• Mapping Questions Megathread V6
    999 replies, posted
I tried that, but it didn't work. Would it help to just make a new vmf and copy everything there?
I had some rounded sidewalk corners as func_details, and apparently, that might have been what was causing the lighting artifacts after I hid them in the compile. https://files.facepunch.com/forum/upload/146362/9c2d9c51-2f3d-4044-a886-ebe70a1eab1e/sidewalkcorners.PNG
I started a final non-fast compile for my city map, and it's been stuck on "Building Physics collision data..." for about 3 hours. This is after putting in some visclusters. I also happened to accidentally click on the Hammer window while it was compiling, and that put it in a "Not Responding" state, which might have potentially fucked the whole thing up. Should I just recompile the map or wait it out some more? Someone did mention that using Hint brushes properly should cut down the compile time, so I could probably try that tomorrow.
Kill it. Collision and vis are two different things. If it dies doing the collision you gotta troubleshoot. just running vbsp.
I don't think it would be that, because the latest compile log said that the face percentage was about 42%. Part of me suspects one of the viscluster brushes might be intersecting with some geometry, but then again, that's more of a vis thing than a collision thing.
For further reference, this does nothing and the compile goes on normally, its just windows thinking the whole thing is frozen when it actually isn't.
A little offtopic, but damn, every time I think of returning to mapping, I feel completely out of the loop on what changed in Hammer or the Source engine or GMOD.
Vrad keeps crashing. Im using HAVOC's vbsp.exe to have the entitylimit increased and VBCT to compile. Cant find anything in the log and really hope the raised limit isnt the problem. any ideas? -------------- Start Compile BSP ---------------- VBSP Started, Please Wait! VBSP:  e:\steam\steamapps\common\counter-strike source\bin\vbsp.exe  -leaktest -game  "E:\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Google Drive\Mapping\projects\Star Wars\deathstar\rp_deathstar06" Valve Software - vbsp.exe (Mar 23 2018) leaktest = true 6 threads materialPath: E:\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading D:\Google Drive\Mapping\projects\Star Wars\deathstar\rp_deathstar06.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in e:\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt 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) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 874 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (2) writing D:\Google Drive\Mapping\projects\Star Wars\deathstar\rp_deathstar06.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials:    skybox/sky_venator*.vmt  ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials:    skybox/sky_venator*.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) (2248140 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 8666 texinfos to 5616 Reduced 200 texdatas to 182 (12989 bytes to 12171) Writing D:\Google Drive\Mapping\projects\Star Wars\deathstar\rp_deathstar06.bsp 19 seconds elapsed   -0.662340 1.124446 0.000000   -0.773760 1.013026 0.000000   -0.773760 -11.985826 0.000000   -0.773760 -3.457374 0.000000 make_triangles:calc_triangle_representation: Cannot convert   -0.773760 -3.457374 0.000000   -0.662340 1.124446 0.000000   -0.773760 1.013026 0.000000   -0.773760 -11.985826 0.000000 make_triangles:calc_triangle_representation: Cannot convert   -7.990461 -0.116642 0.000000   -0.000000 -0.116642 0.000000   -10.566400 -0.116642 0.000000   -10.566400 -0.215526 0.000000 make_triangles:calc_triangle_representation: Cannot convert   -0.000000 -0.116642 0.000000   -10.566400 -0.116642 0.000000   -10.566400 0.000000 0.000000   -4.862264 -0.116642 0.000000 make_triangles:calc_triangle_representation: Cannot convert   0.403459 -0.813940 0.000000   0.351219 0.813041 0.000000   -0.403459 0.813041 0.000000   0.403459 0.813041 0.000000 make_triangles:calc_triangle_representation: Cannot convert Compile Complete for this module. VBSP Completed: Dienstag, 5. Juni 2018,  16:10:17 VBSP:  Compile time: 19 seconds elapsed -------------- Start Compile VVIS ---------------- VVIS Started, Please Wait! VVIS:  e:\steam\steamapps\common\counter-strike source\bin\vvis.exe  -game  "E:\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Google Drive\Mapping\projects\Star Wars\deathstar\rp_deathstar06" Valve Software - vvis.exe (Mar 23 2018) 6 threads reading d:\google drive\mapping\projects\star wars\deathstar\rp_deathstar06.bsp reading d:\google drive\mapping\projects\star wars\deathstar\rp_deathstar06.prt 3611 portalclusters 9375 numportals BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (3) PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (2218) Optimized: 2677 visible clusters (0.14%) Total clusters visible: 1885120 Average clusters visible: 522 Building PAS... Average clusters audible: 1323 visdatasize:1295677  compressed from 3293232 writing d:\google drive\mapping\projects\star wars\deathstar\rp_deathstar06.bsp 37 minutes, 1 second elapsed Compile Complete for this module. VVIS Completed: Dienstag, 5. Juni 2018,  16:47:19 VVIS: Compile time: 37 minutes, 1 second elapsed -------------- Start Compile VRAD ---------------- VRAD Started, Please Wait! VRAD:  e:\steam\steamapps\common\counter-strike source\bin\vrad.exe -final -hdr  -lights "D:\Google Drive\Mapping\projects\Harry Potter\Hogwarts\hogwarts_lights.rad" -textureshadows -StaticPropPolys -StaticPropLighting -game  "E:\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Google Drive\Mapping\projects\Star Wars\deathstar\rp_deathstar06" Valve Software - vrad.exe SSE (Mar 23 2018)       Valve Radiosity Simulator      6 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] [Reading texlights from 'D:\Google Drive\Mapping\projects\Harry Potter\Hogwarts\hogwarts_lights.rad'] Warning: Redundant 'lights/white002' def in 'lights.rad' AND 'D:\Google Drive\Mapping\projects\Harry Potter\Hogwarts\hogwarts_lights.rad'! [48 texlights parsed from 'D:\Google Drive\Mapping\projects\Harry Potter\Hogwarts\hogwarts_lights.rad'] Loading d:\google drive\mapping\projects\star wars\deathstar\rp_deathstar06.bsp Setting up ray-trace acceleration structure... Done (174.69 seconds) 30691 faces 3 degenerate faces 36715836 square feet [5287080448.00 square inches] 2 Displacements 1375 Square Feet [198066.97 Square Inches] 30688 patches before subdivision 983602 patches after subdivision sun extent from map=0.000000 2208 direct lights BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1479) BuildVisLeafs:       0...1...2...3...4...5...6 Compile Complete for this module. VRAD Completed: Dienstag, 5. Juni 2018,  17:18:00 One Line Summary: 05.06.2018 17:18:00, rp_deathstar06.vmf, Counter-Strike: Source, normal , normal, crashed?, 00:00:20, 00:37:02, 00:30:40, 01:08:02 Catch in History File update Compile Summary - job mode: FINAL Map Name: rp_deathstar06.vmf VBSP - mode:normal , 19 seconds, 00:00:20 elapsed VVIS - mode:normal, 37 minutes, 1 second, 00:37:02 elapsed VRAD - mode:crashed?, n/a(LDR), n/a(HDR), 00:30:40 elapsed Total Compile time: 01:08:02
I was working on packing some material files into a map, and somehow I managed to singlehandedly fuck up the entire map. I had a bunch of randomized textures all over the place, so I reverted back to the previous bsp which wasn't edited by vide, and I get this: https://files.facepunch.com/forum/upload/146362/0f35ba35-a4fb-4ee0-a7f9-570ef99a6b89/gm_goldencity0044.jpg This screenshot was taken with L4D and CSS unmounted for testing purposes, so some of these textures shouldn't even be here, and yet here they are. The custom textures are the only ones getting error textures since I deliberately took those out as well for testing.
Try compiling with CompilePal's PACK feature (it will automatically pack everything into the bsp for you, its the most reliable packing tool), and then try that again.
I'm trying to figure out how to use it, at the moment. There doesn't seem to be a way to use it. Is it the sort of program I need to compile myself or what?
Wha could be wrong with map, if it have bugs like this: https://youtu.be/xO1KBBpHkI0
It's not your fault, Hammer just glitches out sometimes when it renders certain things. I've sometimes seen it happen around info_overlay entities. You don't need to worry about it, but switching the 3D viewport from the 3D Textured rendering mode to 3D Shaded Textured Polygons (or vice versa) might help.
IIrc detail sprites also cause this. It's not your gpu dieing or your map, it's just a weird hammer thing
Hi, I try to do a alarm in my gmod map but some problemes appeared... Gmod don't found my .wav file... Can someone help pls ? (My hammer files are in: D:\Steam\steamapps\common\GarrysMod\sourceengine) Screen: https://i.goopics.net/x8rVW.jpg
It needs to be a 44100 hz .wav
Or 22050, or 11025 perhaps, incase you wanna save space. I'm not sure if source supports 32000 and 8000 too. Probably not hto. The former 2 should work tho, cause they are 1/2 and 1/4 of the mixer.
ahhhhhhhhh oky THX !
hey guys , im having trouble with creating an animated texture . I've followed every steps in a video tutorial/ written tutorial and seem to not get it working. I am using source sdk 2013 and mapping for gmod. The frames do play in the vtfedit when i imported the images. Here is a pitcure of the vtf file , https://files.facepunch.com/forum/upload/134168/9d4b4396-675c-4fab-a8d8-749ca9222308/test.PNG
From what I seen (in CS:S atleast) you need to put the material in a sub folder, such as test_textures/testanimated (no idea why that happens). Also, try buffing up the framerate to 30 and see if that does anything
my env_fog_controller is misbehaving, it fogs random surfaces, there are NO leaks either
Do you have a screenshot?
I did exactly as you told and they still didn't work
the first image shows what i expect of the env_fog_controller the next 2 show how it misbehaves and fogs up brush faces that are much closer then the fog start distance https://files.facepunch.com/forum/upload/157284/19fd4721-cbca-4cba-9eba-fb5ddf1d6eed/23-49-27.png https://files.facepunch.com/forum/upload/157284/3072bd4b-7d32-4613-a47d-16b99fb71ef1/23-52-46.png https://files.facepunch.com/forum/upload/157284/b6ecfd82-f31a-47a9-b6f6-fff0ea8f1fbf/23-49-31.png entity {     "id" "3478499"     "classname" "env_fog_controller"     "angles" "0 0 0"     "farz" "3000"     "fogblend" "0"     "fogcolor" "129 138 140"     "fogcolor2" "129 138 140"     "fogdir" "1 0 0"     "fogenable" "1"     "fogend" "2750"     "foglerptime" "0"     "fogmaxdensity" "1"     "fogstart" "2250"     "maxdxlevel" "0"     "mindxlevel" "0"     "spawnflags" "0"     "use_angles" "0"     "origin" "-2232 312 -15.0139"     editor     {         "color" "255 255 255"         "visgroupshown" "1"         "visgroupautoshown" "1"         "logicalpos" "[0 15500]"     } }
Would anyone be able to explain why there's white seems in the textures? (Near the top of the Citadel): https://steamuserimages-a.akamaihd.net/ugc/919178578064659758/96060FA7E26E43DF7B5376E2DC6CBE067CC55524/
that's an antialiasing issue turn it off and it won't happen
Its a bug with anti-aliasing. When lightmaps are generated, it splits the brush face according to the lightmap scale. If you raise the lightmap scale you can combat this, just keep in mind, shadows that are cast on the face may look blurrier and less detailed.
Do you have any addons that may be conflicting with this? You can try overriding the fog settings manually via the console. See if there is anything that fixes it manually. I do see that your FarZ isn't that far, maybe try changing it to be further back, unless that is the effect you're looking for. Fog_override 1 fog_setmaxdistance fog_startdist fog_color ect...
turns out it fixed itself when i changed gmod branches, so my issue was a fault in the code of the dev branch fog malfunctions in dev branch · Issue #3500 · Facepunch/garrysm..
Why is it that when I've been compiling my maps, they eventually just freeze in the middle of compiling? It's been freezing right around drawing view portals. I'd post a compile log but it never finished. I don't have many brushes, less than 10% of what's allotted.
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