• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=ssser;38922400]Is there a clean way to stop light from going under/seeping through a prop_rotating_door?[/QUOTE] You could try sealing the doorway with a brush textured with the 'tools/toolsblocklight' texture. More documentation on the process can be found here: [url]https://developer.valvesoftware.com/wiki/Advanced_Lighting#Shadow_creation[/url]
So, iv'e been making a map with a mod. So i would like to add a sound from ambient_generic and while i opened the RAW list of sounds it gives me this: [img]http://i47.tinypic.com/1zmjqx5.jpg[/img] The whole list is messed up! and i can't preview the sounds! How could this happen? In the sound folder of the mod itself is just fine, i still have no idea why it's appearing as a long soundname? help!
I'm creating a map that's supposed to take place way above ground. What would be the best way to simulate slow-moving clouds that the player can fall into?
Is anyone having issue with VDC? [IMG]http://puu.sh/1DHeN[/IMG] Seems the certificate for HTTPS connection failed.
Change my mind - I'm going to take a stab at the particle editor. Is there a way to use multiple sprites?
For those with the certificate issue, the website is proven [B]safe[/B] and contains no viruses. Although connections can be tampered, take a precaution and close it when not used.
If I set the "Num. of npcs" in an npc_maker to -1, will it never be exhausted or does this only work with npc_template_makers?
[QUOTE=Legend286;38920842]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.[/QUOTE] [url]http://www.mediafire.com/?binvts60zv1ivtn[/url] Here is the map. I have attempted to do what you have instructed without any luck. Maybe you will have better luck.
[QUOTE=samuel2213;38931222][url]http://www.mediafire.com/?binvts60zv1ivtn[/url] Here is the map. I have attempted to do what you have instructed without any luck. Maybe you will have better luck.[/QUOTE] Well the normals look okay on the struts but the walls which are arced have ugly normals which I'm gonna fix. Okay well it's impossible to fix this, what the fuck... Smoothing groups have absolutely no effect on the curved walls, I think you're going to have to rethink your design. [t]http://puu.sh/1E48o[/t] But yeah pretty much whenever there's an error with lighting it's because of smoothing groups and VBSP butchering geometry normals.
[QUOTE=Legend286;38936727]Well the normals look okay on the struts but the walls which are arced have ugly normals which I'm gonna fix. Okay well it's impossible to fix this, what the fuck... Smoothing groups have absolutely no effect on the curved walls, I think you're going to have to rethink your design. [t]http://puu.sh/1E48o[/t] But yeah pretty much whenever there's an error with lighting it's because of smoothing groups and VBSP butchering geometry normals.[/QUOTE] Damn, well thanks for trying.
Quick question. In the Source SDK window I've selected "Source Engine 2009" and EP2, is that correct for Gmod? I'm getting errors on some HL2 garbage props when I load the map in gmod, not sure why. Thanks. Edit: Also, when pressing a button and a door starts opening, how can I disable that button until the door stops? If I press it twice strange things happen.
If I were to install a skybox for use in Source SDK for HL2, I would put it in C:\Program Files (x86)\Steam\steamapps\[username]\half-life 2\hl2\materials\skybox correct? I'm a bit confused because I had to make a skybox folder for it.
[QUOTE=cardboardtheory;38944650]If I were to install a skybox for use in Source SDK for HL2, I would put it in C:\Program Files (x86)\Steam\steamapps\[username]\half-life 2\hl2\materials\skybox correct? I'm a bit confused because I had to make a skybox folder for it.[/QUOTE] Yes that is the correct location. All of Hl2's textures are stored in C:\Program Files (x86)\Steam\steamapps\source 2007 shared materials.gcf not C:\Program Files (x86)\Steam\steamapps\[username]\half-life 2\hl2\ (which is why you had to make a folder)
[QUOTE=oort;38943401]Quick question. In the Source SDK window I've selected "Source Engine 2009" and EP2, is that correct for Gmod? I'm getting errors on some HL2 garbage props when I load the map in gmod. Edit: Also, when pressing a button and a door starts opening, how can I disable that button until the door stops? If I press it twice strange things happen.[/QUOTE] Yes, Ep2 should be correct. Did you enable ep1 in gmod, too? The ep2 config includes HL2 and ep1, maybe that's the problem. I think you can make a trigger with "OnActivate" -> "(Buttonname") -> "Disable" -> "[I]0.1[/I]" (delay), and "OnActivate" -> "(Buttonname)" -> "Enable" -> "[I]2[/I]" (set this to the amount of time after which you want the button to be pressable again) I don't know if this works, try it out, maybe the definitions are a bit different.
Just wondering if anyone has any idea of a solution to my decal problem? Sorry is I'm bumping it.
[QUOTE=Marbledemon;38946513]Yes, Ep2 should be correct. Did you enable ep1 in gmod, too? The ep2 config includes HL2 and ep1, maybe that's the problem. I think you can make a trigger with "OnActivate" -> "(Buttonname") -> "Disable" -> "[I]0.1[/I]" (delay), and "OnActivate" -> "(Buttonname)" -> "Enable" -> "[I]2[/I]" (set this to the amount of time after which you want the button to be pressable again) I don't know if this works, try it out, maybe the definitions are a bit different.[/QUOTE] On the door I'd just put "Onopen" "Buttonname" "disable" "Onfullyopen" "Buttonname" "enable"
My map keeps crashing when testing it ingame heres the log [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\danbutton\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2" "C:\Users\Daniel\My Maps\singleplayer.vmf" Valve Software - vbsp.exe (Sep 15 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2\materials Loading C:\Users\Daniel\My Maps\singleplayer.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/singleplayer/nature/blenddirtgrass001a_wvt_patch Patching WVT material: maps/singleplayer/concrete/blenddebris001a_wvt_patch Patching WVT material: maps/singleplayer/concrete/blendconcretedebris001a_wvt_patch Patching WVT material: maps/singleplayer/nature/blendgrassdirt03_wvt_patch Patching WVT material: maps/singleplayer/nature/blendgrassgravel01_wvt_patch Patching WVT material: maps/singleplayer/dev/dev_blendmeasure2_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 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (1) Find Visible Detail Sides... Merged 274 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Daniel\My Maps\singleplayer.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.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_07*.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) (507929 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1590 texinfos to 890 Reduced 222 texdatas to 161 (10300 bytes to 7569) Writing C:\Users\Daniel\My Maps\singleplayer.bsp 7 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\danbutton\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2" -fast "C:\Users\Daniel\My Maps\singleplayer" Valve Software - vvis.exe (Sep 15 2011) fastvis = true 4 threads reading c:\users\daniel\my maps\singleplayer.bsp reading c:\users\daniel\my maps\singleplayer.prt 483 portalclusters 1224 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 5789 visible clusters (0.00%) Total clusters visible: 99681 Average clusters visible: 206 Building PAS... Average clusters audible: 287 visdatasize:44396 compressed from 61824 writing c:\users\daniel\my maps\singleplayer.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\danbutton\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2" -noextra "C:\Users\Daniel\My Maps\singleplayer" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\daniel\my maps\singleplayer.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (4.53 seconds) 4725 faces 6734217 square feet [969727360.00 square inches] 22 Displacements 112379 Square Feet [16182675.00 Square Inches] 4725 patches before subdivision 64721 patches after subdivision 64 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15) transfers 6206741, max 611 transfer lists: 47.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(404439, 247479, 96596) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(80295, 42851, 10417) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(20948, 9784, 1841) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(5961, 2395, 349) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(1843, 656, 86) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(586, 189, 23) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(196, 58, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(66, 19, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(23, 6, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(8, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(3, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0319 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 50/1024 2400/49152 ( 4.9%) brushes 1386/8192 16632/98304 (16.9%) brushsides 9044/65536 72352/524288 (13.8%) planes 2020/65536 40400/1310720 ( 3.1%) vertexes 7801/65536 93612/786432 (11.9%) nodes 2036/65536 65152/2097152 ( 3.1%) texinfos 890/12288 64080/884736 ( 7.2%) texdata 161/2048 5152/65536 ( 7.9%) dispinfos 22/0 3872/0 ( 0.0%) disp_verts 2406/0 48120/0 ( 0.0%) disp_tris 3968/0 7936/0 ( 0.0%) disp_lmsamples 32103/0 32103/0 ( 0.0%) faces 4725/65536 264600/3670016 ( 7.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3168/65536 177408/3670016 ( 4.8%) leaves 2087/65536 66784/2097152 ( 3.2%) leaffaces 5642/65536 11284/131072 ( 8.6%) leafbrushes 3126/65536 6252/131072 ( 4.8%) areas 3/256 24/2048 ( 1.2%) surfedges 35830/512000 143320/2048000 ( 7.0%) edges 22754/256000 91016/1024000 ( 8.9%) LDR worldlights 64/8192 5632/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 451/32768 4510/327680 ( 1.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 9891/65536 19782/131072 (15.1%) cubemapsamples 27/1024 432/16384 ( 2.6%) overlays 4/512 1408/180224 ( 0.8%) LDR lightdata [variable] 2061452/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 44396/16777216 ( 0.3%) entdata [variable] 155854/393216 (39.6%) LDR ambient table 2087/65536 8348/262144 ( 3.2%) HDR ambient table 2087/65536 8348/262144 ( 3.2%) LDR leaf ambient 6325/65536 177100/1835008 ( 9.7%) HDR leaf ambient 2087/65536 58436/1835008 ( 3.2%) 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] 1/257076 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/32310 ( 0.0%) pakfile [variable] 2477362/0 ( 0.0%) physics [variable] 507929/4194304 (12.1%) physics terrain [variable] 3199/1048576 ( 0.3%) Level flags = 0 Total triangle count: 13923 Writing c:\users\daniel\my maps\singleplayer.bsp 48 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Daniel\My Maps\singleplayer.bsp" "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2\maps\singleplayer.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2" +sv_lan 1 +map "singleplayer" [/code]
I keep getting these annoying black spots in my map, and something tells me it might be a leak that's causing it. What do you guys think? [thumb]http://filesmelt.com/dl/platforms0002.jpg[/thumb] [thumb]http://filesmelt.com/dl/platforms0003.jpg[/thumb] [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\brokkodog\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\brokkodog\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\brokkodog\sourcesdk_content\cstrike\mapsrc\platforms.vmf" Valve Software - vbsp.exe (Oct 31 2012) 8 threads materialPath: c:\program files (x86)\steam\steamapps\brokkodog\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\brokkodog\sourcesdk_content\cstrike\mapsrc\platforms.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\brokkodog\counter-strike source\cstrike\gameinfo.txt 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 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 116 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\brokkodog\sourcesdk_content\cstrike\mapsrc\platforms.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... done (1) (338888 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 221 texinfos to 205 Reduced 13 texdatas to 12 (382 bytes to 363) Writing C:\Program Files (x86)\Steam\steamapps\brokkodog\sourcesdk_content\cstrike\mapsrc\platforms.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\brokkodog\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\brokkodog\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\brokkodog\sourcesdk_content\cstrike\mapsrc\platforms" Valve Software - vvis.exe (Oct 31 2012) 8 threads reading c:\program files (x86)\steam\steamapps\brokkodog\sourcesdk_content\cstrike\mapsrc\platforms.bsp reading c:\program files (x86)\steam\steamapps\brokkodog\sourcesdk_content\cstrike\mapsrc\platforms.prt 198 portalclusters 283 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 (1) Optimized: 54 visible clusters (0.41%) Total clusters visible: 13142 Average clusters visible: 66 Building PAS... Average clusters audible: 148 visdatasize:11780 compressed from 12672 writing c:\program files (x86)\steam\steamapps\brokkodog\sourcesdk_content\cstrike\mapsrc\platforms.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\brokkodog\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\brokkodog\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\brokkodog\sourcesdk_content\cstrike\mapsrc\platforms" Valve Software - vrad.exe SSE (Oct 31 2012) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] [Reading texlights from 'c:\program files (x86)\steam\steamapps\brokkodog\sourcesdk_content\cstrike\mapsrc\platforms.rad'] [1 texlights parsed from 'c:\program files (x86)\steam\steamapps\brokkodog\sourcesdk_content\cstrike\mapsrc\platforms.rad'] Loading c:\program files (x86)\steam\steamapps\brokkodog\sourcesdk_content\cstrike\mapsrc\platforms.bsp Setting up ray-trace acceleration structure... Done (0.48 seconds) 4269 faces 922980 square feet [132909128.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 4269 patches before subdivision 220561 patches after subdivision sun extent from map=0.000000 1552 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (291) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (37) transfers 26375129, max 787 transfer lists: 201.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(954078, 1132863, 885748) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(272001, 323850, 239661) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(88717, 106135, 74060) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(29208, 35098, 23147) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(9800, 11828, 7364) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(3316, 4023, 2366) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1131, 1380, 766) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(389, 476, 250) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(134, 165, 82) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(47, 58, 27) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(16, 20, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(6, 7, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(2, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0912 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) FinalLightFace Done 0 of 912 (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 1/1024 48/49152 ( 0.1%) brushes 933/8192 11196/98304 (11.4%) brushsides 6119/65536 48952/524288 ( 9.3%) planes 696/65536 13920/1310720 ( 1.1%) vertexes 7612/65536 91344/786432 (11.6%) nodes 628/65536 20096/2097152 ( 1.0%) texinfos 205/12288 14760/884736 ( 1.7%) texdata 12/2048 384/65536 ( 0.6%) 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 4269/65536 239064/3670016 ( 6.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2736/65536 153216/3670016 ( 4.2%) leaves 630/65536 20160/2097152 ( 1.0%) leaffaces 4523/65536 9046/131072 ( 6.9%) leafbrushes 1357/65536 2714/131072 ( 2.1%) areas 2/256 16/2048 ( 0.8%) surfedges 33673/512000 134692/2048000 ( 6.6%) edges 22591/256000 90364/1024000 ( 8.8%) LDR worldlights 1552/8192 136576/720896 (18.9%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 817/32768 8170/327680 ( 2.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 16113/65536 32226/131072 (24.6%) cubemapsamples 4/1024 64/16384 ( 0.4%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3802228/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 11780/16777216 ( 0.1%) entdata [variable] 266043/393216 (67.7%) LDR ambient table 630/65536 2520/262144 ( 1.0%) HDR ambient table 630/65536 2520/262144 ( 1.0%) LDR leaf ambient 2811/65536 78708/1835008 ( 4.3%) HDR leaf ambient 630/65536 17640/1835008 ( 1.0%) 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] 1/21194 ( 0.0%) pakfile [variable] 529371/0 ( 0.0%) physics [variable] 338888/4194304 ( 8.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 14283 Writing c:\program files (x86)\steam\steamapps\brokkodog\sourcesdk_content\cstrike\mapsrc\platforms.bsp 5 minutes, 46 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\brokkodog\sourcesdk_content\cstrike\mapsrc\platforms.bsp" "c:\program files (x86)\steam\steamapps\brokkodog\counter-strike source\cstrike\maps\platforms.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 240 -game "c:\program files (x86)\steam\steamapps\brokkodog\counter-strike source\cstrike" +map "platforms"[/code]
[QUOTE=.FLAP.JACK.DAN.;38950115]My map keeps crashing when testing it ingame heres the log [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\danbutton\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2" "C:\Users\Daniel\My Maps\singleplayer.vmf" Valve Software - vbsp.exe (Sep 15 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2\materials Loading C:\Users\Daniel\My Maps\singleplayer.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/singleplayer/nature/blenddirtgrass001a_wvt_patch Patching WVT material: maps/singleplayer/concrete/blenddebris001a_wvt_patch Patching WVT material: maps/singleplayer/concrete/blendconcretedebris001a_wvt_patch Patching WVT material: maps/singleplayer/nature/blendgrassdirt03_wvt_patch Patching WVT material: maps/singleplayer/nature/blendgrassgravel01_wvt_patch Patching WVT material: maps/singleplayer/dev/dev_blendmeasure2_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 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (1) Find Visible Detail Sides... Merged 274 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Daniel\My Maps\singleplayer.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.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_07*.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) (507929 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1590 texinfos to 890 Reduced 222 texdatas to 161 (10300 bytes to 7569) Writing C:\Users\Daniel\My Maps\singleplayer.bsp 7 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\danbutton\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2" -fast "C:\Users\Daniel\My Maps\singleplayer" Valve Software - vvis.exe (Sep 15 2011) fastvis = true 4 threads reading c:\users\daniel\my maps\singleplayer.bsp reading c:\users\daniel\my maps\singleplayer.prt 483 portalclusters 1224 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 5789 visible clusters (0.00%) Total clusters visible: 99681 Average clusters visible: 206 Building PAS... Average clusters audible: 287 visdatasize:44396 compressed from 61824 writing c:\users\daniel\my maps\singleplayer.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\danbutton\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2" -noextra "C:\Users\Daniel\My Maps\singleplayer" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\daniel\my maps\singleplayer.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (4.53 seconds) 4725 faces 6734217 square feet [969727360.00 square inches] 22 Displacements 112379 Square Feet [16182675.00 Square Inches] 4725 patches before subdivision 64721 patches after subdivision 64 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15) transfers 6206741, max 611 transfer lists: 47.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(404439, 247479, 96596) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(80295, 42851, 10417) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(20948, 9784, 1841) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(5961, 2395, 349) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(1843, 656, 86) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(586, 189, 23) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(196, 58, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(66, 19, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(23, 6, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(8, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(3, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0319 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 50/1024 2400/49152 ( 4.9%) brushes 1386/8192 16632/98304 (16.9%) brushsides 9044/65536 72352/524288 (13.8%) planes 2020/65536 40400/1310720 ( 3.1%) vertexes 7801/65536 93612/786432 (11.9%) nodes 2036/65536 65152/2097152 ( 3.1%) texinfos 890/12288 64080/884736 ( 7.2%) texdata 161/2048 5152/65536 ( 7.9%) dispinfos 22/0 3872/0 ( 0.0%) disp_verts 2406/0 48120/0 ( 0.0%) disp_tris 3968/0 7936/0 ( 0.0%) disp_lmsamples 32103/0 32103/0 ( 0.0%) faces 4725/65536 264600/3670016 ( 7.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3168/65536 177408/3670016 ( 4.8%) leaves 2087/65536 66784/2097152 ( 3.2%) leaffaces 5642/65536 11284/131072 ( 8.6%) leafbrushes 3126/65536 6252/131072 ( 4.8%) areas 3/256 24/2048 ( 1.2%) surfedges 35830/512000 143320/2048000 ( 7.0%) edges 22754/256000 91016/1024000 ( 8.9%) LDR worldlights 64/8192 5632/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 451/32768 4510/327680 ( 1.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 9891/65536 19782/131072 (15.1%) cubemapsamples 27/1024 432/16384 ( 2.6%) overlays 4/512 1408/180224 ( 0.8%) LDR lightdata [variable] 2061452/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 44396/16777216 ( 0.3%) entdata [variable] 155854/393216 (39.6%) LDR ambient table 2087/65536 8348/262144 ( 3.2%) HDR ambient table 2087/65536 8348/262144 ( 3.2%) LDR leaf ambient 6325/65536 177100/1835008 ( 9.7%) HDR leaf ambient 2087/65536 58436/1835008 ( 3.2%) 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] 1/257076 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/32310 ( 0.0%) pakfile [variable] 2477362/0 ( 0.0%) physics [variable] 507929/4194304 (12.1%) physics terrain [variable] 3199/1048576 ( 0.3%) Level flags = 0 Total triangle count: 13923 Writing c:\users\daniel\my maps\singleplayer.bsp 48 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Daniel\My Maps\singleplayer.bsp" "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2\maps\singleplayer.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\danbutton\half-life 2 episode two\ep2" +sv_lan 1 +map "singleplayer" [/code][/QUOTE] Maybe it's because you're compiling with VVIS on fast.
Don't run the map from hammer, tick the "don't run after compile" then open the game separately. There is a habit of crashing if running straight from compile.
[QUOTE=Ereunity;38949837]On the door I'd just put "Onopen" "Buttonname" "disable" "Onfullyopen" "Buttonname" "enable"[/QUOTE] [QUOTE=Marbledemon;38946513]Yes, Ep2 should be correct. Did you enable ep1 in gmod, too? The ep2 config includes HL2 and ep1, maybe that's the problem. I think you can make a trigger with "OnActivate" -> "(Buttonname") -> "Disable" -> "[I]0.1[/I]" (delay), and "OnActivate" -> "(Buttonname)" -> "Enable" -> "[I]2[/I]" (set this to the amount of time after which you want the button to be pressable again) I don't know if this works, try it out, maybe the definitions are a bit different.[/QUOTE] Thanks I'll try that! Another problem just occured. My overlays aren't showing up when the map is compiled, not even in hammer. Decals work but not Overlays. Also some HL2 props are still errors. I tried disabling EP1/HL2 in GMod but it made no difference.
[QUOTE=Azzator;38952859]Maybe it's because you're compiling with VVIS on fast.[/QUOTE] I have tried doing VVIS on normal but still crashes [QUOTE=Ereunity;38954040]Don't run the map from hammer, tick the "don't run after compile" then open the game separately. There is a habit of crashing if running straight from compile.[/QUOTE] I tried that before and it didn't work. Also just a note it does work in gmod for some reason. So maybe my game is corrupt.
[QUOTE=.FLAP.JACK.DAN.;38955977]I have tried doing VVIS on normal but still crashes I tried that before and it didn't work. Also just a note it does work in gmod for some reason. So maybe my game is corrupt.[/QUOTE] Or you may have unsupported entities in your map that are causing the game to crash or you have compiled it with the wrong vbsp/vvis/vrad. I thought episode two used the 2007 compilers? Your log says it used the 2009 one?
How do I add stuff to a door so it moves along with it? Like let's say, I add glass to a shop door. Now how do I group them together properly?
Name the door. In the glass entity type in the name of the door into the Parent name box.
Has anybody else experienced that you want to put a ambient_generic, and choose a soundname and suddenly there is a massive long soundname with different sounds all together as one soundname? And while checking your "sound folder" of the game and everything is just fine? Here an example of it again: [quote]/distant_explosion.wav/distant_explosion2.wav/distant_explosion3.wav/evillaugh.wav/evillaugh2.wav/fanloop01.wav/flagflap_01.wav/generator_01.wav/machines01.wav/machinetick01.wav/music01.wav/music02.wav/music03.wav/neonhum01.wav/neonhum02.wav/oilrigelevator.wav/pondwater_01.wav/pooterloop.wav/rain01.wav/raintinroof01.wav/rain_02.wav/servers01.wav/skylines.wav/startfight.wav/ventilator01.wav/waterleak01.wav/waterleak02.wav/windbirds01.wav/hopperland.mp3/hoppertakeoff.mp3/hot_work_i.mp3/hot_work_o.mp3/life_cuts_i.mp3/life_cuts_o.mp3/lift_mix.mp3/nt_female001.mp3/nt_female002b.mp3/nt_female006.mp3/nt_female008.mp3/nt_female009.mp3/saitama_corp_i.mp3/saitama_corp_o.mp3/shipping_area_i.mp3/shipping_area_o.mp3/thunder_dj.mp3/thunder_dj2.mp3/train_pass.mp3/warning_crane_i.mp3/warning_crane_o.mp3/warning_lvl3_i.mp3/warning_lvl3_o.mp3/wood_creak_01.mp3/wood_creak_02.mp3common/talk.wav[/quote] This isn't normal and i have no idea why it's doing this? I tried searching on google etc, and i've found nothing about this problem.
[QUOTE=Ereunity;38954040]Don't run the map from hammer, tick the "don't run after compile" then open the game separately. There is a habit of crashing if running straight from compile.[/QUOTE] I like to open the game separately and leave it open so I can just run, "map <mapname>" when I compile. That way I don't have to wait for the game to startup.
[QUOTE=wauterboi;38966253]I like to open the game separately and leave it open so I can just run, "map <mapname>" when I compile. That way I don't have to wait for the game to startup.[/QUOTE] Remember that the game won't properly recache maps if you do it that way.
[QUOTE=Ereunity;38967624]Remember that the game won't properly recache maps if you do it that way.[/QUOTE] Yes it does. Put developer 3 into console an you will see When you start typing map
[QUOTE=Firegod522;38968413]Yes it does. Put developer 3 into console an you will see When you start typing map[/QUOTE] I've had trouble with materials, models, scripts, navigation meshes (Which have to be manually deleted and reupdated), sounds and cubemaps not updating properly when compiling leaving the game running.
Sorry, you need to Log In to post a reply to this thread.