• Mapping Question Megathread v3
    4,500 replies, posted
[quote]Bad surface extents point: -1984.000000 -2240.000000 -640.000000 Bad surface extents point: -1984.000000 -1216.000000 -640.000000 Bad surface extents point: 1088.000000 -1216.000000 -640.000000 Bad surface extents point: 1088.000000 -2240.000000 -640.000000 Bad surface extents - surface is too big to have a lightmap material NATURE/BLENDROCKGROUNDWALL003 around point (-448.0 -1728.0 -640.0) (dimension: 0, 130>126) [/quote] Your map is broken; VBSP cannot create a bsp file. [quote] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\th3serpent\sourcesdk\bin\orangebox\bin\vvis.exe" reading d:\spilldesgn\sidescroll tf2\SS_desert.bsp Error opening d:\spilldesgn\sidescroll tf2\SS_desert.bsp [/quote] Since there is no bsp file, VVIS cannot open it. [quote] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\th3serpent\sourcesdk\bin\orangebox\bin\vrad.exe" Valve Software - vrad.exe SSE (Oct 31 2012) Loading d:\spilldesgn\sidescroll tf2\SS_desert.bsp Error opening d:\spilldesgn\sidescroll tf2\SS_desert.bsp [/quote] Since there is no bsp file, VRAD cannot open it. [quote] ** Executing... ** Command: Copy File The command failed. Windows reported the error: "The system cannot find the file specified." [/quote] Since there is no bsp file, Windows reports it cannot copy it as it doesn't exist.
So its one of my displaced ground with blendrockgroundwall texture that fucks it all up?
[QUOTE=Lazore;39339893]So its one of my displaced ground with blendrockgroundwall texture that fucks it all up?[/QUOTE] The surface is too big to have a lightmap, which means the brush is [i]huge[/i], your lightmap scale is very low, your texture scales are wonkily big, or all of the above.
Sweet, thanks a lot, fixed it.
[QUOTE=mdeceiver79;39327486]Theres a weed plant for gmod somewhere, edit the mdl file innotepad and it should work.[/QUOTE] couldn't find. You know what it is named or is downloadable in some gamemode or something?
[QUOTE=Garrison;39338728]How to plan it, sorry for my question being phrased badly.[/QUOTE] Take what you know about optimizing and apply it. So you optimize a corridoor with a corner and a hint brush diagonally (so you cant see round) Well you make your street your coridoor and your sky box the "ceiling" of the coridoor. Control visibility. Block it all out early on and go round each area with wireframe on so u can see what will be drawn. If you can minimise what is drawn (allowing for more detail) if this is not possible redesign that area or put less detail into the area. Texture memory will have the biggest hinderance of performance than polygons drawn as will complex shaders. Only use normalmaps where you need them (normal map shader is abit expensive + you need to put the normalmap texture itself into the texture store.) Try to reuse the same set of textures instead of 100s of different textures spread willy nilly over the place. if you can go into buildings consider putting portal over the entrances so ppl cant see inside from far away (also lets u bump up detail inside) If you insist on some fancy refraction thingy maybe use it on a model instead and put a material replace into the lods so the fancy shader isnt drawn from across the map. Rememebr that the map is already cut up along the 1024 grid, use this to your advantage and put stuff which would cut the visleafs anyway on that grid. If you insist on open stuff like city blocks n all that consider using models for more stuff. A model building with lods is cheaper than a big func_detail buildings. Plan it out before hand so you can tackle some problems before you start. For decorating take ntoe of areas which you can decorate more, use concept art and remeber ur texture budget. Or just do what you want and hope that peoples computers are powerful enough (they probably are) Also consider modularity, reusing the same texture over n over on diff models etc. Having a set of pipes you can use all over the city. (ask someone for something with 1 of those color alpha maps max made for citizens in gmod, then you can have 5 pipes with different colours and just texture instead of a texture for each one) Textures are generally 1 of the most "expensive" things youll bump into.
[QUOTE=Diealready;39335732]How can I obfuscate my map? I found some things but they don't seem to work against BSPSource. I need to obfuscate my maps because I want to prevent communities from making their own edits of my maps, it's becoming a problem for me.[/QUOTE] Have you tried using Omnicoder's IID? It's a true map obfuscator in that it doesn't stop a map from being decomiled, but it sure as hell makes it impossible or, at the very least, really hard to edit. There are two parts to it: the first moves all point entities that don't depend on their position to (0, 0, 0), and the second changes all brush textures to nodraw in the decompiled map. There's some info on it [URL=https://developer.valvesoftware.com/wiki/Map_Obfuscator]here[/URL], but the download link is dead. Fortunately, I still have it on my PC, so here's a link to the version I'm using: [url]https://dl.dropbox.com/u/17850283/IID.zip[/url]
[QUOTE=Mozartkugeln;39340480]Have you tried using Omnicoder's IID? It's a true map obfuscator in that it doesn't stop a map from being decomiled, but it sure as hell makes it impossible or, at the very least, really hard to edit. There are two parts to it: the first moves all point entities that don't depend on their position to (0, 0, 0), and the second changes all brush textures to nodraw in the decompiled map. [/QUOTE] BSPSource actually already detects both methods already (since 2010 according to their GitHub page).
Are there some gameplay ents you have to add to a CS:GO map before it'll compile or something? As far as I know the map is fine but the game just won't run. Just checked, I don't have a leak, 'check for problems' says there aren't any... I don't know enough about compile logs to check for errors here: Edit: just tried compiling a dev textured box with just an info_player_start, light and cubemap, and the fucking thing still failed. [code]materialPath: F:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading F:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\Venice_001.vmf Map revision 32 ConVarRef gpu_level doesn't point to an existing ConVar Can't find surfaceprop stone for material STONE/INFBASEB, using default fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing F:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\Venice_001.prt...Building visibility clusters... done (0) 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 (0) (6259 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 22 texinfos to 16 Reduced 16 texdatas to 14 (437 bytes to 356) Writing F:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\Venice_001.bsp 0 seconds elapsed Reference Count for Material ___error (1) != 0 4 threads reading f:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Venice_001.bsp reading f:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Venice_001.prt 36 portalclusters 79 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%) Total clusters visible: 1286 Average clusters visible: 35 Building PAS... Average clusters audible: 36 visdatasize:652 compressed from 576 writing f:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Venice_001.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading f:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Venice_001.bsp 86 faces 102955 square feet [14825536.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 86 patches before subdivision 4562 patches after subdivision 2 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 166563, max 264 transfer lists: 1.3 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(14505, 13676, 11786) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(2124, 1971, 1657) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(199, 181, 152) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(33, 30, 25) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3, 3, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0014 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 16/8192 192/98304 ( 0.2%) brushsides 116/65536 928/524288 ( 0.2%) planes 82/65536 1640/1310720 ( 0.1%) vertexes 146/65536 1752/786432 ( 0.2%) nodes 71/65536 2272/2097152 ( 0.1%) texinfos 16/12288 1152/884736 ( 0.1%) texdata 14/2048 448/65536 ( 0.7%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 86/65536 4816/3670016 ( 0.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 18/65536 1008/3670016 ( 0.0%) facebrushes 8/0 16/0 ( 0.0%) facebrushlists 86/0 344/0 ( 0.0%) leaves 73/65536 2336/2097152 ( 0.1%) leaffaces 122/65536 244/131072 ( 0.2%) leafbrushes 46/65536 92/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 476/512000 1904/2048000 ( 0.1%) edges 294/256000 1176/1024000 ( 0.1%) LDR worldlights 2/8192 200/819200 ( 0.0%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 8/32768 80/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 114/65536 228/131072 ( 0.2%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 3/512 1056/180224 ( 0.6%) LDR lightdata [variable] 134222/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 652/16777216 ( 0.0%) entdata [variable] 979/393216 ( 0.2%) LDR ambient table 73/65536 292/262144 ( 0.1%) HDR ambient table 73/65536 292/262144 ( 0.1%) LDR leaf ambient 475/65536 13300/1835008 ( 0.7%) HDR leaf ambient 73/65536 2044/1835008 ( 0.1%) 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] 1/4288 ( 0.0%) pakfile [variable] 149496/0 ( 0.0%) physics [variable] 6259/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 4 Total triangle count: 232 Writing f:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Venice_001.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading f:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Venice_001.bsp 86 faces 102955 square feet [14825536.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 86 patches before subdivision 4562 patches after subdivision 2 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 166563, max 264 transfer lists: 1.3 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(14505, 13676, 11786) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(2124, 1971, 1657) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(199, 181, 152) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(33, 30, 25) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3, 3, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0014 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 16/8192 192/98304 ( 0.2%) brushsides 116/65536 928/524288 ( 0.2%) planes 82/65536 1640/1310720 ( 0.1%) vertexes 146/65536 1752/786432 ( 0.2%) nodes 71/65536 2272/2097152 ( 0.1%) texinfos 16/12288 1152/884736 ( 0.1%) texdata 14/2048 448/65536 ( 0.7%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 86/65536 4816/3670016 ( 0.1%) hdr faces 86/65536 4816/3670016 ( 0.1%) origfaces 18/65536 1008/3670016 ( 0.0%) facebrushes 8/0 16/0 ( 0.0%) facebrushlists 86/0 344/0 ( 0.0%) leaves 73/65536 2336/2097152 ( 0.1%) leaffaces 122/65536 244/131072 ( 0.2%) leafbrushes 46/65536 92/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 476/512000 1904/2048000 ( 0.1%) edges 294/256000 1176/1024000 ( 0.1%) LDR worldlights 2/8192 200/819200 ( 0.0%) HDR worldlights 2/8192 200/819200 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 8/32768 80/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 114/65536 228/131072 ( 0.2%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 3/512 1056/180224 ( 0.6%) LDR lightdata [variable] 134222/0 ( 0.0%) HDR lightdata [variable] 134222/0 ( 0.0%) visdata [variable] 652/16777216 ( 0.0%) entdata [variable] 979/393216 ( 0.2%) LDR ambient table 73/65536 292/262144 ( 0.1%) HDR ambient table 73/65536 292/262144 ( 0.1%) LDR leaf ambient 475/65536 13300/1835008 ( 0.7%) HDR leaf ambient 475/65536 13300/1835008 ( 0.7%) 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] 1/4288 ( 0.0%) pakfile [variable] 149496/0 ( 0.0%) physics [variable] 6259/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 4 Total triangle count: 232 Writing f:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Venice_001.bsp 0 seconds elapsed [/code]
Whenever I export my map, any brush thing I made and turned into an entities, on export it just turns back into a world
[QUOTE=Neo Kabuto;39341865]BSPSource actually already detects both methods already (since 2010 according to their GitHub page).[/QUOTE] So? There's no possible way of reversing what IID does, so detecting it makes no difference at all.
[QUOTE=Mozartkugeln;39340480]Have you tried using Omnicoder's IID? It's a true map obfuscator in that it doesn't stop a map from being decomiled, but it sure as hell makes it impossible or, at the very least, really hard to edit. There are two parts to it: the first moves all point entities that don't depend on their position to (0, 0, 0), and the second changes all brush textures to nodraw in the decompiled map. There's some info on it [URL="https://developer.valvesoftware.com/wiki/Map_Obfuscator"]here[/URL], but the download link is dead. Fortunately, I still have it on my PC, so here's a link to the version I'm using: [URL]https://dl.dropbox.com/u/17850283/IID.zip[/URL][/QUOTE] I already found all these methods from [URL="http://www.tophattwaffle.com/protecting-a-map-from-decompiling/"]here[/URL], but none of them work against BSPSource except for the entity re-locator. The version of the texture obfuscator that I got said that it did not support maps with skyboxes in the readme, but when I tried it anyways it was still detected in bspsource, don't think it did anything to it. honestly I wish I could get that one to work, seems the most effective in pissing off whoever decompiled it because then they would have to re-texture the whole thing. [editline]YESSSS[/editline] YES THEY WORK THANK YOU! <3 The texture obfuscator works, that will be all I need to be positive no one can edit them :v:
Using the texture hack worked fine for me, and it resulted in a fully nodrawn map when decompiled.
They weren't nodraw when I just did it, it used one of the custom textures I had packed into the map.
Yeah, I just checked the source code, and it doesn't do anything about the texture hack other than report it. [editline]24th January 2013[/editline] [QUOTE=Diealready;39343045]They weren't nodraw when I just did it, it used one of the custom textures I had packed into the map.[/QUOTE] [sub]So wait, all the brushes in your map [I]were[/I] just one texture? That means it worked, doesn't it?[/sub] Never mind, just saw the edit in your previous post. Glad to hear it works!
Is there anyway to take the particle rain from L4D2 and use it in an older branch like EP2?
[QUOTE=Shotz;39342536]Whenever I export my map, any brush thing I made and turned into an entities, on export it just turns back into a world[/QUOTE] What do you mean by "export"? Compiling? Make sure you haven't messed with [url=https://developer.valvesoftware.com/wiki/Hammer_Selection_Modes_Toolbar]these buttons[/url], which is very easy to do without knowing it, as the shortcut is CTRL+W.
Dumb question: When making brushes in the 2D view, my brushes suddenly stopped snapping to the grid, can't seem to get it back, it works on other maps, just not the one I'm working on.
Shift+W toggles grid snapping. If that's not what's going on, I have no clue, and your editor is probably broken. I suggest copying everything and pasting it into a new VMF.
Yeah, It was snap to grid. I was looking in all the wrong places. *hangs head in shame*
Are there any efficient ways to import videos into the source engine? Are there any substitutes?
Pretty sure you could code it in if you're mapping for a custom gamemode (Lua/SourceMod); otherwise, I'm not aware of any options other than animated textures.
Thanks for the help, but I fixed it by doing something a little [B]excessive.[/B] [img]http://i.imgur.com/y0nyQ9C.jpg[/img] [img]http://i.imgur.com/0jbGXrr.jpg[/img] [editline]25th January 2013[/editline] Okay it still needs to be edited a bit, but I got most of it working. Please excuse the lag, ep2 has been acting up again: [media]http://www.youtube.com/watch?v=2emTAW0SE44[/media] If you saw the video, you will think immediately know that using that technique kind of butchers it. So, does anyone have any suggestions? How did they do this?: [url]https://developer.valvesoftware.com/wiki/List_of_Portal_2_Movies[/url] I don't mind porting it to Portal 2 if I have to, but it would be great to get some insight on this.
Uhh, if you want it to be a slideshow kind of thing, just use an [URL=https://developer.valvesoftware.com/wiki/Env_texturetoggle]env_texturetoggle[/URL]. All you need for it is a single brush with the proper material and nothing else.
[QUOTE=Mozartkugeln;39352737]Uhh, if you want it to be a slideshow kind of thing, just use an [URL=https://developer.valvesoftware.com/wiki/Env_texturetoggle]env_texturetoggle[/URL]. All you need for it is a single brush with the proper material and nothing else.[/QUOTE] Thanks, let me see if I can get this to work.
How would I set my displacement lightmap to 2 instead of 17? Tried doing it before the creation of the displacement but nope. Oh, look, 100th page.
How can I get a trigger_hurt or trigger_multiple to kill the player with the same effect as dying from the phlogistinator? I have a pit of lava in a map I'm making and I want to have players disintegrate when they step in it.
For those wants to scale down stuff quickly for the 3D Skybox, select ALL skybox stuff, don't forget to select the sky_camera and Ctrl+M. Then pull up a calculator and do 1 divide by skybox multiplier. If you're using 16x, your number would be 0.0625. Input these in the XYZ field. Make sure your sky_camera is at 0,0,0 first to make it simplier.
[QUOTE=Swog;39361600]How would I set my displacement lightmap to 2 instead of 17? Tried doing it before the creation of the displacement but nope. Oh, look, 100th page.[/QUOTE] That depends on the size of the displacement. The bigger it is, the higher the minimum lightmap size is.
JESUS CHRIST CARVE GAHHH Upload the VMF so someone can fix that horrible carve job manually. No wonder VVIS crashed with so many angled faces.
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