map glass problem

http://img844.imageshack.us/img844/9493/demoonbasebeta0000.jpg

How can I fix this?

:wtc:

Whats wrong with it besides it being unbelievably blocky and breaking every rule of optimization.

It’s supposed to be part of the domes roof at an angle, not all blocky.

http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro

You need to func_detail the dome.

[editline]09:51PM[/editline]

If that doesn’t work post the compile log.

It solved the cube problem but now this shows up
http://a.imageshack.us/img695/314/demoonbasebeta0001.jpg

Compile log here:

** Executing…
** Command: “c:\program files\steam\steamapps\pwningorlyturtle\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\pwningorlyturtle\counter-strike source\cstrike” “C:\Program Files\Steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\maps\de_moonbasebeta.vmf”

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\maps\de_moonbasebeta.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Could not locate ‘GameData’ key in c:\program files\steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\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 (1)
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Program Files\Steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\maps\de_moonbasebeta.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/angrybeaver/ab_space*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/angrybeaver/ab_space*.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) (135725 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 234 texinfos to 165
Reduced 7 texdatas to 6 (174 bytes to 130)
Writing C:\Program Files\Steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\maps\de_moonbasebeta.bsp
2 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\pwningorlyturtle\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\pwningorlyturtle\counter-strike source\cstrike” “C:\Program Files\Steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\maps\de_moonbasebeta”

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files\steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\maps\de_moonbasebeta.bsp
reading c:\program files\steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\maps\de_moonbasebeta.prt
1 portalclusters
0 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS…
Average clusters audible: 1
visdatasize:14 compressed from 16
writing c:\program files\steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\maps\de_moonbasebeta.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\pwningorlyturtle\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\pwningorlyturtle\counter-strike source\cstrike” “C:\Program Files\Steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\maps\de_moonbasebeta”

Valve Software - vrad.exe SSE (Jul 7 2010)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading c:\program files\steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\maps\de_moonbasebeta.bsp
Setting up ray-trace acceleration structure… Done (0.86 seconds)
3697 faces
24 degenerate faces
430711 square feet [62022384.00 square inches]
6 Displacements
6811 Square Feet [980801.31 Square Inches]
3673 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
26773 patches after subdivision
2 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (6)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (15)
transfers 4023213, max 1768
transfer lists: 30.7 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(92715, 46299, 28588)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(19321, 3703, 90)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #3 added RGB(4768, 382, 5)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(1391, 43, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(428, 5, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #6 added RGB(137, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(45, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #8 added RGB(15, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(5, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #10 added RGB(2, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0131 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (5)
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 (12)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 9/1024 432/49152 ( 0.9%)
brushes 287/8192 3444/98304 ( 3.5%)
brushsides 6298/65536 50384/524288 ( 9.6%)
planes 10908/65536 218160/1310720 (16.6%)
vertexes 5502/65536 66024/786432 ( 8.4%)
nodes 2525/65536 80800/2097152 ( 3.9%)
texinfos 165/12288 11880/884736 ( 1.3%)
texdata 6/2048 192/65536 ( 0.3%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 1734/0 34680/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 20144/0 20144/0 ( 0.0%)
faces 3697/65536 207032/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1474/65536 82544/3670016 ( 2.2%)
leaves 2535/65536 81120/2097152 ( 3.9%)
leaffaces 4266/65536 8532/131072 ( 6.5%)
leafbrushes 1636/65536 3272/131072 ( 2.5%)
areas 3/256 24/2048 ( 1.2%)
surfedges 25297/512000 101188/2048000 ( 4.9%)
edges 14044/256000 56176/1024000 ( 5.5%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 464/32768 4640/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7005/65536 14010/131072 (10.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 715240/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 5330/393216 ( 1.4%)
LDR ambient table 2535/65536 10140/262144 ( 3.9%)
HDR ambient table 2535/65536 10140/262144 ( 3.9%)
LDR leaf ambient 13765/65536 385420/1835008 (21.0%)
HDR leaf ambient 2535/65536 70980/1835008 ( 3.9%)
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] 1/12 ( 8.3%)
pakfile [variable] 164025/0 ( 0.0%)
physics [variable] 135725/4194304 ( 3.2%)
physics terrain [variable] 3024/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 11463
Writing c:\program files\steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\maps\de_moonbasebeta.bsp
43 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files\Steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\maps\de_moonbasebeta.bsp” “c:\program files\steam\steamapps\pwningorlyturtle\counter-strike source\cstrike\maps\de_moonbasebeta.bsp”

Looks fine. For the glass problem go into the texture browser and type nodraw for the filter. Select the func_detailed brush work and use the face edit sheet to unselect the faces you will see, then change the texture to nodraw and press apply.

If you want a glass dome, why don’t you just model it instead?
Takes about 5 seconds and no modelling experience and the results will look 10 times better than what you already have.

Did you nodraw the insides?

Select the whole dome, go to face edit, and apply the nodraw texture. Then select the faces you can see and retexture them…

Because sometimes people don’t have a model aplication and sometimes people don’t know how to get a model from the application to Hammer

I like this mapper, It reminds me of the early HL2 maps …