9751348/16777216 (58.1%)
entdata [variable] 197116/393216 (50.1%)
LDR ambient table 12905/65536 51620/262144 (19.7%)
HDR ambient table 12905/65536 51620/262144 (19.7%)
LDR leaf ambient 50016/65536 1400448/1835008 (76.3%)
HDR leaf ambient 12905/65536 361340/1835008 (19.7%)
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] 1/72066 ( 0.0%)
pakfile [variable] 471460/0 ( 0.0%)
physics [variable] 1624328/4194304 (38.7%)
physics terrain [variable] 55/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 71643
Writing e:\program files\steam\steamapps\**username**\counter-strike source\cstrike\maps\alphabuild_v1.bsp
3 minutes, 34 seconds elapsed
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading e:\program files\steam\steamapps\**username**\counter-strike source\cstrike\maps\alphabuild_v1.bsp
Setting up ray-trace acceleration structure... Done (5.23 seconds)
24007 faces
36 degenerate faces
5619099 square feet [809150336.00 square inches]
1 Displacements
28 Square Feet [4120.00 Square Inches]
23971 patches before subdivision
zero area child patch
zero area child patch
** Executing...
** Command: Copy File
** Parameters: "E:\Program Files\Steam\steamapps\**username**\counter-strike source\cstrike\maps\alphabuild_v1.bsp" "e:\program files\steam\steamapps\**username**\garrysmod\garrysmod\maps\alphabuild_v1.bsp"
[/code]
I'm not too sure why the waterindicies are so full.. I've only got two water brushes.
[QUOTE=Shirky;38887565]CSGO has rendering issues with the CSM and detail sprites. They dont work at all.[/QUOTE]
It's because Valve are dumb and still use screen oriented grass. How the fuck is that supposed to work at all with any shadows that don't come directly from the view direction?
[QUOTE=Arietta;38888151]Hammer memory usage constantly increases until it says this and crashes. I've tried re installing and looking for fixes but nothing I've tried works.
Does this in new vmfs too.
[img]http://filesmelt.com/dl/poop01.gif[/img][/QUOTE]
Is that windows 98?
It looks like you're running out of memory, you can try reducing the draw distance and see if that helps.
They work with vertexlitgeneric to an extent. maybe I'll try editing the shadpe of the grass and see if that helps
[t]http://cloud.steampowered.com/ugc/577849604508286607/E47828FA141C1DFAF0BBE5BB3BA3B49687FC9429/[/t]
-snip-
I guess i fixed it? All i did was wait a little bit after the map loaded to spawn the npc and parent the prop to it, instead of doing it immediately.
Need help to put a skybox in the game.
[img]http://i45.tinypic.com/2em3deg.jpg[/img]
I tried "skybox_mtfuji" but it gives me a black void ingame. How do i display this skybox properly ingame?
Why is it that my striders only move on the path track when the player (even with notarget on) is in view?
Sorry for off-topic but does anyone have a link to a garrymod.org page that has a bunch of GTA textures? I think it was recently posted here.
EDIT: found it :v: [URL]http://www.garrysmod.org/downloads/?a=view&id=118537[/URL]
How can I fix these dark spots?
There are no leaks.
[T]http://cloud-2.steampowered.com/ugc/578976070513363138/99CF0FBB6B939E1651069B9E37FAD442E4D8D3A3/[/T]
[T]http://cloud-2.steampowered.com/ugc/578976070513360427/C29C4B5C437272F95570F8F1808A6F660E305834/[/T]
[QUOTE=.FLAP.JACK.DAN.;38905539]Why is it that my striders only move on the path track when the player (even with notarget on) is in view?[/QUOTE]
Perhaps you don't have a trigger to make him activate the strider to walk? yet only when he sees you? But what do you want the strider to do exactly?
[QUOTE=Stiffy360;38891742]They work with vertexlitgeneric to an extent. maybe I'll try editing the shadpe of the grass and see if that helps
[t]http://cloud.steampowered.com/ugc/577849604508286607/E47828FA141C1DFAF0BBE5BB3BA3B49687FC9429/[/t][/QUOTE]
Does CS Go has detail shape support?
[QUOTE=snijboer;38905108]Need help to put a skybox in the game.
[img]http://i45.tinypic.com/2em3deg.jpg[/img]
I tried "skybox_mtfuji" but it gives me a black void ingame. How do i display this skybox properly ingame?[/QUOTE]
That is a sky card. As in not the entire skybox. You need to see a lf, rt, bk, ft, up, dn. version of that to make it a usable skybox.
[QUOTE=GoldPlatinum;38906535]Does CS Go has detail shape support?[/QUOTE]
CS:GO supports everything, just doesn't render correctly is the issue.
[QUOTE=snijboer;38906531]Perhaps you don't have a trigger to make him activate the strider to walk? yet only when he sees you? But what do you want the strider to do exactly?[/QUOTE]
Obviously I want the strider to move along the path track when triggered. I have the trigger set the strider's path track and set it to aggressive (tried patrol but no cigar).
[QUOTE=.FLAP.JACK.DAN.;38906969]Obviously I want the strider to move along the path track when triggered. I have the trigger set the strider's path track and set it to aggressive (tried patrol but no cigar).[/QUOTE]
Alright i've just made a simple level made in EP2 if it isn't that much of a problem. I've putted in almost every button, trigger, the strider an description. (inside properties)
Read them and hopefully your strider will walk!
EDIT: Ill give the VMF file of my strider_level. Download link: [url]http://filesmelt.com/dl/Strider_ep2_test.rar[/url]
Tried you method but it does the same thing in my map. It just keeps stomping like it's trying to figure out where it's at. Maybe its just my map or something. If you want to look at the vmf to see if there is something off here [url]http://www.gamefront.com/files/22768236/single1.zip[/url]
Is the top of pyramids the player will never get to, the sort of stuff you should func_detail?
Mapping the entrance of Whitehall.
For the ground displacements, whats a decent grid size to use for each displacement
[QUOTE=Sam Za Nemesis;38910388]Smoothing groups?[/QUOTE]
Tried it, no use.
[QUOTE=kaskade700;38911069]Is the top of pyramids the player will never get to, the sort of stuff you should func_detail?[/QUOTE]
The principle behind func_detail is that it's applied on brushes who don't block visibility that much so we can save VVIS any needless calculations. So yeah, you should probably func_detail the top of your pyramids unless it's hollow or it's massive enough to be covering some parts of the map.
[QUOTE=.FLAP.JACK.DAN.;38909838]Tried you method but it does the same thing in my map. It just keeps stomping like it's trying to figure out where it's at. Maybe its just my map or something. If you want to look at the vmf to see if there is something off here [url]http://www.gamefront.com/files/22768236/single1.zip[/url][/QUOTE]
Well, i've looked in your map and here is what it might be the problem.
- Your striders name is called: Temp_strider, in your AI_relationship the subject = strider. Try use the same name as what you've named the strider. just temp_strider.
- To many path_corners! I see you made like 4 paths_corners. The strider goes just straight, so you you just need 2 paths to make this less. Would be much easier for yourself.
- In the outputs of your Trigger_multiple i see Strider is "enable" and not on "spawn". So change that to "spawn"
- You've placed a wrecked truck in his path perhaps that will might be the problem. (Not sure, you can try)
Try fixing these up and tell me again if there are any problems.
None of that worked but I fixed it. Gave it just one path track instead of two or more. Must of have been a bug with it's target pathtrack and changing to the next anyway its all good now thanks for at least trying to help me.
[QUOTE=samuel2213;38905993]How can I fix these dark spots?
There are no leaks.
[T]http://cloud-2.steampowered.com/ugc/578976070513363138/99CF0FBB6B939E1651069B9E37FAD442E4D8D3A3/[/T]
[T]http://cloud-2.steampowered.com/ugc/578976070513360427/C29C4B5C437272F95570F8F1808A6F660E305834/[/T][/QUOTE]
Apply a hard smoothing group to all the sides of the strut brush except where you want it to be smoothed, for some reason Valve's tangent calculation completely fucks up when you have smoothing groups assigned as soft to one part of a brush without any assigned to the other parts.
Here's something I made before, no smoothing groups applied SHOULD mean that normals are all hard right? NOPE, T junctions completely break that.
[t]http://puu.sh/ACCS[/t]
and when you apply hard groups to everything, it works perfectly.
[t]http://puu.sh/ACE5[/t]
Send me the VMF and I'll show you exactly how broken the normals are.
Is there a clean way to stop light from going under/seeping through a prop_rotating_door?
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