• THWMC2_Dgrouse_BridgeStreet
    16 replies, posted
14/03/2011 Edit: ITS FINALLY FINISHED!!! :D [img]http://img24.imageshack.us/img24/192/thwmc2dgrousebridgestre.jpg[/img][img]http://img193.imageshack.us/img193/192/thwmc2dgrousebridgestre.jpg[/img][img]http://img39.imageshack.us/img39/192/thwmc2dgrousebridgestre.jpg[/img] [img]http://img641.imageshack.us/img641/192/thwmc2dgrousebridgestre.jpg[/img][img]http://img683.imageshack.us/img683/192/thwmc2dgrousebridgestre.jpg[/img][img]http://img62.imageshack.us/img62/192/thwmc2dgrousebridgestre.jpg[/img] [img]http://img151.imageshack.us/img151/192/thwmc2dgrousebridgestre.jpg[/img][img]http://img593.imageshack.us/img593/192/thwmc2dgrousebridgestre.jpg[/img][img]http://img51.imageshack.us/img51/192/thwmc2dgrousebridgestre.jpg[/img] [img]http://img7.imageshack.us/img7/8421/thwmc2dgrousebridgestrem.jpg[/img][img]http://img705.imageshack.us/img705/192/thwmc2dgrousebridgestre.jpg[/img][img]http://img6.imageshack.us/img6/192/thwmc2dgrousebridgestre.jpg[/img] [img]http://img862.imageshack.us/img862/192/thwmc2dgrousebridgestre.jpg[/img][img]http://img508.imageshack.us/img508/192/thwmc2dgrousebridgestre.jpg[/img][img]http://img231.imageshack.us/img231/192/thwmc2dgrousebridgestre.jpg[/img] Hope this goes well in the contest! Oh yeah sorry bout the comments after this edit
I wasn't sure what to make of the first screenshot, but the others look okay. :smile: Just add some more detail to some of the buildings, especially in the second to last screenshot- which incidentally has misaligned textures. Not a bad start, just keep working into it.
Looks good, little plain at times though.
It lacks soul. It seems to have been put together well, but is lacking the things that make it look like people live there.
-The props haven't been put in yet = Less sexy but as I said I do them last -The second last screenshot I haven't done much work on = underground will eventually be more dynamic -The first picture is a staircase looking downward, confusing... yes -This is still a work in progress of course so any ideas, comments, helpful pointers will be read and all shall be well. :D
[IMG]http://img23.imageshack.us/img23/192/thwmc2dgrousebridgestre.jpg[/IMG] You only really see lighting like this when the rest of the room is quite dark, or very dusty. ex: [IMG_thumb]http://www.dennisflood.com/photos/2006/1000/strong_light_beam_7128.jpg[/IMG_thumb] It would also look better if the beams didn't suddenly end in mid-air.
I like that! It's an rp building correct?
thx jeimizu ill keep that in mind, this map isn't rp it's a hostage rescue map :3
Looks great for RP. You should release an RP sequel/version when you're done.
maybe I will maybe I wont.
OH SNAP... I keep getting a little error box saying Map with no textures! [code]** Executing... ** Command: "c:\program files\steam\steamapps\dgeheheh\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\dgeheheh\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\dgeheheh\sourcesdk_content\cstrike\mapsrc\THWMC2_Dgrouse_BridgeStreet.vmf" Valve Software - vbsp.exe (Jul 7 2010) 2 threads materialPath: c:\program files\steam\steamapps\dgeheheh\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\steamapps\dgeheheh\sourcesdk_content\cstrike\mapsrc\THWMC2_Dgrouse_BridgeStreet.vmf Can't find surfaceprop asphalt for material REALWORLDTEXTURES/NEWER/1/ROAD_1_01, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Can't find surfaceprop sheetrock for material LEFT_4_DEAD_2_MATERIALS_THW/MATERIALS/PLASTER/WALL_GREY01, using default Warning in .VMT file ($envmaptint): no ']' or '}' found in vector key "$envmaptint". Did you forget to surround the vector with "s? Can't find surfaceprop upholstery for material LEFT_4_DEAD_2_MATERIALS_THW/MATERIALS/PLASTER/CEILING_INSULATION02, using default Could not locate 'GameData' key in c:\program files\steam\steamapps\dgeheheh\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/thwmc2_dgrouse_bridgestreet/nature/blend_milltowngrass02wet_wvt_patch Patching WVT material: maps/thwmc2_dgrouse_bridgestreet/concrete/blend_blacktop_01_wvt_patch Patching WVT material: maps/thwmc2_dgrouse_bridgestreet/nature/blendmilground019_rock002_wvt_patch Patching WVT material: maps/thwmc2_dgrouse_bridgestreet/concrete/blend_blacktop_brick_01_wvt_patch Patching WVT material: maps/thwmc2_dgrouse_bridgestreet/concrete/blend_blacktop_brick_01b_wvt_patch Patching WVT material: maps/thwmc2_dgrouse_bridgestreet/concrete/blend_concrete_01_wvt_patch Patching WVT material: maps/thwmc2_dgrouse_bridgestreet/nature/blend_dirt_concrete_02_wvt_patch Patching WVT material: maps/thwmc2_dgrouse_bridgestreet/left_4_dead_2_materials_thw/materials/concrete/blend_concrete_01_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... Merged 2066 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\dgeheheh\sourcesdk_content\cstrike\mapsrc\THWMC2_Dgrouse_BridgeStreet.prt...Building visibility clusters... done (0) 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) (950352 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 5284 texinfos to 2951 Reduced 607 texdatas to 504 (33285 bytes to 29375) Writing C:\Program Files\Steam\steamapps\dgeheheh\sourcesdk_content\cstrike\mapsrc\THWMC2_Dgrouse_BridgeStreet.bsp 22 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\dgeheheh\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\dgeheheh\counter-strike source\cstrike" -fast "C:\Program Files\Steam\steamapps\dgeheheh\sourcesdk_content\cstrike\mapsrc\THWMC2_Dgrouse_BridgeStreet" Valve Software - vvis.exe (Jul 7 2010) fastvis = true 2 threads reading c:\program files\steam\steamapps\dgeheheh\sourcesdk_content\cstrike\mapsrc\THWMC2_Dgrouse_BridgeStreet.bsp reading c:\program files\steam\steamapps\dgeheheh\sourcesdk_content\cstrike\mapsrc\THWMC2_Dgrouse_BridgeStreet.prt 1664 portalclusters 5834 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4) Optimized: 94976 visible clusters (0.00%) Total clusters visible: 2282793 Average clusters visible: 1371 Building PAS... Average clusters audible: 1652 visdatasize:688635 compressed from 692224 writing c:\program files\steam\steamapps\dgeheheh\sourcesdk_content\cstrike\mapsrc\THWMC2_Dgrouse_BridgeStreet.bsp 5 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\dgeheheh\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\dgeheheh\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\dgeheheh\sourcesdk_content\cstrike\mapsrc\THWMC2_Dgrouse_BridgeStreet" Valve Software - vrad.exe SSE (Jul 7 2010) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] unknown light specifier type - Textures/Carpet/Blue_Carpet10 62 158 255 200 [2 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\dgeheheh\sourcesdk_content\cstrike\mapsrc\THWMC2_Dgrouse_BridgeStreet.bsp Setting up ray-trace acceleration structure... Done (3.38 seconds) 12923 faces 3 degenerate faces 1567001 square feet [225648272.00 square inches] 12 Displacements 76875 Square Feet [11070135.00 Square Inches] 12920 patches before subdivision 465400 patches after subdivision 67 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (229) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (680) transfers 128897681, max 3092 transfer lists: 983.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (9) Bounce #1 added RGB(2079776, 1868525, 1211793) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5) Bounce #2 added RGB(442633, 376627, 215479) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5) Bounce #3 added RGB(80258, 67870, 36123) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5) Bounce #4 added RGB(22688, 18762, 9483) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4) Bounce #5 added RGB(6852, 5573, 2738) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4) Bounce #6 added RGB(2421, 1901, 904) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4) Bounce #7 added RGB(869, 662, 308) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (5) Bounce #8 added RGB(334, 244, 111) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4) Bounce #9 added RGB(129, 91, 40) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4) Bounce #10 added RGB(52, 35, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3) Bounce #11 added RGB(21, 14, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (6) Bounce #12 added RGB(9, 5, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4) Bounce #13 added RGB(4, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3) Bounce #14 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4) Bounce #15 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<18.3688 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (67) 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 (37) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 62/1024 2976/49152 ( 6.1%) brushes 2607/8192 31284/98304 (31.8%) brushsides 17281/65536 138248/524288 (26.4%) planes 5648/65536 112960/1310720 ( 8.6%) vertexes 25604/65536 307248/786432 (39.1%) nodes 3560/65536 113920/2097152 ( 5.4%) texinfos 2951/12288 212472/884736 (24.0%) texdata 504/2048 16128/65536 (24.6%) dispinfos 12/0 2112/0 ( 0.0%) disp_verts 1388/0 27760/0 ( 0.0%) disp_tris 2304/0 4608/0 ( 0.0%) disp_lmsamples 131264/0 131264/0 ( 0.0%) faces 12923/65536 723688/3670016 (19.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6768/65536 379008/3670016 (10.3%) leaves 3623/65536 115936/2097152 ( 5.5%) leaffaces 17884/65536 35768/131072 (27.3%) leafbrushes 4695/65536 9390/131072 ( 7.2%) areas 6/256 48/2048 ( 2.3%) surfedges 93648/512000 374592/2048000 (18.3%) edges 60354/256000 241416/1024000 (23.6%) LDR worldlights 67/8192 5896/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 1946/32768 19460/327680 ( 5.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 40857/65536 81714/131072 (62.3%) cubemapsamples 70/1024 1120/16384 ( 6.8%) overlays 36/512 12672/180224 ( 7.0%) LDR lightdata [variable] 25078944/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 688635/16777216 ( 4.1%) entdata [variable] 65655/393216 (16.7%) LDR ambient table 3623/65536 14492/262144 ( 5.5%) HDR ambient table 3623/65536 14492/262144 ( 5.5%) LDR leaf ambient 21009/65536 588252/1835008 (32.1%) HDR leaf ambient 3623/65536 101444/1835008 ( 5.5%) 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] 1/17194 ( 0.0%) pakfile [variable] 6297115/0 ( 0.0%) physics [variable] 950352/4194304 (22.7%) physics terrain [variable] 5842/1048576 ( 0.6%) Level flags = 0 Total triangle count: 40604 Writing c:\program files\steam\steamapps\dgeheheh\sourcesdk_content\cstrike\mapsrc\THWMC2_Dgrouse_BridgeStreet.bsp ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\dgeheheh\sourcesdk_content\cstrike\mapsrc\THWMC2_Dgrouse_BridgeStreet.bsp" "c:\program files\steam\steamapps\dgeheheh\counter-strike source\cstrike\maps\THWMC2_Dgrouse_BridgeStreet.bsp" ** Executing... ** Command: c:\program files\steam\steam.exe ** Parameters: -applaunch 240 -game "c:\program files\steam\steamapps\dgeheheh\counter-strike source\cstrike" +map "THWMC2_Dgrouse_BridgeStreet"[/code] any ideas? Help... anyone?
Please use [noparse][code][/code][/noparse] tags next time. Have you tried compiling with vvis on normal? Have you tried restarting hammer?
I got 11 days to finish :O , the last compile did work and went on for 9 hours, I woke up at 2am and the map had no lighting! I'm doing another full compile now after I add some optimisation brushes and make the 3D skybox
The pictures show lack of props. All the rooms look empty, as if someone just moved in or something. Take the remaining 2 days you have left to add some props in. It shouldn't take too long. Mostly add junk props too the outside, some trash bins, warning signs (private container, no parking, etc.), streetlights, whatever. Good luck to you!
Looks like a job well done. Will you ever consider uploading this for download?
Well This sux he's never going to damn well judge the maps
well I got emailed back after asking what happened: I'm disappointed that you and only one other person submitted a level for so. So it became null and void. If I can do anything to make it up to you let me know. Best regards, Douglas Hoogland. Facepalm BIGTIME Ima release the original map on this thread :/
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