• Another few mapping questions.
    12 replies, posted
1. I'm doing a cave, and a part is sealed off by a chainlink fence. I put 2 headcrabs behind the fence, and when they walk off, they dissapear for some reason. NOTE: The ground that they are on has displacements. 2. Sometimes, when you get near a displaced wall, you see the void for some reason. NOTE: I'm running HDR. 3. My map hasn't been changing when I compile it, even if I compile it with changes to its original state.
Post the compile log or some images and bear in mind we do have two question megathreads for this sort of thing in future.
[QUOTE=Dogchow33;30244054]1. I'm doing a cave, and a part is sealed off by a chainlink fence. I put 2 headcrabs behind the fence, and when they walk off, they dissapear for some reason. NOTE: The ground that they are on has displacements. 2. Sometimes, when you get near a displaced wall, you see the void for some reason. NOTE: I'm running HDR. 3. My map hasn't been changing when I compile it, even if I compile it with changes to its original state.[/QUOTE] 1: Could be walking off the edge of the map if you wrap the whole thing in a box / displacement collision could be off. 2: Sew your displacements? 3: Leak?
The whole thing sounds like a leak. For no.3, did you nename the map and just keep reloading the old one (I've done that too many times).
[QUOTE=RustyC;30244663]The whole thing sounds like a leak. For no.3, did you nename the map and just keep reloading the old one (I've done that too many times).[/QUOTE] When I recompile, I save then compile. I even tried deleting the BSP.
Post the fucking compile log.
Okay, sheesh. Here. [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\*******\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\******\half-life 2\hl2" "C:\Users\Klepser\Desktop\SourceMaps\DOG_Obstacles\DOG_Obstacles.vmf" Valve Software - vbsp.exe (Jul 7 2010) 8 threads materialPath: c:\program files (x86)\steam\steamapps\********\half-life 2\hl2\materials Loading C:\Users\*******\Desktop\SourceMaps\DOG_Obstacles\DOG_Obstacles.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\******\half-life 2\hl2\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... 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... 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... Displacement 2 has bad geometry near -320.00 -48.00 73.21 Can't compile displacement physics, exiting. Texture is NATURE/BLENDROCKBLACK02A ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\dogchow11\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\dogchow11\half-life 2\hl2" -fast "C:\Users\Klepser\Desktop\SourceMaps\DOG_Obstacles\DOG_Obstacles" Valve Software - vvis.exe (Jul 7 2010) fastvis = true 8 threads reading c:\users\*******\desktop\sourcemaps\dog_obstacles\DOG_Obstacles.bsp reading c:\users\*******\desktop\sourcemaps\dog_obstacles\DOG_Obstacles.prt LoadPortals: couldn't read c:\users\******\desktop\sourcemaps\dog_obstacles\DOG_Obstacles.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\******\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\******\half-life 2\hl2" -noextra "C:\Users\Klepser\Desktop\SourceMaps\DOG_Obstacles\DOG_Obstacles" Valve Software - vrad.exe SSE (Jul 7 2010) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\******\desktop\sourcemaps\dog_obstacles\DOG_Obstacles.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.43 seconds) 612 faces 24604 square feet [3543095.50 square inches] 60 Displacements 12855 Square Feet [1851154.88 Square Inches] 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) Build Patch/Sample Hash Table(s).....Done<0.0017 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 71/8192 852/98304 ( 0.9%) brushsides 438/65536 3504/524288 ( 0.7%) planes 426/65536 8520/1310720 ( 0.7%) vertexes 865/65536 10380/786432 ( 1.3%) nodes 367/65536 11744/2097152 ( 0.6%) texinfos 165/12288 11880/884736 ( 1.3%) texdata 16/2048 512/65536 ( 0.8%) dispinfos 60/0 10560/0 ( 0.0%) disp_verts 6108/0 122160/0 ( 0.0%) disp_tris 9984/0 19968/0 ( 0.0%) disp_lmsamples 42034/0 42034/0 ( 0.0%) faces 612/65536 34272/3670016 ( 0.9%) hdr faces 612/65536 34272/3670016 ( 0.9%) origfaces 349/65536 19544/3670016 ( 0.5%) leaves 373/65536 11936/2097152 ( 0.6%) leaffaces 585/65536 1170/131072 ( 0.9%) leafbrushes 152/65536 304/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 4094/512000 16376/2048000 ( 0.8%) edges 2324/256000 9296/1024000 ( 0.9%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 2/8192 176/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 21/32768 210/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 309/65536 618/131072 ( 0.5%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 5/512 1760/180224 ( 1.0%) LDR lightdata [variable] 305620/0 ( 0.0%) HDR lightdata [variable] 305620/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 17862/393216 ( 4.5%) LDR ambient table 373/65536 1492/262144 ( 0.6%) HDR ambient table 373/65536 1492/262144 ( 0.6%) LDR leaf ambient 368/65536 10304/1835008 ( 0.6%) HDR leaf ambient 368/65536 10304/1835008 ( 0.6%) 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] 1/226 ( 0.4%) pakfile [variable] 211911/0 ( 0.0%) physics [variable] 27468/4194304 ( 0.7%) physics terrain [variable] 11808/1048576 ( 1.1%) Level flags = 0 Total triangle count: 1468 Writing c:\users\******\desktop\sourcemaps\dog_obstacles\DOG_Obstacles.bsp 3 seconds elapsed Valve Software - vrad.exe SSE (Jul 7 2010) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\******\desktop\sourcemaps\dog_obstacles\DOG_Obstacles.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.42 seconds) 612 faces 24604 square feet [3543095.50 square inches] 60 Displacements 12855 Square Feet [1851154.88 Square Inches] 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) Build Patch/Sample Hash Table(s).....Done<0.0012 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 71/8192 852/98304 ( 0.9%) brushsides 438/65536 3504/524288 ( 0.7%) planes 426/65536 8520/1310720 ( 0.7%) vertexes 865/65536 10380/786432 ( 1.3%) nodes 367/65536 11744/2097152 ( 0.6%) texinfos 165/12288 11880/884736 ( 1.3%) texdata 16/2048 512/65536 ( 0.8%) dispinfos 60/0 10560/0 ( 0.0%) disp_verts 6108/0 122160/0 ( 0.0%) disp_tris 9984/0 19968/0 ( 0.0%) disp_lmsamples 42034/0 42034/0 ( 0.0%) faces 612/65536 34272/3670016 ( 0.9%) hdr faces 612/65536 34272/3670016 ( 0.9%) origfaces 349/65536 19544/3670016 ( 0.5%) leaves 373/65536 11936/2097152 ( 0.6%) leaffaces 585/65536 1170/131072 ( 0.9%) leafbrushes 152/65536 304/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 4094/512000 16376/2048000 ( 0.8%) edges 2324/256000 9296/1024000 ( 0.9%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 2/8192 176/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 21/32768 210/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 309/65536 618/131072 ( 0.5%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 5/512 1760/180224 ( 1.0%) LDR lightdata [variable] 305620/0 ( 0.0%) HDR lightdata [variable] 305620/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 17862/393216 ( 4.5%) LDR ambient table 373/65536 1492/262144 ( 0.6%) HDR ambient table 373/65536 1492/262144 ( 0.6%) LDR leaf ambient 368/65536 10304/1835008 ( 0.6%) HDR leaf ambient 368/65536 10304/1835008 ( 0.6%) 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] 1/226 ( 0.4%) pakfile [variable] 211911/0 ( 0.0%) physics [variable] 27468/4194304 ( 0.7%) physics terrain [variable] 11808/1048576 ( 1.1%) Level flags = 0 Total triangle count: 1468 Writing c:\users\******\desktop\sourcemaps\dog_obstacles\DOG_Obstacles.bsp 3 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\******\Desktop\SourceMaps\DOG_Obstacles\DOG_Obstacles.bsp" "C:\Program Files (x86)\Steam\steamapps\*******\half-life 2\hl2\maps\DOG_Obstacles.bsp" [/code]
ctrl+f - Leaked = [code]**** leaked ****[/code]
quick read = [code]Can't compile displacement physics, exiting. Texture is NATURE/BLENDROCKBLACK02A[/code] [editline]4th June 2011[/editline] well that wasn't so hard was it
[QUOTE=Juniez;30246276]quick read = [code]Can't compile displacement physics, exiting. Texture is NATURE/BLENDROCKBLACK02A[/code] [editline]4th June 2011[/editline] well that wasn't so hard was it[/QUOTE] How am I supposed to fix it not calculating the physics and leaking? (yes I have a 2d skybox.)
Map>load point file, whenever the red line leads to (not from) is where the leak is, It cannot get to the void. If it does, that is bad. so patch the hole, Water, Displacements, entities, and brush entities (func_detail or example) does not block it. For the displacement physics it could just need remaking.
[QUOTE=Dogchow33;30246443]How am I supposed to fix it not calculating the physics and leaking? (yes I have a 2d skybox.)[/QUOTE] you have to remake the displacements [editline]4th June 2011[/editline] if it's on the 4th power, though, try changing that to the 3rd power or 2nd
Also remember that displacements must have 4 sides, and should not be tied to an entity or be coated with the nodraw texture. As a side note, why didn't you just post in your last thread?
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