• Mapping Question Megathread v3
    4,500 replies, posted
So I can't get this water to render to save my life. I changed the water from the default texture the map used, which looked really stretched and thick like molasses, with what I am pretty certain is a default HL2 water texture. However, no matter what I do, the water refuses to work. [t]https://dl.dropbox.com/u/8416055/c5m1_waterfront_fixed0002%20%282%29.jpg[/t] [t]https://dl.dropbox.com/u/8416055/HammerWater.png[/t] I have even resorted to wrapping the entire map in a giant hollow nodraw box, to ensure there are no leaks - all to no avail. The map has a water_lod_control and everything, so I figured it must have been a leak. The pointfile did indeed show there was at least one leak, but it was a really winding and awkward path that didn't immediately reveal anything obvious, so I just wrapped the map in a hollow box. I also resolved all of the props that the compiler said were outside the map. Any ideas?
did you add a env_cube map and set the brush faces to the water?
I don't even know what that means. Dammit, Jim, I'm a programmer, not a mapper. :v: I think we should bring this to PMs. Don't need to clutter this thread with my incompetence. :v: The map has a lot of env_cubemap's in it, but I have no idea if any fulfill the task you describe.
More noobs find out what to do if you do it this way. [IMG]http://i.imgur.com/1pTae.png[/IMG]
[QUOTE=Stiffy360;37921605][B]More noobs find out what to do if you do it this way.[/B][/QUOTE] Thank you. Now I can acknowledge if I run into a situation like this. It's a help thread. We're allowed to clutter the thread as long it's not pointless spam.
How does one make an effective looking outside night map? I find it hard to get the right balance between wanting the darkness but looking good. What sort of skyboxes and light_environment settings do I need?
[QUOTE=Zombie Strider;37929826]How does one make an effective looking outside night map? I find it hard to get the right balance between wanting the darkness but looking good. What sort of skyboxes and light_environment settings do I need?[/QUOTE] Trial and error. Do what you want. Set it to a value. Test. See if you like.
Don't suppose any of you chaps have run into a problem where a map compiles successfully with no errors, but when it loading the map just before it runs you get "HL2.exe has stopped working". It's a bizarre one. Here's the compile log: [code]** Executing... ** Command: "c:\program files (x86)\steam\steamapps\[PERSON]\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\[PERSON]\half-life 2\hl2" "C:\Users\Tim\Desktop\Hammer Editor Maps\Council Estate\Council_Estate_Skybox.vmf" Valve Software - vbsp.exe (Sep 15 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\[PERSON]\half-life 2\hl2\materials Loading C:\Users\[PERSON]\Desktop\Hammer Editor Maps\Council Estate\Council_Estate_Skybox.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\[PERSON]\half-life 2\hl2\gameinfo.txt Patching WVT material: maps/council_estate_skybox/nature/blenddirtgrass008b_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 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 4 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\[PERSON]\Desktop\Hammer Editor Maps\Council Estate\Council_Estate_Skybox.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) (610809 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 860 texinfos to 557 Reduced 43 texdatas to 38 (1105 bytes to 853) Writing C:\Users\[PERSON]\Desktop\Hammer Editor Maps\Council Estate\Council_Estate_Skybox.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\[PERSON]\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\[PERSON]\half-life 2\hl2" -fast "C:\Users\[PERSON]\Desktop\Hammer Editor Maps\Council Estate\Council_Estate_Skybox" Valve Software - vvis.exe (Sep 15 2011) fastvis = true 4 threads reading c:\users\[PERSON]\desktop\hammer editor maps\council estate\Council_Estate_Skybox.bsp reading c:\users\[PERSON]\desktop\hammer editor maps\council estate\Council_Estate_Skybox.prt 1918 portalclusters 5666 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) Optimized: 186283 visible clusters (0.00%) Total clusters visible: 2863049 Average clusters visible: 1492 Building PAS... Average clusters audible: 1917 visdatasize:909588 compressed from 920640 writing c:\users\[PERSON]\desktop\hammer editor maps\council estate\Council_Estate_Skybox.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\[PERSON]\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\[PERSON]\half-life 2\hl2" -noextra "C:\Users\[PERSON]\Desktop\Hammer Editor Maps\Council Estate\Council_Estate_Skybox" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\[PERSON]\desktop\hammer editor maps\council estate\Council_Estate_Skybox.bsp Setting up ray-trace acceleration structure... Done (0.67 seconds) 6539 faces 453466 square feet [65299188.00 square inches] 1 Displacements 724 Square Feet [104256.00 Square Inches] 6539 patches before subdivision 50005 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9) transfers 6171222, max 1316 transfer lists: 47.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0127 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 16/1024 768/49152 ( 1.6%) brushes 1804/8192 21648/98304 (22.0%) brushsides 11173/65536 89384/524288 (17.0%) planes 1506/65536 30120/1310720 ( 2.3%) vertexes 10676/65536 128112/786432 (16.3%) nodes 3729/65536 119328/2097152 ( 5.7%) texinfos 557/12288 40104/884736 ( 4.5%) texdata 38/2048 1216/65536 ( 1.9%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 81/0 1620/0 ( 0.0%) disp_tris 128/0 256/0 ( 0.0%) disp_lmsamples 1920/0 1920/0 ( 0.0%) faces 6539/65536 366184/3670016 (10.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 4115/65536 230440/3670016 ( 6.3%) leaves 3746/65536 119872/2097152 ( 5.7%) leaffaces 7411/65536 14822/131072 (11.3%) leafbrushes 3329/65536 6658/131072 ( 5.1%) areas 2/256 16/2048 ( 0.8%) surfedges 47999/512000 191996/2048000 ( 9.4%) edges 29567/256000 118268/1024000 (11.5%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 472/32768 4720/327680 ( 1.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 8034/65536 16068/131072 (12.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1571824/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 909588/16777216 ( 5.4%) entdata [variable] 33452/393216 ( 8.5%) LDR ambient table 3746/65536 14984/262144 ( 5.7%) HDR ambient table 3746/65536 14984/262144 ( 5.7%) LDR leaf ambient 2018/65536 56504/1835008 ( 3.1%) HDR leaf ambient 3746/65536 104888/1835008 ( 5.7%) 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] 1/12 ( 8.3%) pakfile [variable] 213006/0 ( 0.0%) physics [variable] 610809/4194304 (14.6%) physics terrain [variable] 139/1048576 ( 0.0%) Level flags = 0 Total triangle count: 18518 Writing c:\users\[PERSON]\desktop\hammer editor maps\council estate\Council_Estate_Skybox.bsp 17 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\[PERSON]\Desktop\Hammer Editor Maps\Council Estate\Council_Estate_Skybox.bsp" "c:\program files (x86)\steam\steamapps\imagrant101\half-life 2\hl2\maps\Council_Estate_Skybox.bsp"[/code] Any help would be appreciated. I was scratching my head for quite some time over this one. [B]Edit:[/B] This only happens with this particular map. All others work fine.
[QUOTE=LtKyle2;37862600]So apparently clicking the texture tool crashes Hammer. What do?[/QUOTE]
My groups in Hammer aren't saving. Anyone have a theory why it's doing this?
i have a problem on the map i am working on [img]http://cloud.steampowered.com/ugc/559828865880142480/D7E2A517A1731165A4A3D946D3D94437B77487CA/[/img] (there is no leak at all) also for some strange reason, hammer don't want to save the latest changes i do on that map
Did you compile before running the map?
Okay, dumb question here. Is there any way to turn off the thing where models turn into yellow boxes showing the bounding box when the origin of the model is too far away in the viewport? The map I am porting uses really huge models for cliff-faces and such, and as such the yellow boxes are constantly getting in my way. I'd rather not have to Hide them all as I come into view of them if I can help it. [t]http://filesmelt.com/dl/TurnThisOff.png[/t] For clarification of what I want done. That big box (now red because I selected it to show you that it is, indeed, a model). I want to it so that box doesn't draw when the model is too far away.
Go to [b]Tools > Options > 3D View[/b] and set the model render distance to however far you want it to be. I have it set to 10,000 so that I don't have to deal with it at all.
[QUOTE=enricociccio;37934768]i have a problem on the map i am working on [img]http://cloud.steampowered.com/ugc/559828865880142480/D7E2A517A1731165A4A3D946D3D94437B77487CA/[/img] (there is no leak at all) also for some strange reason, hammer don't want to save the latest changes i do on that map[/QUOTE] Post compile log.
So, I've been messing around in Hammer for a while, and made a simple map. I managed to make displacements and a simple building, but the terrain looks...odd. [IMG]https://dl.dropbox.com/u/88449546/Mapproblem.png[/IMG] Any ideas? And sorry for the image size.
How exactly do I use the EP2 mountain range textures without them being visible through everything?
[QUOTE=Sergeant Stacker;37941498]How exactly do I use the EP2 mountain range textures without them being visible through everything?[/QUOTE] I'm pretty sure that is a material related problem. Currently I'm experimenting with the EP2 style of maps and the skybox consumes all my skybox props. For instance : The trees cut the radio station in half, making it look distant and friging huge. The possible way to solve it would be to recompile the materials, but I'm not sure if the error caused was not the only way to get them working.
So I want to make this elevator that descends into a pool of water. Now, how can I make it such that water doesn't seep through the elevator?
[QUOTE=T553412;37941255]So, I've been messing around in Hammer for a while, and made a simple map. I managed to make displacements and a simple building, but the terrain looks...odd. [IMG]https://dl.dropbox.com/u/88449546/Mapproblem.png[/IMG] Any ideas? And sorry for the image size.[/QUOTE] If you didn't align the textures already (click one terrain face and then alt-right click on the others), then make sure you didn't create displacements on all sides of the brush, specifically the sides connected to those seams. You can destroy individual faces of a displacement brush by clicking on it in the material editor and just hitting destroy. Alternatively, choose a better texture. [QUOTE=Azzator;37945466]So I want to make this elevator that descends into a pool of water. Now, how can I make it such that water doesn't seep through the elevator?[/QUOTE] You can't do this. If you have a water brush it will always cross anything submerged in it. You might be able to get some sort of hacky result by rapidly moving the water down or something while the player can't see it.
[QUOTE=Zanarias;37945789]I You can't do this. If you have a water brush it will always cross anything submerged in it. You might be able to get some sort of hacky result by rapidly moving the water down or something while the player can't see it.[/QUOTE] I figured I could hollow out the path of the elevator and leave the ceiling and the floor opaque so the player can't see it. But thanks anyway.
[QUOTE=samuel2213;37940622]Post compile log.[/QUOTE] [code]** Executing... ** Command: "c:\program files\steam\steamapps\enricociccio\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\enricociccio\team fortress 2\tf" "c:\program files\steam\steamapps\enricociccio\sourcesdk_content\tf\mapsrc\szf_trainmg" Valve Software - vbsp.exe (Sep 5 2012) 2 threads materialPath: c:\program files\steam\steamapps\enricociccio\team fortress 2\tf\materials Loading c:\program files\steam\steamapps\enricociccio\sourcesdk_content\tf\mapsrc\szf_trainmg.vmf Patching WVT material: maps/szf_trainmg/winter/blendgraveltogravel003_wvt_patch Patching WVT material: maps/szf_trainmg/pl_barnblitz/blendmetalroofsnow_03_wvt_patch Patching WVT material: maps/szf_trainmg/nature/blendgroundtogravel004_grass_wvt_patch Patching WVT material: maps/szf_trainmg/nature/blendgroundtogravel001_wvt_patch Patching WVT material: maps/szf_trainmg/nature/blendgroundtograss001b_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 (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing c:\program files\steam\steamapps\enricociccio\sourcesdk_content\tf\mapsrc\szf_trainmg.prt...Building visibility clusters... done (0) bmodel 92 has no head node (class 'func_tanktrain', targetname 'movetrain001') ** Executing... ** Command: "c:\program files\steam\steamapps\enricociccio\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\enricociccio\team fortress 2\tf" "c:\program files\steam\steamapps\enricociccio\sourcesdk_content\tf\mapsrc\szf_trainmg" Valve Software - vvis.exe (Sep 5 2012) 2 threads reading c:\program files\steam\steamapps\enricociccio\sourcesdk_content\tf\mapsrc\szf_trainmg.bsp reading c:\program files\steam\steamapps\enricociccio\sourcesdk_content\tf\mapsrc\szf_trainmg.prt 231 portalclusters 674 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 (17) Optimized: 4 visible clusters (0.01%) Total clusters visible: 47751 Average clusters visible: 206 Building PAS... Average clusters audible: 230 visdatasize:15196 compressed from 14784 writing c:\program files\steam\steamapps\enricociccio\sourcesdk_content\tf\mapsrc\szf_trainmg.bsp 17 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\enricociccio\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -final -game "c:\program files\steam\steamapps\enricociccio\team fortress 2\tf" "c:\program files\steam\steamapps\enricociccio\sourcesdk_content\tf\mapsrc\szf_trainmg" Valve Software - vrad.exe SSE (Sep 5 2012) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\enricociccio\sourcesdk_content\tf\mapsrc\szf_trainmg.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (0.64 seconds) 860 faces 642093 square feet [92461472.00 square inches] 20 Displacements 133323 Square Feet [19198640.00 Square Inches] 860 patches before subdivision 8368 patches after subdivision 4 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (43) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 281314, max 306 transfer lists: 2.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(24997, 11745, 3129) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(2777, 941, 191) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(766, 186, 21) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(84, 14, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(35, 5, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0041 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 (5) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 60/8192 720/98304 ( 0.7%) brushsides 408/65536 3264/524288 ( 0.6%) planes 360/65536 7200/1310720 ( 0.5%) vertexes 1035/65536 12420/786432 ( 1.6%) nodes 511/65536 16352/2097152 ( 0.8%) texinfos 65/12288 4680/884736 ( 0.5%) texdata 22/2048 704/65536 ( 1.1%) dispinfos 20/0 3520/0 ( 0.0%) disp_verts 5780/0 115600/0 ( 0.0%) disp_tris 10240/0 20480/0 ( 0.0%) disp_lmsamples 7393/0 7393/0 ( 0.0%) faces 860/65536 48160/3670016 ( 1.3%) hdr faces 860/65536 48160/3670016 ( 1.3%) origfaces 195/65536 10920/3670016 ( 0.3%) leaves 514/65536 16448/2097152 ( 0.8%) leaffaces 925/65536 1850/131072 ( 1.4%) leafbrushes 310/65536 620/131072 ( 0.5%) areas 2/256 16/2048 ( 0.8%) surfedges 4451/512000 17804/2048000 ( 0.9%) edges 2443/256000 9772/1024000 ( 1.0%) LDR worldlights 4/8192 352/720896 ( 0.0%) HDR worldlights 4/8192 352/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 19/32768 190/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 300/65536 600/131072 ( 0.5%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 312204/0 ( 0.0%) HDR lightdata [variable] 312204/0 ( 0.0%) visdata [variable] 15196/16777216 ( 0.1%) entdata [variable] 12824/393216 ( 3.3%) LDR ambient table 514/65536 2056/262144 ( 0.8%) HDR ambient table 514/65536 2056/262144 ( 0.8%) LDR leaf ambient 3286/65536 92008/1835008 ( 5.0%) HDR leaf ambient 3286/65536 92008/1835008 ( 5.0%) 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] 1/12268 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/3538 ( 0.0%) pakfile [variable] 2844/0 ( 0.0%) physics [variable] 1178690/4194304 (28.1%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 1949 Writing c:\program files\steam\steamapps\enricociccio\sourcesdk_content\tf\mapsrc\szf_trainmg.bsp 54 seconds elapsed Valve Software - vrad.exe SSE (Sep 5 2012) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\enricociccio\sourcesdk_content\tf\mapsrc\szf_trainmg.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (0.57 seconds) 860 faces 642093 square feet [92461472.00 square inches] 20 Displacements 133323 Square Feet [19198640.00 Square Inches] 860 patches before subdivision 8368 patches after subdivision 4 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (56) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 281314, max 306 transfer lists: 2.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(24997, 11745, 3129) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(2777, 941, 191) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(766, 186, 21) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(84, 14, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(35, 5, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0039 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 (5) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 60/8192 720/98304 ( 0.7%) brushsides 408/65536 3264/524288 ( 0.6%) planes 360/65536 7200/1310720 ( 0.5%) vertexes 1035/65536 12420/786432 ( 1.6%) nodes 511/65536 16352/2097152 ( 0.8%) texinfos 65/12288 4680/884736 ( 0.5%) texdata 22/2048 704/65536 ( 1.1%) dispinfos 20/0 3520/0 ( 0.0%) disp_verts 5780/0 115600/0 ( 0.0%) disp_tris 10240/0 20480/0 ( 0.0%) disp_lmsamples 7393/0 7393/0 ( 0.0%) faces 860/65536 48160/3670016 ( 1.3%) hdr faces 860/65536 48160/3670016 ( 1.3%) origfaces 195/65536 10920/3670016 ( 0.3%) leaves 514/65536 16448/2097152 ( 0.8%) leaffaces 925/65536 1850/131072 ( 1.4%) leafbrushes 310/65536 620/131072 ( 0.5%) areas 2/256 16/2048 ( 0.8%) surfedges 4451/512000 17804/2048000 ( 0.9%) edges 2443/256000 9772/1024000 ( 1.0%) LDR worldlights 4/8192 352/720896 ( 0.0%) HDR worldlights 4/8192 352/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 19/32768 190/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 300/65536 600/131072 ( 0.5%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 312204/0 ( 0.0%) HDR lightdata [variable] 312204/0 ( 0.0%) visdata [variable] 15196/16777216 ( 0.1%) entdata [variable] 12824/393216 ( 3.3%) LDR ambient table 514/65536 2056/262144 ( 0.8%) HDR ambient table 514/65536 2056/262144 ( 0.8%) LDR leaf ambient 3286/65536 92008/1835008 ( 5.0%) HDR leaf ambient 3286/65536 92008/1835008 ( 5.0%) 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] 1/12268 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/3538 ( 0.0%) pakfile [variable] 2844/0 ( 0.0%) physics [variable] 1178690/4194304 (28.1%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 1949 Writing c:\program files\steam\steamapps\enricociccio\sourcesdk_content\tf\mapsrc\szf_trainmg.bsp 1 minute, 8 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "c:\program files\steam\steamapps\enricociccio\sourcesdk_content\tf\mapsrc\szf_trainmg.bsp" "c:\program files\steam\steamapps\enricociccio\team fortress 2\tf\maps\szf_trainmg.bsp" ** Executing... ** Command: "c:\program files\steam\steamapps\enricociccio\team fortress 2\hl2.exe" ** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\enricociccio\team fortress 2\tf" +map "szf_trainmg"[/code]
[QUOTE=enricociccio;37947752] <Compile log>[/QUOTE] bmodel 92 has no head node (class 'func_tanktrain', targetname 'movetrain001') Description: A func_tanktrain should be brush-based, but doesn't have a brush tied to it. This can happen for instance when you tie the brushes of this entity to another entity in "Ignore groups"-mode. Solution: Find your entity (use entity report in Hammer to filter for the entities class and/or name) and delete it or tie it to a brush. [This error will cause your map to fail compiling completely] [B][I]Taken from Interlopers.net[/I][/B]
Can someone link me to well layed out hammer tutorials, something similar to the way the sfm tutorials were done. Just googling individual things and how to do them doesnt work very well.
[QUOTE=Xenon141;37948862]bmodel 92 has no head node (class 'func_tanktrain', targetname 'movetrain001') Description: A func_tanktrain should be brush-based, but doesn't have a brush tied to it. This can happen for instance when you tie the brushes of this entity to another entity in "Ignore groups"-mode. Solution: Find your entity (use entity report in Hammer to filter for the entities class and/or name) and delete it or tie it to a brush. [This error will cause your map to fail compiling completely] [B][I]Taken from Interlopers.net[/I][/B][/QUOTE] many thanks!
[QUOTE=overwatch pvt;37950366]Can someone link me to well layed out hammer tutorials, something similar to the way the sfm tutorials were done. Just googling individual things and how to do them doesnt work very well.[/QUOTE] [url]http://www.interlopers.net/tutorials/[/url]
Ah many thanks, the video tuts are exactly what I was looking for.
I have a problem with being able to see through the skybox in Gmod 13, like so [thumb]http://cloud.steampowered.com/ugc/558702966015091748/5B5E4870A77E9E04118FBE5580E7858330C3B8FF/[/thumb] It doesn't happen in Gmod 12 or Ep2. Does anyone know what's wrong or a possible fix?
I have heard from some tutorials you can make props from Hammer brushes. But after a dozen or so tutorials it’s time to just ask. Since I am relatively new to Hammer and if there is a way please be detailed or a good tutorial will do. I am making background shots for a film so I don’t need to worry about keeping the polygon count to tight like you would need in a game play map. I have a lot of props to convert over HL2e2. I would like to see if some of the more simply one can be made with Hammer. Then have them exported out as props so I can use them in my maps. P.S. Dose anyone have a tutorial seting up a control slder for door or window so I can slide or open a door "off camera" so they look like someone opened them part way and then continued to open all the way up.?
I believe that there is a tool called Propper that can help with that. Personally, I haven't used it, but it does seem very useful.
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