[QUOTE=Guy123;52615597]So I'm trying to create my own 2D skybox, but for some reason ([I]even though I checked for correct alignment in photoshop[/I]) it's doing this in-game.
[t]https://steamuserimages-a.akamaihd.net/ugc/844843469649442934/CC84AE86BB86E447851D2FE845330401D1A06E79/[/t]
Is there something I'm supposed to put in the skyboxes .vmt file to make it align properly?[/QUOTE]
Yes spacescape names the images differently than source.
Here's how you should rename them:
RT becomes FT
BK becomes LF
LF becomes BK
FT becomes RT
DN and UP remain the same
How would I go about making highly reflective glass? I have a glass texture, but no matter what tutorials I follow I cannot get it to reflect any cubemaps. Same thing happens if I try to make one of my own metal textures or something really shiny, it just refuses to reflect anything (even after doing buildcubemaps).
This is using the HL2:EP2 version of hammer.
Is there a way for me to find out what brushes were removed for being invalid solids? I have so much in my map that I can't seem to find out what got removed and if it was something that I'll only find out much later when it's really annoying to fix.
[QUOTE=GoldenCumfart;52618840]
It's bounding box is probably touching the void[/QUOTE]
Leaks are only determined using the objects origin. For example you could have a static model 20 times larger than your map and it won't register as a leak as long as its origin is in the playable space. It will render properly too!
[QUOTE=Grenade Man;52619114]Leaks are only determined using the objects origin. For example you could have a static model 20 times larger than your map and it won't register as a leak as long as its origin is in the playable space. It will render properly too![/QUOTE]
Its origin? You mean the 0 0 0 origin of the models bounding box?
[QUOTE=Giginigi;52619099]Is there a way for me to find out what brushes were removed for being invalid solids? I have so much in my map that I can't seem to find out what got removed and if it was something that I'll only find out much later when it's really annoying to fix.[/QUOTE]
In hammer, hit alt-p, then click a single "invalid solid structure" error and click "go to" to select the brush and center viewports on it
[editline]27th August 2017[/editline]
[QUOTE=Giginigi;52619212]Its origin? You mean the 0 0 0 origin of the models bounding box?[/QUOTE]
If you select an entity, somewhere within its bounding box (usually at the bottom center for props, geometrical center for 'shapeless' entities) will be a yellow x; that's the entity origin.
[QUOTE=Hochi;52619177]For whatever reason now the new brushes i've added in hammer won't show up in game?
[/QUOTE]
Too many t-junctions to fix up. You slightly went above the limit. Turning some of your func_details into func_brush or world brushes should fix it.
[editline]27th August 2017[/editline]
[QUOTE=Grenade Man;52619114]Leaks are only determined using the objects origin. For example you could have a static model 20 times larger than your map and it won't register as a leak as long as its origin is in the playable space. It will render properly too![/QUOTE]
Ah, thanks. Did not know that.
Thanks, Golden, fixed it!
[QUOTE=Hochi;52619401]Thanks, Golden, fixed it![/QUOTE]
yay. Also I recommend you use this site to check for errors first: [url]http://www.interlopers.net/errors/[/url]
[QUOTE=Guy123;52619064]How would I go about making highly reflective glass? I have a glass texture, but no matter what tutorials I follow I cannot get it to reflect any cubemaps. Same thing happens if I try to make one of my own metal textures or something really shiny, it just refuses to reflect anything (even after doing buildcubemaps).
This is using the HL2:EP2 version of hammer.[/QUOTE]
Add this to the vmf and buildcubmaps ingame. Make sure you've actually placed env_cubemaps too.
[CODE]"$envmap" "env_cubemap"
"$envmaptint" "[ 1 1 1 ]" //use to change tint and intensity[/CODE]
Less is more in this case. Source reflections don't really look good as they don't parallax.
Using the "spike" option under brush objects sometimes results in invalid solids after a hammer restart. Any advise or workaround?
Maybe manually vertexediting cylinders? I'm not sure why spikes would be invalid in the first place, they're one flat face and a bunch of triangular ones. How big are the brushes you're making?
[QUOTE=seba079;52622989]Maybe manually vertexediting cylinders? I'm not sure why spikes would be invalid in the first place, they're one flat face and a bunch of triangular ones. How big are the brushes you're making?[/QUOTE]
Yeah it's very odd but it happens randomly (probably not but I'm yet to figure out the reason). One of the faces seems to get flipped inside.
The spikes are roofs for big towers so yes they are quite big with 16 sides. I suppose splitting up in four pieces might help.
[del]I'm running into this issue about a model's texture getting overrode in my map. In hammer the trees appear green but when I run my map the branches become snowy. I'm compiling my map in ep2 and it's taking the model texture from ep2 vpk instead of the materials folder. How would I go about getting the green branches instead of the snow ones.[/del]
I just packrated all the textures in the map and it's fixed.
How the model looks in my map.
[thumb]https://i.imgur.com/swFTKEa.jpg[/thumb]
Model looks when ep2 is unmounted
[thumb]https://i.imgur.com/AqKhmdm.jpg[/thumb]
How the model looks on another person's map with ep2 mounted
[thumb]https://i.imgur.com/5qSkFEb.jpg[/thumb]
Can I parent stuff to worldspawn?
[QUOTE=Stiffy360;52631498]Can I parent stuff to worldspawn?[/QUOTE]
It's better not to mess with worldspawn.
Even if you can target it with outputs, it's never safe.
- OnWhatever > worldspawn > AddOutput > OnUserX entity:input:parameter:delay:onlyOnce/infinite> Delay
These AddOutput are the only outputs you can use safely on worldspawn (worldspawn being a permanent entity that keep its outputs from round to round, it can be useful in css, garry's mod, csgo, tf2).
Modifying anything else can easily cause a crash, or a physic glitch (Killing worldspawn = crash server).
Anyway, why do you want to parent entities to worldspawn ?
[IMG]http://i.imgur.com/Ln9HjyA.jpg[/IMG]
[IMG]http://i.imgur.com/qpFVlnO.jpg[/IMG]
[IMG]http://i.imgur.com/1k6BZN4.jpg[/IMG]
[IMG]http://i.imgur.com/K5zjMc9.jpg[/IMG]
....what did i do wrong? the error finder tool won't work for me?
[code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenv2wip.vmf"
Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenv2wip.vmf
Can't find surfaceprop asphalt for material CONCRETE/ROAD03, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt
Patching WVT material: maps/amstelveenv2wip/de_nuke/nukblenddirtgrass_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-971.0 191.0 333.2)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 29703:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-657.8 180.3 327.9)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 17594: Brush 17591:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-657.8 180.3 327.8)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 17594: Brush 17591:
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (9)
writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenv2wip.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (1864550 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8700 texinfos to 5651
Reduced 31 texdatas to 27 (1038 bytes to 875)
Writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenv2wip.bsp
Wrote ZIP buffer, estimated size 175742, actual size 174724
21 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenv2wip"
Valve Software - vrad.exe SSE (Jun 14 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\amstelveenv2wip.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.98 seconds)
39421 faces
138 degenerate faces
523658 square feet [75406848.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
17 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
Build Patch/Sample Hash Table(s).....Done<0.0153 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (31)
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 (19)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 54/1024 2592/49152 ( 5.3%)
brushes 4842/8192 58104/98304 (59.1%)
brushsides 39148/65536 313184/524288 (59.7%)
planes 24854/65536 497080/1310720 (37.9%)
vertexes 56355/65536 676260/786432 (86.0%) VERY FULL!
nodes 22641/65536 724512/2097152 (34.5%)
texinfos 5651/12288 406872/884736 (46.0%)
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 39421/65536 2207576/3670016 (60.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 19683/65536 1102248/3670016 (30.0%)
leaves 22696/65536 726272/2097152 (34.6%)
leaffaces 44240/65536 88480/131072 (67.5%)
leafbrushes 17828/65536 35656/131072 (27.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 272317/512000 1089268/2048000 (53.2%)
edges 150523/256000 602092/1024000 (58.8%)
LDR worldlights 17/8192 1496/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2921/32768 29210/327680 ( 8.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 52476/65536 104952/131072 (80.1%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3115808/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 32453/393216 ( 8.3%)
LDR ambient table 22696/65536 90784/262144 (34.6%)
HDR ambient table 22696/65536 90784/262144 (34.6%)
LDR leaf ambient 39259/65536 1099252/1835008 (59.9%)
HDR leaf ambient 22696/65536 635488/1835008 (34.6%)
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] 1/904 ( 0.1%)
pakfile [variable] 174724/0 ( 0.0%)
physics [variable] 1864550/4194304 (44.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 114615
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\amstelveenv2wip.bsp
1 minute, 14 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenv2wip.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenv2wip.bsp"
** Executing...
** Command: " "
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" +map "amstelveenv2wip" -steam
[/code]
[QUOTE=Moltard;52631581]It's better not to mess with worldspawn.
Even if you can target it with outputs, it's never safe.
- OnWhatever > worldspawn > AddOutput > OnUserX entity:input:parameter:delay:onlyOnce/infinite> Delay
These AddOutput are the only outputs you can use safely on worldspawn (worldspawn being a permanent entity that keep its outputs from round to round, it can be useful in css, garry's mod, csgo, tf2).
Modifying anything else can easily cause a crash, or a physic glitch (Killing worldspawn = crash server).
Anyway, why do you want to parent entities to worldspawn ?[/QUOTE]
Trying to parent [URL="https://developer.valvesoftware.com/wiki/Material_modify_control"]material_modify_control[/URL] to see if I can change texture parameters (for like dynamic snow and stuff)
[QUOTE=Stiffy360;52631892]Trying to parent [URL="https://developer.valvesoftware.com/wiki/Material_modify_control"]material_modify_control[/URL] to see if I can change texture parameters (for like dynamic snow and stuff)[/QUOTE]
Use a func_brush that can be seen anywhere in the map (with Dont Render). If you edit the material of that brush, and if players can see the brush, then the change will apply to every same material in your map.
[QUOTE=Moltard;52632740]Use a func_brush that can be seen anywhere in the map (with Dont Render). If you edit the material of that brush, and if players can see the brush, then the change will apply to every same material in your map.[/QUOTE]
I tried that before too. How would you get the object to always be in the players view ? As soon as the player doesn't see the texture on the brush it won't work anymore for me...
My solution was to use lua_run entities which is a very nice solution imo
[CODE]
Material ([[path/to/material01.vmt]]):SetTexture([[$basetexture]].[[path/to/material02.vmt]])
//Don't ever use quotations ( " ) in hammer
//Use [[ and ]] instead
[/CODE]
[QUOTE=KingPommes;52633155]I tried that before too. How would you get the object to always be in the players view ? As soon as the player doesn't see the texture on the brush it won't work anymore for me...
My solution was to use lua_run entities which is a very nice solution imo
[/QUOTE]
The css map that used that was on the outside, and changed the material at the beginning of the round. So at that time, everyone was rendering the func_brush in the sky, and that modified the materials.
To apply the change permanantly, you mustn't parent the material_modify_control to the func_brush. It will change the material for every other brush in the map.
Your lua solution seems better and safer for garry's mod.
[QUOTE=Hochi;52631728][IMG]http://i.imgur.com/Ln9HjyA.jpg[/IMG]
[IMG]http://i.imgur.com/qpFVlnO.jpg[/IMG]
[IMG]http://i.imgur.com/1k6BZN4.jpg[/IMG]
[IMG]http://i.imgur.com/K5zjMc9.jpg[/IMG]
....what did i do wrong? the error finder tool won't work for me?
[code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenv2wip.vmf"
Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenv2wip.vmf
Can't find surfaceprop asphalt for material CONCRETE/ROAD03, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt
Patching WVT material: maps/amstelveenv2wip/de_nuke/nukblenddirtgrass_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-971.0 191.0 333.2)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 29703:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-657.8 180.3 327.9)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 17594: Brush 17591:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-657.8 180.3 327.8)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 17594: Brush 17591:
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (9)
writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenv2wip.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (1864550 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8700 texinfos to 5651
Reduced 31 texdatas to 27 (1038 bytes to 875)
Writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenv2wip.bsp
Wrote ZIP buffer, estimated size 175742, actual size 174724
21 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenv2wip"
Valve Software - vrad.exe SSE (Jun 14 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\amstelveenv2wip.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.98 seconds)
39421 faces
138 degenerate faces
523658 square feet [75406848.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
17 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
Build Patch/Sample Hash Table(s).....Done<0.0153 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (31)
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 (19)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 54/1024 2592/49152 ( 5.3%)
brushes 4842/8192 58104/98304 (59.1%)
brushsides 39148/65536 313184/524288 (59.7%)
planes 24854/65536 497080/1310720 (37.9%)
vertexes 56355/65536 676260/786432 (86.0%) VERY FULL!
nodes 22641/65536 724512/2097152 (34.5%)
texinfos 5651/12288 406872/884736 (46.0%)
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 39421/65536 2207576/3670016 (60.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 19683/65536 1102248/3670016 (30.0%)
leaves 22696/65536 726272/2097152 (34.6%)
leaffaces 44240/65536 88480/131072 (67.5%)
leafbrushes 17828/65536 35656/131072 (27.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 272317/512000 1089268/2048000 (53.2%)
edges 150523/256000 602092/1024000 (58.8%)
LDR worldlights 17/8192 1496/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2921/32768 29210/327680 ( 8.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 52476/65536 104952/131072 (80.1%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3115808/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 32453/393216 ( 8.3%)
LDR ambient table 22696/65536 90784/262144 (34.6%)
HDR ambient table 22696/65536 90784/262144 (34.6%)
LDR leaf ambient 39259/65536 1099252/1835008 (59.9%)
HDR leaf ambient 22696/65536 635488/1835008 (34.6%)
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] 1/904 ( 0.1%)
pakfile [variable] 174724/0 ( 0.0%)
physics [variable] 1864550/4194304 (44.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 114615
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\amstelveenv2wip.bsp
1 minute, 14 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenv2wip.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenv2wip.bsp"
** Executing...
** Command: " "
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" +map "amstelveenv2wip" -steam
[/code][/QUOTE]
someone help please?
[code] FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-971.0 191.0 333.2)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 29703:
[/code] these errors are usually caused by leaks but theres no mention of one in the compile log so make sure you have the correct info_player start points in your level and also goto the co-ordinates mentioned in the log and fix the brushes mentioned
[QUOTE=taz0;52634592]these errors are usually caused by leaks but theres no mention of one in the compile log so make sure you have the correct info_player start points in your level and also goto the co-ordinates mentioned in the log and fix the brushes mentioned[/QUOTE]
It was the house copies I made; I deleted them, and all the errors disappeared!
This raises another problem tho, how can I efficiently make copies of a house and position them in a rowhouse fashion without creating so many errors?
[QUOTE=Hochi;52634923]It was the house copies I made; I deleted them, and all the errors disappeared!
This raises another problem tho, how can I efficiently make copies of a house and position them in a rowhouse fashion without creating so many errors?[/QUOTE]
Your brushes are too complex for the compiler so it throw that error.
Sometimes, deleting the brush and re-adding it fix the issue (why ? Cause hammer is weird) .
You can select your house, and Shift drag it to duplicate it easily.
It says my player_info_start entity is causing the leak, even though it's obviously well within the skybox? what's wrong?
[QUOTE=Hochi;52635314]It says my player_info_start entity is causing the leak, even though it's obviously well within the skybox? what's wrong?[/QUOTE]
go to map > load point file. look where a long red line appears in your map. you can see it in all of the view ports. that's where your leak is.
-snip, fixed it lol-
[QUOTE=Hochi;52637004]I've been trying to fix the point files by increasing the size of the skybox so the line is within it, but instead the leaks resize along with the skybox?? How can I fix this? I'm at my wits end.
It also might possibly be the skybox? I'm using an hdr skybox and I don't know if that's the issue.[/QUOTE]
so a leak in your map is when the endless black void seeps into the playable space of your level. You need to make sure that there are no gaps in your brushwork.
most of the time the red pointfile line will help you find where your leak is. sometimes it does weird janky stuff like go through other brushes. also make sure you don't mix a tool texture like playerclip with normal wall/floor textures. this will cause a leak too.
send me your vmf. I'll see what the issue is and send it back.
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