Hello!
I'm wondering whether someone can enlarge [URL="https://dl.dropboxusercontent.com/u/58144757/tf_whitebox_blacklightmap.bsp"]this[/URL] map?
I tried myself, but I'm crashing during the compiling.
Thanks.
How large do you want it to be?
Did you make it?
And, can you post screenshots?
No need, it's just a 2048³ box with an infinite black light in the center. I have a hunch that the compiling problems were due to the light's max distance being set to 99999999999999. The same effect can be achieved by setting the light's CLQ attenuation to 1:0:0.
[editline]14th April 2013[/editline]
Here you go: [url]https://dl.dropboxusercontent.com/u/17850283/tf_whitebox_blacklightmap.vmf[/url]
I didn't enlarge it, but I fixed it by getting rid of the max distance and instead making it infinite through constant falloff. It compiled fine for me on CSS, but I don't have time to test it.
If you don't encounter any other issues, enlarge it yourself with the CTRL+M dialog (set the mode to "Scale" and the values on all three axes to 2 for a 4096³ box, 3 for a 8192³ box, etc.).
[QUOTE=Mozartkugeln;40278101]No need, it's just a 2048³ box with an infinite black light in the center. I have a hunch that the compiling problems were due to the light's max distance being set to 99999999999999. The same effect can be achieved by setting the light's CLQ attenuation to 1:0:0.
[editline]14th April 2013[/editline]
Here you go: [url]https://dl.dropboxusercontent.com/u/17850283/tf_whitebox_blacklightmap.vmf[/url]
I didn't enlarge it, but I fixed it by getting rid of the max distance and instead making it infinite through constant falloff. It compiled fine for me on CSS, but I don't have time to test it.
If you don't encounter any other issues, enlarge it yourself with the CTRL+M dialog (set the mode to "Scale" and the values on all three axes to 2 for a 4096³ box, 3 for a 8192³ box, etc.).[/QUOTE]
Thank you! I'll compile it when I come home. You're to great help!
My pleasure.
I tested the version I compiled in CSS, and, sure enough, it's pitch black.
[QUOTE=NicoleEmilid;40278005]Did you make it?
And, can you post screenshots?[/QUOTE]
[IMG]http://nomeatballs.files.wordpress.com/2012/09/black-square.jpg[/IMG]
[QUOTE=Mozartkugeln;40279143]My pleasure.
I tested the version I compiled in CSS, and, sure enough, it's pitch black.[/QUOTE]
Well, fuck my ass and call me David. It works!
HDR on the other hand though.. Did you get HDR working?
Edit:
Vrad is crashing when compiling for TF2.
I didn't even try. What's wrong with it, though?
[editline]14th April 2013[/editline]
[QUOTE=powback;40281851]Edit:
Vrad is crashing when compiling for TF2.[/QUOTE]
Post a compile log.
[QUOTE=Mozartkugeln;40281981]Post a compile log.
[/quote]
[quote]
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\powback\documents\_no bullshit_\source filmmaker\decompiled\tf_whitebox_blacklightmap (1).bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
5492 faces
6291456 square feet [905969664.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5492 patches before subdivision
487372 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0..
** Executing...
** Command: Copy File
** Parameters: "C:\Users\powback\Documents\_No Bullshit_\Source Filmmaker\Decompiled\tf_whitebox_blacklightmap (1).bsp" "c:\program files (x86)\steam\steamapps\powback\team fortress 2\tf\maps\tf_whitebox_blacklightmap (1).bsp"
** Executing...
[/quote]
This is after scaling with 2, but there's no problem compiling with CSS. Getting missing textures there though.
Could you post the [I]whole[/I] log just in case? Also, if it compiles fine on CSS, you should be able to run the map on TF2 (the textures won't be missing there).
[QUOTE=Mozartkugeln;40282418]Could you post the [I]whole[/I] log just in case? Also, if it compiles fine on CSS, you should be able to run the map on TF2 (the textures won't be missing there).[/QUOTE]
Huh, I don't know what happened, but it works now. I believe the scale was too high.
Thank you so much for your help! It's making my work a lot easier! Thank you!
edit:
Wait, no. I need a larger map. And this is the log:
[quote]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\powback\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\powback\team fortress 2\tf" "C:\Users\powback\Documents\_No Bullshit_\Source Filmmaker\Decompiled\tf_whitebox_blacklightmap.vmf"
Valve Software - vbsp.exe (Oct 31 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\powback\team fortress 2\tf\materials
Loading C:\Users\powback\Documents\_No Bullshit_\Source Filmmaker\Decompiled\tf_whitebox_blacklightmap.vmf
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\powback\Documents\_No Bullshit_\Source Filmmaker\Decompiled\tf_whitebox_blacklightmap.prt...Building visibility clusters...
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (2295 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8 texinfos to 4
Reduced 2 texdatas to 2 (43 bytes to 43)
Writing C:\Users\powback\Documents\_No Bullshit_\Source Filmmaker\Decompiled\tf_whitebox_blacklightmap.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\powback\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\powback\team fortress 2\tf" "C:\Users\powback\Documents\_No Bullshit_\Source Filmmaker\Decompiled\tf_whitebox_blacklightmap"
Valve Software - vvis.exe (Oct 31 2012)
4 threads
reading c:\users\powback\documents\_no bullshit_\source filmmaker\decompiled\tf_whitebox_blacklightmap.bsp
reading c:\users\powback\documents\_no bullshit_\source filmmaker\decompiled\tf_whitebox_blacklightmap.prt
400 portalclusters
760 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 160000
Average clusters visible: 400
Building PAS...
Average clusters audible: 400
visdatasize:43204 compressed from 44800
writing c:\users\powback\documents\_no bullshit_\source filmmaker\decompiled\tf_whitebox_blacklightmap.bsp
4 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\powback\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\powback\team fortress 2\tf" "C:\Users\powback\Documents\_No Bullshit_\Source Filmmaker\Decompiled\tf_whitebox_blacklightmap"
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\powback\documents\_no bullshit_\source filmmaker\decompiled\tf_whitebox_blacklightmap.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
9792 faces
9080801 square feet [1307635328.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9792 patches before subdivision
712576 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0
** Executing...
** Command: Copy File
** Parameters: "C:\Users\powback\Documents\_No Bullshit_\Source Filmmaker\Decompiled\tf_whitebox_blacklightmap.bsp" "c:\program files (x86)\steam\steamapps\powback\team fortress 2\tf\maps\tf_whitebox_blacklightmap.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\powback\team fortress 2\tf" +sv_lan 1 -windowed -noborder +map "tf_whitebox_blacklightmap"
[/quote]
The mapname "tf_whitebox_blacklightmap (1)" might have crashed the compiler...
[QUOTE=Freakrules;40291545]The mapname "tf_whitebox_blacklightmap (1)" might have crashed the compiler...[/QUOTE]
Really? I did manage to compile it after deleting some previous versions. But I don't know if this is the case with the larger map, since at one was plain tf_whitebox_blacklightmap.
You wouldn't mind compiling it with a huge scale? I need a shitton of space.
In case anyone was wondering why I crashed, I had a lightmapscale too low for such a high environment. Changing it to 99 made it compile successfully. I'm not using the walls anyway.
we can has download soon? It'd be great for scenebuilds
-snip, stupid remark-
[QUOTE=Itauske Roken;40318540]we can has download soon? It'd be great for scenebuilds[/QUOTE]
I'll fix up the textures so you actually can see where the walls are. it's maximum size and such. I can upload it when I come home.
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