• Huge black void.
    17 replies, posted
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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