Forum posts

Posted 17 years ago2006-08-26 10:57:33 UTC
in Compile error Post #194631
OK good idea. Thanks everyone.
Posted 17 years ago2006-08-26 07:35:13 UTC
in Compile error Post #194603
Im sorry, I don't understand. If I ran it just with world geometry, which I understand is brushes, and this works fine, surely the entities are the issue.
No, I dont have any area portals.
Perhaps Im being an idiot and using terms in the wrong context. The general idea on the net seems to be that ts caused by brushes that are too complicated, a WARNING: Cluster portals saw into cluster, but no sites describe the 'symptoms' of this error as the nightmare Im having! as quoted from hl2world:
WARNING: Cluster portals saw into cluster:
This error is most of the time not fatal.
It can appear in some tricky brush set ups.

All help welcomed, thank you!
Posted 17 years ago2006-08-25 16:44:12 UTC
in Compile error Post #194556
oddly enought, I dont think its brushwork causing the problem. I am using trial na derror and vis groups to find exactly which entity it is, but If I compile without entities, it works smoothly (except of course without entities!!!). I know its not my lights, because they worked fine, so I just gotta keep plodding along with T&E. except I think it may be more than one thing causing it. Doh.
Posted 17 years ago2006-08-25 12:12:28 UTC
in Compile error Post #194513
Thanks!

well, it wasnt leaks. Granted leas are bad, but they were there all along, even when the map ran 'perfectly'. Now I fixed all leaks, but still the same error.

** Executing...
** Command: "c:program filesvalvesteamsteamappsrsolidsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsrsolidhalf-life 2hl2" "C:Documents and SettingsLasseMy DocumentsRaw arenaarena_d_002"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsrsolidhalf-life 2hl2materials
Loading C:Documents and SettingsLasseMy DocumentsRaw arenaarena_d_002.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 10 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Documents and SettingsLasseMy DocumentsRaw arenaarena_d_002.prt...done (1)
material "skybox/sky_borealis01rtrt" not found
Can't load skybox file skybox/sky_borealis01rt to build the default cubemap!
No such variable "$hdrbasetexture" for material "___error"
Can't load skybox file skybox/sky_borealis01rt to build the default cubemap!
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) (258667 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1042 texinfos to 818
Reduced 66 texdatas to 61 (1600 bytes to 1356)
Writing C:Documents and SettingsLasseMy DocumentsRaw arenaarena_d_002.bsp
16 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsrsolidsourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsrsolidhalf-life 2hl2" -fast "C:Documents and SettingsLasseMy DocumentsRaw arenaarena_d_002"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading c:documents and settingslassemy documentsraw arenaarena_d_002.bsp
reading c:documents and settingslassemy documentsraw arenaarena_d_002.prt
4237 portalclusters
19022 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (216)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 99819 visible clusters (0.00%)
Total clusters visible: 17715704
Average clusters visible: 4181
Building PAS...
Average clusters audible: 4237
visdatasize:4517257 compressed from 4542064
writing c:documents and settingslassemy documentsraw arenaarena_d_002.bsp
5 minutes, 26 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsrsolidsourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsrsolidhalf-life 2hl2" -noextra "C:Documents and SettingsLasseMy DocumentsRaw arenaarena_d_002"

Valve Software - vrad.exe SSE (May 22 2006)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:documents and settingslassemy documentsraw arenaarena_d_002.bsp
9513 faces
7 degenerate faces
1867736 square feet [268954112.00 square inches]
0 displacements
0 square feet [0.00 square inches]
9506 patches before subdivision
187812 patches after subdivision
47 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (191)
BuildVisLeafs: 0...1...2...3...4...5...6...7..Error trying to allocate 32104 bytes.

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsLasseMy DocumentsRaw arenaarena_d_002.bsp" "c:program filesvalvesteamsteamappsrsolidhalf-life 2hl2mapsarena_d_002.bsp"

** Executing...
** Command: "c:program filesvalvesteamsteamappsrsolidhalf-life 2hl2.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsrsolidhalf-life 2hl2" -dev -console +map "arena_d_002"

I saw the WARNINGs, but can't find a reason that applies to me. AIRGH!
Posted 17 years ago2006-08-25 06:24:34 UTC
in Compile error Post #194478
Thanks, I hadnt seen that. Will fix it up (hopefully!) now.
Posted 17 years ago2006-08-25 06:24:04 UTC
in Info_camera_link errors Post #194477
Oh, I see. Thanks for your help.
Could I use a func_monitor if I want multiple screens?
Posted 17 years ago2006-08-24 19:00:54 UTC
in Compile error Post #194438
You sure its a leak? Well I guess Ill patch it up. Can you tell me how you know, is it from the compile report or the description of the error?
Thanks habboi, but I knew that!
Posted 17 years ago2006-08-24 16:51:45 UTC
in To Avoid Corrupting Files... Post #194418
Whats a trait of a corrup map, because I have a map that loads to hl2, exec's valve.rc and then plops me back to my desktop.
Posted 17 years ago2006-08-24 16:06:52 UTC
in Compile error Post #194414
Working on my new map, I have found an error new to me. Half life 2 loads without problems, I see it exec valve.rc, then all of a sudden half life is gone and Im staring at hammer. I tried booting hl2 and loading my map but that didnt work. Below is the compile report

** Executing...
** Command: "c:program filesvalvesteamsteamappsrsolidsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsrsolidhalf-life 2hl2" "C:Documents and SettingsLasseMy DocumentsRaw arenaarena_d_001"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsrsolidhalf-life 2hl2materials
Loading C:Documents and SettingsLasseMy DocumentsRaw arenaarena_d_001.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
** leaked **
Entity prop_static (-198.40 -166.05 700.98) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, 2494.0, -22.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, 2494.0, 645.6)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, 2494.0, 1306.6)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, 3006.0, 638.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0, 3072.0, 638.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0, 2560.0, 638.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, 1536.0, -22.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, 1536.0, -5.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

** Suppressing further FindPortalSide errors.... **
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 12 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
material "skybox/sky_borealis01rtrt" not found
Can't load skybox file skybox/sky_borealis01rt to build the default cubemap!
No such variable "$hdrbasetexture" for material "___error"
Can't load skybox file skybox/sky_borealis01rt to build the default cubemap!
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) (344365 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1512 texinfos to 1129
Reduced 92 texdatas to 86 (2211 bytes to 1916)
Writing C:Documents and SettingsLasseMy DocumentsRaw arenaarena_d_001.bsp
18 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsrsolidsourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsrsolidhalf-life 2hl2" -fast "C:Documents and SettingsLasseMy DocumentsRaw arenaarena_d_001"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading c:documents and settingslassemy documentsraw arenaarena_d_001.bsp
reading c:documents and settingslassemy documentsraw arenaarena_d_001.prt
LoadPortals: couldn't read c:documents and settingslassemy documentsraw arenaarena_d_001.prt

** Executing...
** Command: "c:program filesvalvesteamsteamappsrsolidsourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsrsolidhalf-life 2hl2" -noextra "C:Documents and SettingsLasseMy DocumentsRaw arenaarena_d_001"

Valve Software - vrad.exe SSE (May 22 2006)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:documents and settingslassemy documentsraw arenaarena_d_001.bsp
No vis information, direct lighting only.
12071 faces
7 degenerate faces
2581463 square feet [371730688.00 square inches]
0 displacements
0 square feet [0.00 square inches]
87 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (287)
Build Patch/Sample Hash Table(s).....Done<4.2149 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (23)
FinalLightFace Done
0 of 37 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 40/1024 1920/49152 ( 3.9%)
brushes 664/8192 7968/98304 ( 8.1%)
brushsides 9245/65536 73960/524288 (14.1%)
planes 14902/65536 298040/1310720 (22.7%)
vertexes 17947/65536 215364/786432 (27.4%)
nodes 6972/65536 223104/2097152 (10.6%)
texinfos 1129/12288 81288/884736 ( 9.2%)
texdata 86/2048 2752/65536 ( 4.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 12071/65536 675976/3670016 (18.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3518/65536 197008/3670016 ( 5.4%)
leaves 7013/65536 224416/2097152 (10.7%)
leaffaces 16053/65536 32106/131072 (24.5%)
leafbrushes 2674/65536 5348/131072 ( 4.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 69338/512000 277352/2048000 (13.5%)
edges 40223/256000 160892/1024000 (15.7%)
LDR worldlights 87/8192 7656/720896 ( 1.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1435/32768 14350/327680 ( 4.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 21915/65536 43830/131072 (33.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 21812700/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 58549/393216 (14.9%)
LDR leaf ambient 7013/65536 168312/1572864 (10.7%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/3254 ( 0.0%)
pakfile [variable] 2048/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 344365/4194304 ( 8.2%)

Total Win32 BSP file data space used: 24929330 bytes

Total triangle count: 30368
Writing c:documents and settingslassemy documentsraw arenaarena_d_001.bsp
5 minutes, 26 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsLasseMy DocumentsRaw arenaarena_d_001.bsp" "c:program filesvalvesteamsteamappsrsolidhalf-life 2hl2mapsarena_d_001.bsp"

** Executing...
** Command: "c:program filesvalvesteamsteamappsrsolidhalf-life 2hl2.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsrsolidhalf-life 2hl2" -dev -console +map "arena_d_001"
Posted 17 years ago2006-08-24 16:05:37 UTC
in Info_camera_link errors Post #194413
I can't see why not though. Each has its own link and camera.
Posted 17 years ago2006-08-24 15:50:10 UTC
in Info_camera_link errors Post #194409
I have three different screens In one room, two cameras and two info_camera_link's. I tie all of the brushes to func_brush ent's, and texture them with a dev_monitor texture. I then name two of the screens 'smallscreens' and the last 'largescreen' I use the differnt camera links with the different cameras and the smal and big screens, but all screens get the same feed. Whats with that?
Posted 17 years ago2006-08-24 14:00:51 UTC
in New WWE map!!! Needs texturers Post #194401
Thats the problem, I won't release til I get SimonS permission!
Also, Daubster, thanks for the offer! Id quite like a circle-brushed metal texture if possible, I cant find or make a decent one.
EDIT: if you've seen my other thread, you'll know why Im late with this. Unfortunately, I experienced an error i have never seen before, which prevents the map from loading at all. Its process of elimintaion, which takes a long time.
BTW, its a Portals can see into other portals error, but the brushwork is confirmed fine. Its an entity problem as far as I can tell.

EDIT: PLEASE SPEND NO MORE TIME FIXING THIS!!!

In despariation, I brought an old version up to speed and it's now better than the original, so please stop!!!

Also, where can I get the little vids the small screens play on RAW?
Posted 17 years ago2006-08-24 13:43:37 UTC
in New WWE map!!! Needs texturers Post #194398
Thanks, but i replaced all the path 'nodes' with scripted sequences and they work like charms!
Will update and release my vid. Also looking for a non-hl2 model to use as a character.
Posted 17 years ago2006-08-24 08:54:56 UTC
in New WWE map!!! Needs texturers Post #194380
No,, its like this:
GMan - path_corner - path_corner - etc... - scripted_sequence. Then a trigger which starts the sequence. Im fine at scripting enviroment things like the entrances, but I suck at NPC scripts.
Posted 17 years ago2006-08-23 03:43:23 UTC
in New WWE map!!! Needs texturers Post #194245
Dorry about the large pictures, did this last night, and forgot to resize them.

I plan on, for the second release, having a little control panel backstage and by the ring which allows you to play entrance scripts.
Posted 17 years ago2006-08-22 20:20:20 UTC
in New WWE map!!! Needs texturers Post #194220
Ye, your method is what Im trying, but thanks for the help.

Ye I used simonS text's, but can't get hold of him to ask his permission to use his files in a distribution.

One question thoug: I I set the gman's target path_corner, won't he move to it immediately? Or a least I thought he should. He doesnt! Also, the last 'node' in the path is the scripted_sequence, is that right?
Posted 17 years ago2006-08-22 19:45:09 UTC
in New WWE map!!! Needs texturers Post #194214
paths arent entities; there are path corners etc, so Im not sure what you mean.
I have multiple path-corner's, each targeting the next, but gman just doesnt start the sequence.

On a side note: screenshots! These are of the kane and edge entrances, reectively. I trigger the kane ones, effectively making me kane, and the edge entrance plays but nobody enters (see above). These are all screens from the uupcoming demo vid, Which Ill finish on thurs. Its a lot better to music! I dont think its bad for the worlds first glimpse of a map by Chrispy! Comments welcome

Kane
User posted image
User posted image
Edge
User posted image
User posted image
Posted 17 years ago2006-08-22 18:22:58 UTC
in New WWE map!!! Needs texturers Post #194206
Right, I finished scripting the entrances, but can't get the npc (gman) to enter. I never tried anything like this before, and the tutorials I foun didnt help. i need him to follow a set path, which I lined out with path_corner's. I have ascripted_sequence, and a trigger. I know the triggers functional, because its other outputs are firing. Can anyone help?
Will record a demo anyway, and make a new version when I can do the above.
Posted 17 years ago2006-08-22 16:22:23 UTC
in New WWE map!!! Needs texturers Post #194187
Right, nearly done. Ill be releasing a demo video of it in the next few days featuring some entrances
Posted 17 years ago2006-08-19 13:45:42 UTC
in New WWE map!!! Needs texturers Post #193916
Sorry, thats how I refer to gorups of textures. I did a lot of hl mapping back in the day, so Im dead used to saying wad when I think of textures.
Posted 17 years ago2006-08-18 16:02:02 UTC
in New WWE map!!! Needs texturers Post #193828
Thanks!
Ill post some screenshots once the creator sends me the WAD, if he does! I merged our maps, but didnt have many of the materials he used.
Posted 17 years ago2006-08-17 20:16:34 UTC
in New WWE map!!! Needs texturers Post #193778
Didnt know there was one, but thanks, will go look now
If you have a link, please post it!
Posted 17 years ago2006-08-17 18:18:29 UTC
in New WWE map!!! Needs texturers Post #193773
Thanks! Thats what I thought, but I was being an idiot and not ... anyway

Whatever your working on, good luck! Mapping is tough for me because it's easier to leave it than carry on!
Posted 17 years ago2006-08-17 17:13:33 UTC
in New WWE map!!! Needs texturers Post #193769
I am creating a gmod/dm map based on te WWE Raw arena. I am quite new to this site, bt have made a couple of maps before, nothin too complex, nothing too simple. If people could pleae help by making the following textures:
ring curtains (the tings tht say RAW and WWE)
Floor mats (texture that surrounds the ring)
Barrier (the texture whih covers all the barriers which lead frm he ramp, round the ring and back again)
Small screen surrounds (the metal that surrounds the 2 smaller screens that say RAW
Black cloth (for the inside of the entrance)
Any others you think I might need

Any help will be much appreciated

reference pics:
http://www.wrestlingworld.it/multimedia/ArenaWallpaper/grande/Raw_01.jpg
http://www.wrestlingworld.it/multimedia/ArenaWallpaper/grande/Raw_02.jpg

PS1: Excuse any bad spelling, my keyboard's batteries need replacing so it skips letters!!!

PS2: Its been a while since I mapped... how do you make a texture stretch to fit a brush?