• Mapping Questions Megathread V6
    999 replies, posted
[QUOTE=Hochi;52647343]If I want to make it flash on spawn, should I take the outputs from logic_relay and put them into the logic_auto? When I load up my map with both the relay and auto placed, I see the red light flash for a second but then it's replaced by the blue light which won't flash[/QUOTE] No, you'll want to trigger the logic_relay from the logic_auto like I explained at the bottom of my post. logic_auto can't be given a name and thus you can't make it loop, that's why you use a logic_relay if the blue light doesn't turn off after it turns on you might've forgotten to add the "TurnOff" output to it, and also the "Trigger" output for the logic_relay at the end if it doesn't loop
[QUOTE=VaSTinY;52650211] if the blue light doesn't turn off after it turns on you might've forgotten to add the "TurnOff" output to it, and also the "Trigger" output for the logic_relay at the end if it doesn't loop[/QUOTE] The way I did it was this: I created a logic_relay and named it "lights_relay" and added the following outputs: OnTrigger - light_red - TurnOn OnTrigger - light_red - TurnOff - 0.50 OnTrigger - light_blue - TurnOn - 0.50 OnTrigger - light_blue - Turn Off - 0.50 OnTrigger - lights_relay - Trigger - 1.00 Then, I added a logic_auto and gave it the following output: OnMapSpawn - lights_relay - Trigger
[QUOTE=Hochi;52651814]The way I did it was this: I created a logic_relay and named it "lights_relay" and added the following outputs: OnTrigger - light_red - TurnOn OnTrigger - light_red - TurnOff - 0.50 OnTrigger - light_blue - TurnOn - 0.50 OnTrigger - light_blue - Turn Off - 0.50 OnTrigger - lights_relay - Trigger - 1.00 Then, I added a logic_auto and gave it the following output: OnMapSpawn - lights_relay - Trigger[/QUOTE] Your 4th output is firing with the same delay as the 3rd one, aka the blue light turns on but turns off at the exact same time I remembered just now also that you can accomplish a loop more efficiently, just replace the logic_relay with a [url=https://developer.valvesoftware.com/wiki/Logic_timer]logic_timer[/url] and keep the same outputs from the relay (just change OnTrigger to OnTimer) and put the refire time of the timer to be the same as whatever delay you put on the last Output, and leave the rest of the settings as is, and start disabled to "no". If you want to trigger it later instead, just set start disabled to "yes" and use the Enable input to start it, and Disable to stop it You dont even need a logic_auto if you do it this way, I just made it more convoluted than it had to be :v:
For some reason VBSP doesn't want to generate a bsp for me. I have looked through the whole log, couldn't find anything that would do that. [CODE]Starting a 'Fast' compile. Starting compilation of D:\My Documents\Downloads\Work\Level Design\Garry's Mod\RP_MILITARY\rp_firestrom\rp_firestrom_024.vmf Valve Software - vbsp.exe (Apr 29 2016) allowdynamicpropsasstatic = true 8 threads materialPath: D:\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading D:\My Documents\Downloads\Work\Level Design\Garry's Mod\RP_MILITARY\rp_firestrom\rp_firestrom_024.vmf Can't find surfaceprop asphalt for material CONCRETE/ROADPARKINGLOT, using default Can't find surfaceprop asphalt for material CONCRETE/ROADCROSSWALK_SMALL_NOBUMP, using default Can't find surfaceprop sheetrock for material PLASTER/PLASTER_INT_18, using default Can't find surfaceprop wet for material PLASTER/ROOFFLOOR_TAR01, using default Can't find surfaceprop asphalt for material CONCRETE/ROAD01, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Can't find surfaceprop fabric for material MAPS/CEILING/CAMO_PATTERN_01, using default Can't find surfaceprop metalsheet for material MAPS/METAL/METALSHEET_SHANTY_02, using default Can't find surfaceprop asphalt for material MAPS/ROOF/ROOFTAR01, using default Can't find surfaceprop asphalt for material MAPS/ROOF/ROOFTAR02, using default Could not locate 'GameData' key in d:\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/rp_firestrom_024/concrete/blend_blacktop_02_wvt_patch Patching WVT material: maps/rp_firestrom_024/blend/blend_moss_002_dirt_001_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/afghanistan/afg_blendwall_07_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/afghanistan/afg_blendwall_05_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/terrain/blend_af_grass03_snowsolid_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/terrain/rubble002_blend_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/afghanistan/afg_blendwall_07_snow_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/market/mog_plaster_brown_04_blend_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/market/mog_plaster_02_blend_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/market/mog_plaster_05_blend_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/revolt/rev_exterior_01_blend_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/afghanistan/afg_blendwall_01b_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/terrain/ir_rubble_01_blend_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/ramadi/blend_ram_dirt_01_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/market/mog_plaster_green_01_blend_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/market/mog_plaster_03_blend_wvt_patch Patching WVT material: maps/rp_firestrom_024/blend/blend_oldconcrete_100_dirt_008_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/verticality/blends/blend_panj_wall_02_03_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/afghanistan/afg_blendwall_02_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/afghanistan/afg_blendwall_09_wvt_patch Patching WVT material: maps/rp_firestrom_024/maps/afghanistan/afg_blendwall_03_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 1616 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing D:\My Documents\Downloads\Work\Level Design\Garry's Mod\RP_MILITARY\rp_firestrom\rp_firestrom_024.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_wasteland02*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_wasteland02*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (2) (2505005 bytes) Valve Software - vvis.exe (Jul 25 2017) fastvis = true 8 threads reading d:\my documents\downloads\work\level design\garry's mod\rp_military\rp_firestrom\rp_firestrom_024.bsp Error opening d:\my documents\downloads\work\level design\garry's mod\rp_military\rp_firestrom\rp_firestrom_024.bsp 0 File(s) copied 'Fast' compile finished in 00:00:16 2 errors/warnings logged: (1) - Found a displacement edge abutting multiple other edges (Info) (2) - fastvis = true (Info) [/CODE]
these are your errors [code]'Fast' compile finished in 00:00:16 2 errors/warnings logged: (1) - Found a displacement edge abutting multiple other edges (Info) (2) - fastvis = true (Info) [/code] but i suspect your not running vrad or copying the bsp to the game diectory post a picture of the compile tool options [url]https://developer.valvesoftware.com/w/images/2/20/Hammer_Run_Map_Expert.png[/url]
[QUOTE=taz0;52653470]these are your errors [code]'Fast' compile finished in 00:00:16 2 errors/warnings logged: (1) - Found a displacement edge abutting multiple other edges (Info) (2) - fastvis = true (Info) [/code] but i suspect your not running vrad or copying the bsp to the game diectory post a picture of the compile tool options [url]https://developer.valvesoftware.com/w/images/2/20/Hammer_Run_Map_Expert.png[/url][/QUOTE] I am not running vrad, but It shouldn't be causing it not make a bsp. And no, there's no BSP even in the vmf directory. Even if I compile with VRAD, nothing copies over. [T]http://imaginedworlds.co/i/omwpn.png[/T] [T]http://imaginedworlds.co/i/0czmp.png[/T] [T]http://imaginedworlds.co/i/0kopu.png[/T] [T]http://imaginedworlds.co/i/bsfjw.png[/T]
did you fix the displacement error
[QUOTE=VaSTinY;52652237]Your 4th output is firing with the same delay as the 3rd one, aka the blue light turns on but turns off at the exact same time I remembered just now also that you can accomplish a loop more efficiently, just replace the logic_relay with a [url=https://developer.valvesoftware.com/wiki/Logic_timer]logic_timer[/url] and keep the same outputs from the relay (just change OnTrigger to OnTimer) and put the refire time of the timer to be the same as whatever delay you put on the last Output, and leave the rest of the settings as is, and start disabled to "no". If you want to trigger it later instead, just set start disabled to "yes" and use the Enable input to start it, and Disable to stop it You dont even need a logic_auto if you do it this way, I just made it more convoluted than it had to be :v:[/QUOTE] should i have an OnTimer input for the lights_relay too? What should i set the "trigger" field too?
Any veteran hl1 mappers know why this monster_scientist_sitting entity will not work properly? - FIXED THANK GOD - I also have an issue where I use an elevator level transition and one of the npcs from the previous levels persists in the new level. Any way to make sure this won't happen?
Does anyone else get this glitch where the cursor won't change over handles and such?
[QUOTE=Talvy;52658864]Does anyone else get this glitch where the cursor won't change over handles and such?[/QUOTE] Yep, would love to know if there's a fix for that. This only seems to happen in older Hammer versions such as for Orange Box era games, and alot less for newer games post-L4D2 Hammer When you first start off getting to know Hammer it can be annoying as fuck, but through the years I've personally just learned to accept it and live with it and developed a bit of a muscle memory or intuition for it instead I guess
I never had it before tho' - I figured it'd have something to do with Steampipe, but I suppose it's more complicated. Can Half-Life 2's episodes be launched without Steam? They don't have their own executables. [B]Edit[/B]: Nevermind, the answer is here: [QUOTE=http://steamcommunity.com/app/380/discussions/0/540737414798779270/]The game to be launched needs to be specified on the command line: Half-Life 2: hl2.exe HL2 Lost Coast: hl2.exe -game lostcoast HL2 Episode 1: hl2.exe -game episodic HL2 Episode 2: hl2.exe -game ep2 Portal: hl2.exe -game portal Portal and TF2 have a separate hl2.exe in their installation directories, but the others share SteamApps\common\Half-Life 2\hl2.exe.[/QUOTE] The command can be added to the end of a shortcut's destination (outside quotes) in said shortcut's settings.
Any way to add custom command strings with the Valve Batch Compile Tool ? [t]http://i.imgur.com/Me2IMuS.png[/t] I want to use the "-allowdynamicpropsasstatic" parameter with vbsp to allow 03C0's Custom VBSP to allow dynamic props to be placed as static props.
Hello, I'm new to mapping and am currently making an island map. It's going great and I'm basically finished but the water is invisible for me, the water is actually there as I can go into it and I can see that I'm in water whilst I'm under water but from above it is invisible. It's not a leak because I have no point file. Here is my compile log, I am running the game without VIS or RAD because it takes way to long to compile and I have tried to play it with both on normal but the water is still invisible. ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\Resonance\Documents\alansnackbar.vmf" Valve Software - vbsp.exe (Jul 25 2017) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Users\Resonance\Documents\alansnackbar.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Resonance\Documents\alansnackbar.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.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_07*.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... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (0) (424465 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 426 texinfos to 245 Reduced 30 texdatas to 28 (984 bytes to 872) Writing C:\Users\Resonance\Documents\alansnackbar.bsp 0 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Resonance\Documents\alansnackbar.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\alansnackbar.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" -noborder +map "alansnackbar" -steam
What water texture are you using for the water? Have you made sure you only have the upwards-facing side of the water brush(es) has the texture, and the rest nodraw? Do you have multiple water brushes that are on different heights in your map?
[QUOTE=FlipTurtle;52661580]Hello, I'm new to mapping and am currently making an island map. It's going great and I'm basically finished but the water is invisible for me, the water is actually there as I can go into it and I can see that I'm in water whilst I'm under water but from above it is invisible. It's not a leak because I have no point file. Here is my compile log, I am running the game without VIS or RAD because it takes way to long to compile and I have tried to play it with both on normal but the water is still invisible. -log-[/QUOTE] it seems you only compiled with vbsp. in the compile option you should see BSP, VIS and RAD. check them all to Normal. (you might want to do a Fast vvis if your map is not optimised correctly)
Water doesnt work without vis. Look up tutorials regarding optimisation to reduce compile times
[QUOTE=VaSTinY;52661613]What water texture are you using for the water? Have you made sure you only have the upwards-facing side of the water brush(es) has the texture, and the rest nodraw? Do you have multiple water brushes that are on different heights in your map?[/QUOTE] Nope, just one big Ocean. I only brushed the top of the water texture the rest is nodraw. [editline]9th September 2017[/editline] [QUOTE=Moltard;52661619]it seems you only compiled with vbsp. in the compile option you should see BSP, VIS and RAD. check them all to Normal. (you might want to do a Fast vvis if your map is not optimised correctly)[/QUOTE] It worked, thanks so much! [editline]9th September 2017[/editline] [QUOTE=VaSTinY;52661613]What water texture are you using for the water? Have you made sure you only have the upwards-facing side of the water brush(es) has the texture, and the rest nodraw? Do you have multiple water brushes that are on different heights in your map?[/QUOTE] Nevermind I just ran my map with VIS and RAD on fast.
-snip, fixed-
Hi guys. Question for questions- Are any of you familiar with UE4, and are other engines appropriate task about? Thanks! :boxhide:
you could ask in the ue4 thread [url]https://facepunch.com/showthread.php?t=1549768&page=17[/url] If its a Mapping question then i guess its ok to ask so long as you say what engine its for
I've been trying to get started with UE4. One of the rules in the previous thread was to put non-Source stuff elsewhere, but I suppose that's up for a debate. I don't see a problem with posting it in the UE4 Development thread that you were pointed to earlier tho'
Mapping in UE4 is a lot different from mapping in Source in that UE4 is more model/mesh based than it is BSP based like Source, the most you would do in UE4 with BSP is just to block out a level
[IMG]http://www.thetower.org/wp-content/uploads/2016/06/Neve_Shaanan_-_bus_boarding_platforms_to_Tel_Aviv_Central_Bus_Station.jpg[/IMG] Best way to make shutters similar to the ones in the photo with brushes? How can I define the white sections without them looking like one continuous piece?
Use a texture that already has seams or borders painted on it. [t]http://i.imgur.com/lbbUkkx.png[/t]
[QUOTE=HGrunt;52673341]Use a texture that already has seams or borders painted on it. [t]http://i.imgur.com/lbbUkkx.png[/t][/QUOTE] what texture did you use on the left?
metalwall050a, but a different one or even making your own texture might also be more fitting.
What would be the best way to replicate these sewer tunnels? [t]http://www.vagabondish.com/wp-content/uploads/london-sewers.jpg[/t]
Why do my brushes blink in and out of view in game? [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\israelwip.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\israelwip.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar 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/israelwip/concrete/blend_alley_conc_dirt_wvt_patch Patching WVT material: maps/israelwip/ground/hr_g/hr_gravel_grass_001_blend_cheap_wvt_patch Patching WVT material: maps/israelwip/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) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2.8 2567.5 68.0) 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 5537: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6.3 2976.0 68.0) 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 5537: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1099.6 2526.8 279.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 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 30447: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1130.6 2526.8 279.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 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 30504: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1161.6 2526.8 279.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 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 30523: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (416.9 80.0 4.0) 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 2793: ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6.3 2976.0 68.0) 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 5537: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2.8 2567.5 68.0) 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 5537: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (3) writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\israelwip.prt...Building visibility clusters... done (1) material "skybox/sky_buye_hdrrt" not found. Can't load skybox file skybox/sky_buye_hdr to build the default cubemap! Can't load skybox file skybox/sky_buye_hdr to build the default cubemap! 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 (2) (940837 bytes) Error loading studio model ""! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3246 texinfos to 2257 Reduced 42 texdatas to 37 (1020 bytes to 855) Writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\israelwip.bsp Wrote ZIP buffer, estimated size 2569, actual size 1953 17 seconds elapsed CMaterialDict::Shutdown m_MissingList count: 1 ** 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\israelwip" 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\israelwip.bsp Error! Unable to load file "models/props_urban/telephone_streetlight001.dx80.vtx" Error! Unable to load file "models/props_foliage/urban_palm01_medium.dx80.vtx" Error! Unable to load file "models/props_foliage/urban_small_palm01.dx80.vtx" Error! Unable to load file "models/props_foliage/mall_small_palm01_cluster.dx80.vtx" Error! Unable to load file "models/de_sgt/bath/de_sgt_bhall_palmfoliage.dx80.vtx" Error! Unable to load file "models/props_foliage/tree_palm_dust01.dx80.vtx" Error! Unable to load file "models/props_street/bus_stop.dx80.vtx" Error! Invalid VTX file checksum: 1812019615, expected 519953837 "models/props_interiors/trashcan01.dx80.vtx" Error! Unable to load file "models/props_urban/bench001.dx80.vtx" Error! Unable to load file "models/props_downtown/metal_door_112_16_frame.dx80.vtx" Error! Unable to load file "models/props_interiors/refrigerator03.dx80.vtx" Error! Invalid VTX file checksum: 255382364, expected 650641979 "models/props_interiors/sink_kitchen.dx80.vtx" No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (3.23 seconds) 27943 faces 76 degenerate faces 605420 square feet [87180584.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] sun extent from map=0.000000 14 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8) Build Patch/Sample Hash Table(s).....Done<0.0098 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (25) 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 (9) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 8/1024 384/49152 ( 0.8%) brushes 2508/8192 30096/98304 (30.6%) brushsides 38437/65536 307496/524288 (58.7%) planes 48372/65536 967440/1310720 (73.8%) vertexes 40307/65536 483684/786432 (61.5%) nodes 15755/65536 504160/2097152 (24.0%) texinfos 2257/12288 162504/884736 (18.4%) texdata 37/2048 1184/65536 ( 1.8%) 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 27943/65536 1564808/3670016 (42.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 9863/65536 552328/3670016 (15.0%) leaves 15764/65536 504448/2097152 (24.1%) leaffaces 31545/65536 63090/131072 (48.1%) leafbrushes 15632/65536 31264/131072 (23.9%) areas 2/256 16/2048 ( 0.8%) surfedges 182007/512000 728028/2048000 (35.5%) edges 101788/256000 407152/1024000 (39.8%) LDR worldlights 14/8192 1232/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 2802/32768 28020/327680 ( 8.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 50994/65536 101988/131072 (77.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 8/512 2816/180224 ( 1.6%) LDR lightdata [variable] 2394228/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 13769/393216 ( 3.5%) LDR ambient table 15764/65536 63056/262144 (24.1%) HDR ambient table 15764/65536 63056/262144 (24.1%) LDR leaf ambient 16934/65536 474152/1835008 (25.8%) HDR leaf ambient 15764/65536 441392/1835008 (24.1%) 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] 1/6194 ( 0.0%) pakfile [variable] 1953/0 ( 0.0%) physics [variable] 940837/4194304 (22.4%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 86517 Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\israelwip.bsp 45 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\israelwip.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\israelwip.bsp" ** Executing... ** Command: " " ** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" +map "israelwip" -steam [/code]
[code] indPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1099.6 2526.8 279.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT [/code] you have a translucent texture facing the void causing a leak,, place a sky texture on the void side of any windows or glass textures next to the void to seal it
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