• Mapping Question Megathread v3
    4,500 replies, posted
Okay, I am utterly and totally lost. Whenever I compile my map crashes right as it's about to open. Here's the compile: [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\st112570\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" "C:\Users\Tim\Documents\VMFs\indus_1.vmf" Valve Software - vbsp.exe (Sep 15 2011) 6 threads materialPath: c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2\materials Loading C:\Users\Tim\Documents\VMFs\indus_1.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\st112570\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 (0) Chop Details...done (0) Find Visible Detail Sides... Merged 64 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Tim\Documents\VMFs\indus_1.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 (0) (40693 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 225 texinfos to 143 Reduced 28 texdatas to 27 (658 bytes to 636) Writing C:\Users\Tim\Documents\VMFs\indus_1.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\st112570\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" "C:\Users\Tim\Documents\VMFs\indus_1" Valve Software - vvis.exe (Sep 15 2011) 6 threads reading c:\users\tim\documents\vmfs\indus_1.bsp reading c:\users\tim\documents\vmfs\indus_1.prt 70 portalclusters 148 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: 1 visible clusters (0.00%) Total clusters visible: 2803 Average clusters visible: 40 Building PAS... Average clusters audible: 69 visdatasize:1864 compressed from 2240 writing c:\users\tim\documents\vmfs\indus_1.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\st112570\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" "C:\Users\Tim\Documents\VMFs\indus_1" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 6 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\tim\documents\vmfs\indus_1.bsp Error! Invalid VTX file checksum: 1671319284, expected 1590682869 "models/props_wasteland/coolingtank02.dx80.vtx" Setting up ray-trace acceleration structure... Done (0.93 seconds) 427 faces 46940 square feet [6759380.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 427 patches before subdivision 5799 patches after subdivision 35 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 515966, max 325 transfer lists: 3.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(10402, 7411, 3740) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(1281, 865, 354) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(166, 107, 36) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(22, 13, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(3, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0034 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 123/8192 1476/98304 ( 1.5%) brushsides 791/65536 6328/524288 ( 1.2%) planes 452/65536 9040/1310720 ( 0.7%) vertexes 809/65536 9708/786432 ( 1.2%) nodes 148/65536 4736/2097152 ( 0.2%) texinfos 143/12288 10296/884736 ( 1.2%) texdata 27/2048 864/65536 ( 1.3%) 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 427/65536 23912/3670016 ( 0.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 279/65536 15624/3670016 ( 0.4%) leaves 151/65536 4832/2097152 ( 0.2%) leaffaces 493/65536 986/131072 ( 0.8%) leafbrushes 271/65536 542/131072 ( 0.4%) areas 2/256 16/2048 ( 0.8%) surfedges 3222/512000 12888/2048000 ( 0.6%) edges 2127/256000 8508/1024000 ( 0.8%) LDR worldlights 35/8192 3080/720896 ( 0.4%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 40/32768 400/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 843/65536 1686/131072 ( 1.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 5/512 1760/180224 ( 1.0%) LDR lightdata [variable] 277948/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1864/16777216 ( 0.0%) entdata [variable] 15837/393216 ( 4.0%) LDR ambient table 151/65536 604/262144 ( 0.2%) HDR ambient table 151/65536 604/262144 ( 0.2%) LDR leaf ambient 371/65536 10388/1835008 ( 0.6%) HDR leaf ambient 151/65536 4228/1835008 ( 0.2%) 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] 1/12 ( 8.3%) static props [variable] 1/16302 ( 0.0%) pakfile [variable] 105659/0 ( 0.0%) physics [variable] 40693/4194304 ( 1.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 1252 Writing c:\users\tim\documents\vmfs\indus_1.bsp 8 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Tim\Documents\VMFs\indus_1.bsp" "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2\maps\indus_1.bsp" [/code] Check for errors doesn't help at all, and neither does load pointfile. What the shit could be going on? It isn't even that big, so I'm just fucking lost.
[QUOTE=Mozartkugeln;39621462]You need to use a decal, not put the texture onto the floor brush's face.[/QUOTE] ok i changed it to a decal and now for some reason it's displaying it like this: [IMG]http://img19.imageshack.us/img19/7481/capturexlba.png[/IMG] and also it resized it from 128x128 to 64x64 i want it to be full sized and only in the center of the room and not repeating here's how my decal coding looks what should i do? [CODE]"LightmappedGeneric" { "$basetexture" "decals/pokemonrug1" "$decal" 1 "$decalscale" 0.25 "$translucent" 1 }[/CODE]
[QUOTE=AmatureManga;39625330]ok i changed it to a decal and now for some reason it's displaying it like this: [IMG]http://img19.imageshack.us/img19/7481/capturexlba.png[/IMG] and also it resized it from 128x128 to 64x64 i want it to be full sized and only in the center of the room and not repeating here's how my decal coding looks what should i do? [CODE]"LightmappedGeneric" { "$basetexture" "decals/pokemonrug1" "$decal" 1 "$decalscale" 0.25 "$translucent" 1 }[/CODE][/QUOTE] No, don't make the floor texture the decal, use the decal tool [img]https://developer.valvesoftware.com/w/images/c/c2/Mt-decal.png[/img] Select the image, and then click where you want it. If you want to be able to rotate & scale the decal, use the Overlay tool. [img]https://developer.valvesoftware.com/w/images/4/45/Mt-overlay.png[/img]
i have a prefab of a bed i need to add to hl2 for my map but i cant figure out where to put it the file, the file extensions are rmf and wad
[QUOTE=AmatureManga;39626304]i have a prefab of a bed i need to add to hl2 for my map but i cant figure out where to put it the file, the file extensions are rmf and wad[/QUOTE] rmf and wad are goldsrc crap lol Wad is completely useless, unless you want the keep the textures, try wally [url]http://www.slackiller.com/hlprograms/wally_155b.exe[/url] as for the rmf, open it in hammer file>open (then select rmf for the file extension dropdown) and just select the entire thing and copy and paste.
How would I go about making random gusts on wind in a 3d skybox desert? Tried the func_dustcloud which ended up with fps dropping from 300 to 30 and it looking like a massive sandstorm made of lag. I can build the random trigger thing but I need help with the func_dustcloud settings or if there is a better way to do it, please let me know cause I'm lost in this.
i need a computer from my map and i cant seem to find one in the hl2 entity list only thing i'm finding is a computer keyboard any tips and where i could find one
I've been trying to figure out how to use hint/skip textures correctly, but I can never seem to get it right. How would I go about applying those tools for a layout like this? [t]http://i.imgur.com/w4KsRff.jpg[/t]
[QUOTE=AmatureManga;39628385]i need a computer from my map and i cant seem to find one in the hl2 entity list only thing i'm finding is a computer keyboard any tips and where i could find one[/QUOTE] Search for the "monitor" prop.
[QUOTE=pkhzor;39628048]How would I go about making random gusts on wind in a 3d skybox desert? Tried the func_dustcloud which ended up with fps dropping from 300 to 30 and it looking like a massive sandstorm made of lag. I can build the random trigger thing but I need help with the func_dustcloud settings or if there is a better way to do it, please let me know cause I'm lost in this.[/QUOTE] Pretty sure there was a prefab for this somewhere … it's called SmartWind or something. [QUOTE=AmatureManga;39625330][IMG]http://img19.imageshack.us/img19/7481/capturexlba.png[/IMG][/QUOTE] Unrelated to your specific problem, but important nonetheless: don't use negative texture scales.
i'm having trouble creating a window i want the window to be not that far to the left of the table: [IMG]http://img838.imageshack.us/img838/6976/capturewhb.png[/IMG] i tried using the clipping tool but it deleted the entire wall any tips?
[QUOTE=AmatureManga;39633517]i'm having trouble creating a window i want the window to be not that far to the left of the table: [IMG]http://img838.imageshack.us/img838/6976/capturewhb.png[/IMG] i tried using the clipping tool but it deleted the entire wall any tips?[/QUOTE] When you're using the clipping tool and you have drawn the line where you want to clip but you haven't yet pressed enter, you should look at the 2D views. Chances are that one side of the brush is red and the other side is white. If you pressed enter now, the red part will be removed and the white part will stay. You should click on the clip icon until both sides of the brush appear white. Then press enter. Both sides will remain and you will now have two brushes. [IMG]http://i.imgur.com/tXbq6SW.png[/IMG]
Shift+X also works like clicking the clip button again.
Also not sure if you are aware but you can change the size of the grid using [ and ]
[QUOTE=metallics;39634567]Also not sure if you are aware but you can change the size of the grid using [ and ][/QUOTE] Or with alt+A and alt+S. Or by clicking the buttons on the toolbar thing. Whether brackets are a good hotkey or not depends on your keyboard. In the standard Finnish keyboard, you have to press Alt Gr + 8 or 9 to make brackets, making them impractical to use.
[QUOTE=Mozartkugeln;39630626]Pretty sure there was a prefab for this somewhere … it's called SmartWind or something. [/QUOTE] [url]http://sdknuts.org/tutorials/wiseWind.asp[/url] Didn't work out so great for the skybox, still causes too much of a framerate loss. Not so much for my pc but I'm worried about the people with lower end computers. I guess this is a lost cause, not going to add it to the skybox. Thanks anyways.
[QUOTE=Miigga;39634727]Or with alt+A and alt+S. Or by clicking the buttons on the toolbar thing. Whether brackets are a good hotkey or not depends on your keyboard. In the standard Finnish keyboard, you have to press Alt Gr + 8 or 9 to make brackets, making them impractical to use.[/QUOTE] interesting, never considered that. On a default English US/UK keyboard though they're very handy.
[QUOTE=Miigga;39634727]Or with alt+A and alt+S.[/QUOTE] That's pretty cool; I didn't know about that. That seems even more convenient that [I][[/I] and [I]][/I].
Does anyone know if Valve has plans to fix the game_text entity for CSS, or if this is something else I could do to counter using this entity?
Anyone remember rp_forester? It was a real mess but entertaining, anyone got an archive link or something? [B]Edit:[/B]NVM I found it. Search works now that im goed, forgot. [url]http://facepunch.com/showthread.php?t=798141&highlight=rp_forester[/url] The guy was a real dingus.
[QUOTE=All0utWar;39637902]Does anyone know if Valve has plans to fix the game_text entity for CSS, or if this is something else I could do to counter using this entity?[/QUOTE] [URL=https://developer.valvesoftware.com/wiki/Env_hudhint]env_hudhint[/URL]
is there a way to make a trigger brush trigger upon the use of a "use key" opposed to having the player walk into it? If not, is what I want something else? I've tried an invisible button brush, but that physically got in the way of the player.
could somebody tell me step by step on what i have to do to make this window: [IMG]http://img585.imageshack.us/img585/7096/captureoym.png[/IMG]
Use the clipping tool. [QUOTE=Glaber;39639422]is there a way to make a trigger brush trigger upon the use of a "use key" opposed to having the player walk into it? If not, is what I want something else? I've tried an invisible button brush, but that physically got in the way of the player.[/QUOTE] Isn't there some type of solidity flag/keyvalue?
[QUOTE=TCB;39639495]Isn't there some type of solidity flag/keyvalue?[/QUOTE] I'm looking at it now and there is no solidity flag/keyvalue for the button that I can find.
my main problem is that i could get the white brushes on one side but i cant get it on the other side
AmatureManga, what you do is click the clipping tool button until the boxes on both sided of the cutting line are white. Then you can make the cut without losing anything.
[QUOTE=Glaber;39639635]AmatureManga, what you do is click the clipping tool button until the boxes on both sided of the cutting line are white. Then you can make the cut without losing anything.[/QUOTE] ok i got it now thanks for the help
[QUOTE=Glaber;39639525]I'm looking at it now and there is no solidity flag/keyvalue for the button that I can find.[/QUOTE] Use the [I]tools/toolsnpcclip[/I] texture on all of the button's faces to make it non-solid to players.
Whenever I launch my map to test, I have to close hammer when I come out of my game because it 'sticks' on the screens I was on before my game launched, is it possible to fix?
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