Forum posts

Posted 18 years ago2006-04-26 12:39:32 UTC
in Kasperg Projects! Post #176843
Lol, not finishing a map is nothing to be ashamed of. It happens to everyone involved in the creative industries.

Let's say your favourite music artist made a song which they didn't think was any good and so they don't release it.

Same applies here, if you don't like your own piece of work, don't release it or finish it. You have to come up with a good set-up that appeals to YOU.
Posted 18 years ago2006-04-23 10:21:38 UTC
in Map crashes on load (Hl2Dm) Post #176245
Everytime I go to create server and choose my map, it starts the load and when it goes to load the actual game up, hl2dm just closes with no message at all =/

[code]
** Executing...
** Command: "c:program filesvalvesteamsteamappspsychofreak001sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappspsychofreak001half-life 2 deathmatchhl2mp" "C:Program FilesValveSteamSteamAppspsychofreak001sourcesdk_contenthl2mpmapsrcdm_castle"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappspsychofreak001half-life 2 deathmatchhl2mpmaterials
Loading C:Program FilesValveSteamSteamAppspsychofreak001sourcesdk_contenthl2mpmapsrcdm_castle.vmf
material "de_cbble/grassdirt_blend" not found
Material not found!: DE_CBBLE/GRASSDIRT_BLEND
material "de_prodigy/floor03" not found
Material not found!: DE_PRODIGY/FLOOR03
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 14 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:Program FilesValveSteamSteamAppspsychofreak001sourcesdk_contenthl2mpmapsrcdm_castle.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_05rt"
Can't load skybox file skybox/sky_day01_05 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 (0) (166731 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (302902 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 654 texinfos to 504
Reduced 32 texdatas to 29 (844 bytes to 678)
Writing C:Program FilesValveSteamSteamAppspsychofreak001sourcesdk_contenthl2mpmapsrcdm_castle.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 3

** Executing...
** Command: "c:program filesvalvesteamsteamappspsychofreak001sourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappspsychofreak001half-life 2 deathmatchhl2mp" -fast "C:Program FilesValveSteamSteamAppspsychofreak001sourcesdk_contenthl2mpmapsrcdm_castle"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
1 threads
reading c:program filesvalvesteamsteamappspsychofreak001sourcesdk_contenthl2mpmapsrcdm_castle.bsp
reading c:program filesvalvesteamsteamappspsychofreak001sourcesdk_contenthl2mpmapsrcdm_castle.prt
592 portalclusters
2197 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 12923 visible clusters (0.00%)
Total clusters visible: 286591
Average clusters visible: 484
Building PAS...
Average clusters audible: 577
visdatasize:91263 compressed from 94720
writing c:program filesvalvesteamsteamappspsychofreak001sourcesdk_contenthl2mpmapsrcdm_castle.bsp
4 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappspsychofreak001sourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappspsychofreak001half-life 2 deathmatchhl2mp" "C:Program FilesValveSteamSteamAppspsychofreak001sourcesdk_contenthl2mpmapsrcdm_castle"

Valve Software - vrad.exe SSE (Jan 16 2006)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappspsychofreak001sourcesdk_contenthl2mpmapsrcdm_castle.bsp
1456 faces
1 degenerate faces
198301 square feet [28555400.00 square inches]
7 displacements
3141 square feet [452431.41 square inches]
1455 patches before subdivision
5495 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 409842, max 463
transfer lists: 3.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(46585, 42188, 25756)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4204, 3298, 1768)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(627, 383, 174)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(99, 48, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(19, 7, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0051 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 4/1024 192/49152 ( 0.4%)
brushes 294/8192 3528/98304 ( 3.6%)
brushsides 2320/65536 18560/524288 ( 3.5%)
planes 1486/65536 29720/1310720 ( 2.3%)
vertexes 3449/65536 41388/786432 ( 5.3%)
nodes 1101/65536 35232/2097152 ( 1.7%)
texinfos 504/12288 36288/884736 ( 4.1%)
texdata 29/2048 928/65536 ( 1.4%)
dispinfos 7/0 1232/0 ( 0.0%)
disp_verts 567/0 11340/0 ( 0.0%)
disp_tris 896/0 1792/0 ( 0.0%)
disp_lmsamples 7128/0 7128/0 ( 0.0%)
faces 1456/65536 81536/3670016 ( 2.2%)
origfaces 965/65536 54040/3670016 ( 1.5%)
leaves 1106/65536 35392/2097152 ( 1.7%)
leaffaces 1700/65536 3400/131072 ( 2.6%)
leafbrushes 791/65536 1582/131072 ( 1.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10691/512000 42764/2048000 ( 2.1%)
edges 6117/256000 24468/1024000 ( 2.4%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 118/32768 1180/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1782/65536 3564/131072 ( 2.7%)
cubemapsamples 6/1024 96/16384 ( 0.6%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 217384/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 91263/16777216 ( 0.5%)
entdata [variable] 2089/393216 ( 0.5%)
LDR leaf ambient 1106/65536 26544/1572864 ( 1.7%)
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] 1/4228 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/812 ( 0.1%)
pakfile [variable] 51932/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 166731/4194304 ( 4.0%)

Total Win32 BSP file data space used: 992193 bytes

Linux Specific Data:
physicssurface [variable] 302902/6291456 ( 4.8%)

Total Linux BSP file data space used: 1128364 bytes

Total triangle count: 3889
Writing c:program filesvalvesteamsteamappspsychofreak001sourcesdk_contenthl2mpmapsrcdm_castle.bsp
28 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppspsychofreak001sourcesdk_contenthl2mpmapsrcdm_castle.bsp" "c:program filesvalvesteamsteamappspsychofreak001half-life 2 deathmatchhl2mpmapsdm_castle.bsp"

[/code]

I also don't understand how it says those textures don't exist. I deleted the brushes they were on. How to I fix it? :(
Posted 18 years ago2006-04-22 13:04:26 UTC
in Clear Texture Assitance Post #176074
I thought you would of known that Habboi :o
Posted 18 years ago2006-04-22 09:53:48 UTC
in Defense - Offense = Forts! Post #176037
I should :P

I'll try and sort the mechanics of it all later.

Here's a rough plan of the whole map that I drew last night (at midnight)

http://img149.imageshack.us/img149/6995/planpoo7cn.gif

For the slit windows I just clipped the wall until I had a rectangle which I could clip the windows out of.

Same goes for the bricks out of the wall. (Technique I stole from you lol)
Posted 18 years ago2006-04-22 09:23:29 UTC
in Problems with Surface Extents Post #176034
I didn't say it sucked. I was just pointing out that it is bad and you need to fix it.
Posted 18 years ago2006-04-22 09:15:47 UTC
in Defense - Offense = Forts! Post #176033
User posted image

User posted image

User posted image

User posted image


I think you'll agree it's starting to look like a castle of some sort now :P
Posted 18 years ago2006-04-21 15:55:50 UTC
in Defense - Offense = Forts! Post #175935
Anyway, fixed all my crappy brush work up so none of it collides or doesn't fit properly. Screenies tommorow :)
Posted 18 years ago2006-04-21 13:31:51 UTC
in GoldSource Mapping Tips Post #175894
Lol, that arrow key nudging will be much more convenient. It gets annoying when you go to click a brush, move it, then click again and miss -_-
Posted 18 years ago2006-04-21 13:24:44 UTC
in Defense - Offense = Forts! Post #175885
Rofl, didn't notice that :D
Posted 18 years ago2006-04-21 13:23:45 UTC
in Strange Brush that only appears in-game Post #175884
Thanks all for the replies :D I didn't expect so much help. Much better response then HalfLife2.net forums :P

All I had to was delete the brush and recreate it.

Thanks again. Now I can continue mapping ;)
Posted 18 years ago2006-04-21 10:01:50 UTC
in Strange Brush that only appears in-game Post #175811
Take a look at this first.

User posted image


As you can see, there is no brush there in Hammer. Yet magically in game, there is. Can someone please tell me what the hell is happening please? I've never meet a problem like this before :(
Posted 18 years ago2006-04-21 06:03:19 UTC
in Defense - Offense = Forts! Post #175771
Ty :)

I might base the whole castle of this now.

http://www.kottke.org/plus/photos/200105europe/castle.jpg

So, erm, yeah. Check for more screenshots later :P
Posted 18 years ago2006-04-21 05:56:05 UTC
in Problems with Surface Extents Post #175769
Well I'm not gonna answer if your going to be like that...
Posted 18 years ago2006-04-20 15:53:30 UTC
in Defense - Offense = Forts! Post #175620
It shall be.
Posted 18 years ago2006-04-20 15:01:03 UTC
in Defense - Offense = Forts! Post #175593
True. I never said they would be able to leave throught other means. Aka a back door :P

Here's those screenshots I promised. Yes I know, not much is done because of testing physics and such but meh, I promised I would put some up.

User posted image

User posted image


I'm thinking that this could be me much suited to hl2dm then css. Any thoughts?
Posted 18 years ago2006-04-20 14:36:03 UTC
in Defense - Offense = Forts! Post #175584
Well, I could use physboxes but I would like the debris to remain there :(

I tried that explosion tutorial on Hl2World but it doesn't work :(
Posted 18 years ago2006-04-20 10:51:49 UTC
in Defense - Offense = Forts! Post #175527
Indeed. I found a tut of Hl2 World (Thanks Madcow for reminding me that it exists) to achieve the crumbling wall feature :D
Posted 18 years ago2006-04-20 10:48:55 UTC
in Defense - Offense = Forts! Post #175524
Lol. He didn't mention that on MSN, I can assure you.
Posted 18 years ago2006-04-20 10:45:45 UTC
in I Need Your Face 2 Post #175522
You must be mad to do something on such a scale lol.

Good work so far though :P
Posted 18 years ago2006-04-20 10:42:20 UTC
in Defense - Offense = Forts! Post #175520
Aye, I thank Habboi for them :P

I've done some more on the architect so I'll post some screenshots today but don't be put off by the little amount of work I've done it so far :P
Posted 18 years ago2006-04-20 10:10:53 UTC
in Garrys Mod sells out Post #175511
Lol, I quote Garry from his own forums under the thread;

"Garry's Mod going retail"

Here is the quote, "Enough bitching.".

Man, what a asshole. If I ever had a famous mod I wouldn't sell it to a company that doesn't really about the future of said mod and would rather have the pleasant feeling of the money rolling in...It's just...meh.
Posted 18 years ago2006-04-20 10:06:15 UTC
in Problems with Surface Extents Post #175508
Damn, thats some terrible brush work o_0

Here is a tip, don't clip unnecesary.
Posted 18 years ago2006-04-20 09:59:43 UTC
in The TWHL mod! Post #175507
Make your own damn mod. That way you can get it exactly as you want it and there won't be any arguments. Unless you talk to yourself that is. Gets Worried
Posted 18 years ago2006-04-20 06:17:59 UTC
in Defense - Offense = Forts! Post #175474
First of all, I would like to say hello! :D

I are the one who is working with Habboi on that Epic Rising thing :P

Ok, so here is an idea for a map which I am going to attempt.

Begin Idea

Generally speaking many maps give balance of both offensive and defensive positions but lets say we took away the offensive side and what are we left with? A fort of course. Camper's Heaven!

"WTF?", you might ask, "Campes are noobs. Your giving them exactly what they want!". That's where a stroke of genius comes in (Me thinks lol).

Let's say you have several spawn points on a map that when spawned upon define what "Class" a player ends up in.

http://www.castles.org/Kids_Section/Castle_Story/images/kidcastle1.jpg

As you can see, there some little rooms going all around the castle with roofs on top and windows above the curtain wall.

This is where riflemen go. Ak47s for Terrorists and M4a1s for Counter-Terrorists.

At each corner there is a tower.

Snipers go here.

"Where is this all leading?". Simple. Each team has their own fort complete with bombs attached! Oh, and a nice shiny button near the fort's entrance. See where I'm going?

The objective is for each team to destroy each other's fort. But, it is somewhat suicidal and requires teamwork.

One person must push the button on the opposing enemy's fort. Succesfully doing so, wins said person the game! And they will be rewarded in a nice display of debris flying through the air complete with corpses :)

And to add more destruction, walls can be weakened by rocks from trebuchets which are found by the moats but are well hidden. Rocks go flying into the opposing enemy's wall causes them to crumble down, catching the enemy to be caught with their trousers down. Naturally.

I don't actually know how much of this is possible in Source but the least I can do is try :D

I'll get some screenshots up soon of the beginning of the main architecture for the fort.