• Mapping Question Megathread v3
    4,500 replies, posted
Why isn't that prop a static prop?
It wasn't compiled correctly, so it can't be used as a static. Same goes for the pumps, which have a blue tint to them when compiled with env_skypaint.
Can you guys spot anything here that would make hl2.exe crash when i load the map? Because i honestly have no clue. [QUOTE]-------------- Start Compile BSP ---------------- VBSP Started, Please Wait! VBSP: c:\program files (x86)\steam\steamapps\pjprimuz\sourcesdk\bin\source2009\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\pjprimuz\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\pjprimuz\sourcesdk_content\ep2\mapsrc\Reactorproject01" Valve Software - vbsp.exe (Sep 15 2011) 8 threads materialPath: c:\program files (x86)\steam\steamapps\pjprimuz\half-life 2 episode two\ep2\materials Loading C:\Program Files (x86)\Steam\steamapps\pjprimuz\sourcesdk_content\ep2\mapsrc\Reactorproject01.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\pjprimuz\half-life 2 episode two\ep2\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 (1) Chop Details...done (0) Find Visible Detail Sides... Merged 568 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\pjprimuz\sourcesdk_content\ep2\mapsrc\Reactorproject01.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) (631974 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 7119 texinfos to 4192 Reduced 60 texdatas to 49 (1635 bytes to 1331) Writing C:\Program Files (x86)\Steam\steamapps\pjprimuz\sourcesdk_content\ep2\mapsrc\Reactorproject01.bsp 2 seconds elapsed Compile Complete for this module. VBSP Completed: 7. januar 2013, 03:29:03 VBSP: Compile time: 2 seconds elapsed -------------- Start Compile VVIS ---------------- VVIS Started, Please Wait! VVIS: c:\program files (x86)\steam\steamapps\pjprimuz\sourcesdk\bin\source2009\bin\vvis.exe -fast -game "c:\program files (x86)\steam\steamapps\pjprimuz\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\pjprimuz\sourcesdk_content\ep2\mapsrc\Reactorproject01" Valve Software - vvis.exe (Sep 15 2011) fastvis = true 8 threads reading c:\program files (x86)\steam\steamapps\pjprimuz\sourcesdk_content\ep2\mapsrc\Reactorproject01.bsp reading c:\program files (x86)\steam\steamapps\pjprimuz\sourcesdk_content\ep2\mapsrc\Reactorproject01.prt 745 portalclusters 2678 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 23278 visible clusters (0.00%) Total clusters visible: 440165 Average clusters visible: 590 Building PAS... Average clusters audible: 745 visdatasize:145601 compressed from 143040 writing c:\program files (x86)\steam\steamapps\pjprimuz\sourcesdk_content\ep2\mapsrc\Reactorproject01.bsp 0 seconds elapsed Compile Complete for this module. VVIS Completed: 7. januar 2013, 03:29:05 VVIS: Compile time: 0 seconds elapsed -------------- Start Compile VRAD ---------------- VRAD Started, Please Wait! VRAD: c:\program files (x86)\steam\steamapps\pjprimuz\sourcesdk\bin\source2009\bin\vrad.exe -game "c:\program files (x86)\steam\steamapps\pjprimuz\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\pjprimuz\sourcesdk_content\ep2\mapsrc\Reactorproject01" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\pjprimuz\sourcesdk_content\ep2\mapsrc\Reactorproject01.bsp Setting up ray-trace acceleration structure... Done (1.45 seconds) 10353 faces 2 degenerate faces 445283 square feet [64120792.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 10351 patches before subdivision 60327 patches after subdivision 9 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14) transfers 25334810, max 1500 transfer lists: 193.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(76704, 15992, 318) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(6838, 1289, 17) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(687, 120, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(78, 13, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(10, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0215 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7) 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 (7) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 6/1024 288/49152 ( 0.6%) brushes 1490/8192 17880/98304 (18.2%) brushsides 16736/65536 133888/524288 (25.5%) planes 20096/65536 401920/1310720 (30.7%) vertexes 13910/65536 166920/786432 (21.2%) nodes 6524/65536 208768/2097152 (10.0%) texinfos 4192/12288 301824/884736 (34.1%) texdata 49/2048 1568/65536 ( 2.4%) 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 10353/65536 579768/3670016 (15.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6437/65536 360472/3670016 ( 9.8%) leaves 6531/65536 208992/2097152 (10.0%) leaffaces 12756/65536 25512/131072 (19.5%) leafbrushes 3915/65536 7830/131072 ( 6.0%) areas 2/256 16/2048 ( 0.8%) surfedges 73933/512000 295732/2048000 (14.4%) edges 40419/256000 161676/1024000 (15.8%) LDR worldlights 9/8192 792/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 289/32768 2890/327680 ( 0.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4824/65536 9648/131072 ( 7.4%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3693100/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 145601/16777216 ( 0.9%) entdata [variable] 16329/393216 ( 4.2%) LDR ambient table 6531/65536 26124/262144 (10.0%) HDR ambient table 6531/65536 26124/262144 (10.0%) LDR leaf ambient 16955/65536 474740/1835008 (25.9%) HDR leaf ambient 6531/65536 182868/1835008 (10.0%) 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] 1/24812 ( 0.0%) pakfile [variable] 214814/0 ( 0.0%) physics [variable] 631974/4194304 (15.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 26588 Writing c:\program files (x86)\steam\steamapps\pjprimuz\sourcesdk_content\ep2\mapsrc\Reactorproject01.bsp 39 seconds elapsed Compile Complete for this module. VRAD Completed: 7. januar 2013, 03:29:46 VRAD: Compile time: 39 seconds elapsed One Line Summary: 07-01-2013 03:29:46, Reactorproject01.vmf, HALF-LIFE 2, normal , fast, normal, 00:00:03, 00:00:01, 00:00:40, 00:00:45 History.csv was updated. Compile Summary - job mode: FAST Map Name: Reactorproject01.vmf VBSP - mode:normal , 2 seconds, 00:00:03 elapsed VVIS - mode:fast, 0 seconds, 00:00:01 elapsed VRAD - mode:normal, 39 seconds(LDR), n/a(HDR), 00:00:40 elapsed Total Compile time: 00:00:45 File copied: C:\Program Files (x86)\Steam\steamapps\pjprimuz\sourcesdk_content\ep2\mapsrc\Reactorproject01.bsp to c:\program files (x86)\steam\steamapps\pjprimuz\half-life 2 episode two\ep2\maps\Reactorproject01.bsp [/QUOTE]
Try running vis on normal and not fast and see if it still crashes
[QUOTE=Drak_Thing;39124571]It wasn't compiled correctly, so it can't be used as a static. Same goes for the pumps, which have a blue tint to them when compiled with env_skypaint.[/QUOTE] Err, yes they can. You don't need $staticprop to allow it to be used as a prop_static you know. You'll have less accurate shadows though because VRAD can't use the collision mesh to work out the shadows without it. https://developer.valvesoftware.com/wiki/$staticprop [url]https://developer.valvesoftware.com/wiki/Prop_static[/url]
[QUOTE=HighdefGE;39125630]Try running vis on normal and not fast and see if it still crashes[/QUOTE] Tried that already, didnt work. Fucking sucks because the thing im making turned out great.
[QUOTE=Sprockethead;39125764]Tried that already, didnt work. Fucking sucks because the thing im making turned out great.[/QUOTE] Maybe try cordoning different sections of your map?
[QUOTE=HighdefGE;39125800]Maybe try cordoning different sections of your map?[/QUOTE] way ahead of you, im splitting the whole thing into visgroups and compiling it little by little [editline]7th January 2013[/editline] Right i found the fluke [IMG]http://www.filedump.net/dumped/20130107000011357531667.jpg[/IMG] The rotating arms at the base of the upper structure was one large func_rotating, that was apparently suddenly an issue, and i changed most of it to brushes parented to the rest. now it works.
[QUOTE=Sprockethead;39125865]way ahead of you, im splitting the whole thing into visgroups and compiling it little by little [editline]7th January 2013[/editline] Right i found the fluke [IMG]http://www.filedump.net/dumped/20130107000011357531667.jpg[/IMG] The rotating arms at the base of the upper structure was one large func_rotating, that was apparently suddenly an issue, and i changed most of it to brushes parented to the rest. now it works.[/QUOTE] Func_rotating is generally best used as a tool brush with other brushes/models parented to it
[QUOTE=Ereunity;39128664]Func_rotating is generally best used as a tool brush with other brushes/models parented to it[/QUOTE] its odd though, because the func_rotating crash didnt start happening until way after i had compiled and loaded it several times with no problems.
[QUOTE=Ereunity;39125652]Err, yes they can. You don't need $staticprop to allow it to be used as a prop_static you know. You'll have less accurate shadows though because VRAD can't use the collision mesh to work out the shadows without it. https://developer.valvesoftware.com/wiki/$staticprop [url]https://developer.valvesoftware.com/wiki/Prop_static[/url][/QUOTE] Why when I make it a prop_static does the game complain and remove it? I assume: [QUOTE=Valve Wiki] Consistency In order to enforce consistency of behaviour, models with embedded physics data cannot be prop_static. Use the Hammer Model Browser's info tab to check for support. [/QUOTE]
So it's fine if I use episode 2 to make maps for gmod, right? Or is there a better alternative?
[QUOTE=hogofwar;39132181]So it's fine if I use episode 2 to make maps for gmod, right? Or is there a better alternative?[/QUOTE] Why not? I use ep2 all the time.
[QUOTE=HighdefGE;39132440]Why not? I use ep2 all the time.[/QUOTE] I was only wondering if that's the proper way/ a good way to map for gmod.
Hey guys, Steam, for me, is on a Harddrive other then the default. This works fine, normally, HOWEVER, when I try to launch Hammer, I get: [img]http://puu.sh/1KW5F[/img] But I checked in the alternate-drives variation of the set location and the file IS there, so I have no idea why it isn't finding it. Help?
Other than the default? The error is saying "[b]C:\[/b]" is C: not your default? Change your VCONFIG path in your environment tables to the correct drive. Actually, that's probably wrong but if C: isn't where that file should be, there is a path in your environment tables that points to the sdk.
Does anyone know if it's possible to map using Pyroland textures? I was thinking of making an SFM video based on the pyro, and it'd be really amazing if anyone could let me know if Pyroland textures are available for use.
[QUOTE=Ardowalalin;39134233]Does anyone know if it's possible to map using Pyroland textures? I was thinking of making an SFM video based on the pyro, and it'd be really amazing if anyone could let me know if Pyroland textures are available for use.[/QUOTE] I don't think they are textures, it's a mixture of the current texture and a shader to make the final outcome material.
[QUOTE=Drak_Thing;39134258]I don't think they are textures, it's a mixture of the current texture and a shader to make the final outcome material.[/QUOTE] Well futs. Thanks for the quick reply!
[QUOTE=Drak_Thing;39129866]Why when I make it a prop_static does the game complain and remove it? I assume:[/QUOTE] Odd, because I can have standard physics props as prop_static no problem. It might be worth asking someone to recompile those models for you.
[QUOTE=Drak_Thing;39134183]Other than the default? The error is saying "[b]C:\[/b]" is C: not your default? Change your VCONFIG path in your environment tables to the correct drive. Actually, that's probably wrong but if C: isn't where that file should be, there is a path in your environment tables that points to the sdk.[/QUOTE] Yeah, I'm an idiot, where are the Environment Tables?
[QUOTE=Drak_Thing;39134258]I don't think they are textures, it's a mixture of the current texture and a shader to make the final outcome material.[/QUOTE] On second thought... How hard do you think it'd be to turn them into textures? If I have an artist friend who can re-create the textures in photoshop, would I be able to make a texture pack for mapping? I'd have to learn how to make textures, but y'know... Worth it I think
[QUOTE=Ardowalalin;39134897]On second thought... How hard do you think it'd be to turn them into textures? If I have an artist friend who can re-create the textures in photoshop, would I be able to make a texture pack for mapping? I'd have to learn how to make textures, but y'know... Worth it I think[/QUOTE] I don't think you can. Although you can find the base materials in the TF2 Materials GCF (materials/rf). It's still that most of the work is done via a shader, so there's no easy way to remake the texture. [QUOTE=NateDude;39134593]Yeah, I'm an idiot, where are the Environment Tables?[/QUOTE] System Properties, Advanced: [url]http://i.imgur.com/M29Rv.jpg[/url]
I have an overlay applied to a func_physbox. When the physbox starts moving, will the overlay act up and crash the game? I remember reading something that said that would happen, and I want to know before I go through the trouble of compiling it.
[QUOTE=TurtleeyFP;39135980]I have an overlay applied to a func_physbox. When the physbox starts moving, will the overlay act up and crash the game? I remember reading something that said that would happen, and I want to know before I go through the trouble of compiling it.[/QUOTE] Try it. Just make another map, enclosed, then do the experiment.
No, that will not work. :( However decals do work.
[QUOTE=Drak_Thing;39135243]System Properties, Advanced: [url]http://i.imgur.com/M29Rv.jpg[/url][/QUOTE] [img]http://puu.sh/1LkHa[/img] What the hell? It's pointed to the right location! And it works when I open the Portal 2 Authoring Tools! [t]http://puu.sh/1LkJh[/t] This is some bullshit, help?
Did you try verifying cache?
[QUOTE=.FLAP.JACK.DAN.;39146890]Did you try verifying cache?[/QUOTE] Yup, didn't fix it.
For anyone who is good with soundscape scripts, what's wrong with the below? [code] "station.example" { "playlooping" { "volume" ".3" "pitch" "80,110" "soundlevel" "SNDLVL_85dB" "position" "random" "wave" "metro/market_bkg_2.wav" } "playlooping" { "volume" ".5" "pitch" "95,110" "soundlevel" "SNDLVL_85dB" "position" "random" "wave" "metro/market_bkg_2.wav" } "playrandom" { "time" "1,4" "volume" ".3,.6" "pitch" "80,120" "position" "random" "soundlevel" "SNDLVL_110dB" "rndwave" { "wave" "metro/sta_work_6.wav" "wave" "metro/sta_work_13.wav" "wave" "metro/sta_cough_6.wav" "wave" "metro/sta_air_1.wav" "wave" "metro/sta_dog_2.wav" } } } [/code] The problem is the "playrandom" part works but the two "playloopings" don't work. Yes, the .wav files are looped and have que points, and yes, I've tested them separately. It just won't work when I try to combine the two, even with two "playsoundscapes".
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