Forum posts

Posted 12 years ago2012-04-01 11:08:11 UTC
in Team Mapping Post #304839
well i have found it but there is no hole in brush
User posted image
Posted 12 years ago2012-04-01 10:53:00 UTC
in Team Mapping Post #304837
[quote]

** Executing...
** Command: "e:grysteamsteamappsrandallmensourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "e:grysteamsteamappsrandallmencounter-strike sourcecstrike" "C:Documents and SettingsDamianDesktopninjamenteam_mapping_010.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
2 threads
materialPath: e:grysteamsteamappsrandallmencounter-strike sourcecstrikematerials
Loading C:Documents and SettingsDamianDesktopninjamenteam_mapping_010.vmf
Can't find surfaceprop stone for material STONE/INFTRIMA, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in e:grysteamsteamappsrandallmencounter-strike sourcecstrikegameinfo.txt
Patching WVT material: maps/team_mapping_010/de_tides/blend_concrete_dirt_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
** leaked **
Entity info_player_start (-1480.00 626.26 -228.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 3584.0 38.0)
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 3584.0 630.0)
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1504.0 3072.0 -456.0)
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2016.0 3072.0 -456.0)
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1520.0 3072.0 -192.0)
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2032.0 3072.0 -192.0)
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1520.0 3072.0 328.0)
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:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2032.0 3072.0 328.0)
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 650 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/hav*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/hav*.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) (602784 bytes)
Error! To use model "models/props_c17/door01_left.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/door01_left.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
10
Compacting texture/material tables...
Reduced 1595 texinfos to 946
Reduced 165 texdatas to 141 (4863 bytes to 4244)
Writing C:Documents and SettingsDamianDesktopninjamenteam_mapping_010.bsp
15 seconds elapsed

** Executing...
** Command: "e:grysteamsteamappsrandallmensourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "e:grysteamsteamappsrandallmencounter-strike sourcecstrike" "C:Documents and SettingsDamianDesktopninjamenteam_mapping_010"

Valve Software - vvis.exe (Oct 25 2011)
2 threads
reading c:documents and settingsdamiandesktopninjamenteam_mapping_010.bsp
reading c:documents and settingsdamiandesktopninjamenteam_mapping_010.prt
LoadPortals: couldn't read c:documents and settingsdamiandesktopninjamenteam_mapping_010.prt

** Executing...
** Command: "e:grysteamsteamappsrandallmensourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "e:grysteamsteamappsrandallmencounter-strike sourcecstrike" "C:Documents and SettingsDamianDesktopninjamenteam_mapping_010"

Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:documents and settingsdamiandesktopninjamenteam_mapping_010.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.73 seconds)
7416 faces
1 degenerate faces
689861 square feet [99340112.00 square inches]
24 Displacements
16587 Square Feet [2388617.75 Square Inches]
sun extent from map=0.017452
57 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (97)
Build Patch/Sample Hash Table(s).....Done<0.0452 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
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 (91)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 59/1024 2832/49152 ( 5.8%)
brushes 1584/8192 19008/98304 (19.3%)
brushsides 11895/65536 95160/524288 (18.2%)
planes 5460/65536 109200/1310720 ( 8.3%)
vertexes 12608/65536 151296/786432 (19.2%)
nodes 3568/65536 114176/2097152 ( 5.4%)
texinfos 946/12288 68112/884736 ( 7.7%)
texdata 141/2048 4512/65536 ( 6.9%)
dispinfos 24/0 4224/0 ( 0.0%)
disp_verts 1944/0 38880/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 43640/0 43640/0 ( 0.0%)
faces 7416/65536 415296/3670016 (11.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4243/65536 237608/3670016 ( 6.5%)
leaves 3628/65536 116096/2097152 ( 5.5%)
leaffaces 8760/65536 17520/131072 (13.4%)
leafbrushes 2806/65536 5612/131072 ( 4.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 52990/512000 211960/2048000 (10.3%)
edges 32413/256000 129652/1024000 (12.7%)
LDR worldlights 57/8192 5016/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 747/32768 7470/327680 ( 2.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13764/65536 27528/131072 (21.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 13/512 4576/180224 ( 2.5%)
LDR lightdata [variable] 10865700/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 136371/393216 (34.7%)
LDR ambient table 3628/65536 14512/262144 ( 5.5%)
HDR ambient table 3628/65536 14512/262144 ( 5.5%)
LDR leaf ambient 14782/65536 413896/1835008 (22.6%)
HDR leaf ambient 3628/65536 101584/1835008 ( 5.5%)
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] 1/24600 ( 0.0%)
pakfile [variable] 182170/0 ( 0.0%)
physics [variable] 602784/4194304 (14.4%)
physics terrain [variable] 7028/1048576 ( 0.7%)

Level flags = 0

Total triangle count: 20972
Writing c:documents and settingsdamiandesktopninjamenteam_mapping_010.bsp
3 minutes, 21 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsDamianDesktopninjamenteam_mapping_010.bsp" "e:grysteamsteamappsrandallmencounter-strike sourcecstrikemapsteam_mapping_010.bsp"
[/quote]
Posted 12 years ago2012-04-01 09:44:42 UTC
in Team Mapping Post #304835
well i havent found any hole in the map dont know what is going on
Posted 12 years ago2012-04-01 07:26:50 UTC
in Team Mapping Post #304833
Where are you seeing that message, ninja?
in compilation window output

i finished my changes then compiled the map

edit:

can u take a look on the vmf??? -> http://www6.zippyshare.com/v/17229918/file.html
Posted 12 years ago2012-03-31 22:09:08 UTC
in Team Mapping Post #304828
what does it mean: no vis information direct lighting only??
Posted 12 years ago2012-03-31 19:38:07 UTC
in Team Mapping Post #304826
i am wathcing deus ex human revolution gallery need mapping ideas :P
yea i have added a little this morning ^^
i am slower than turtle while mapping something heh
Posted 12 years ago2012-03-29 20:01:33 UTC
in Team Mapping Post #304766
we need to put more trucks, cars on the street i suggest to make the map's gameplay similar to that one from de_train because if we leave the street so empty the map will become the sniper's eden
Posted 12 years ago2012-03-29 19:55:22 UTC
in Team Mapping Post #304764
[ed[t] so is this sky and lighting temporary? im dying to change it. someoen else can change it again.
User posted image
@topic
@blitz it looks great :)
Posted 12 years ago2012-03-24 18:58:53 UTC
in Team Mapping Post #304582
nice job urby :)

i am wondering how the map will look like after 30 entries :)
i would add some glow effect near the light lamps :o
Posted 12 years ago2012-03-24 05:33:01 UTC
in Team Mapping Post #304552
@up
the website was offline last evening

ok since i am totally noob in source engine i havent mapped so hard adding tons of brushes and stuff but mapping that roof took me some hours (btw. i will map more when my turn will come, feel free to edit the roof !:O )

well i have experienced a problem, why the letter models didnt show up in game??
User posted image
User posted image
map: http://www3.zippyshare.com/v/78857387/file.html
ok urbanela is next
Posted 12 years ago2012-03-22 17:33:09 UTC
in Team Mapping Post #304497
yea i have just opened the map ^^
btw. can u explain me how do i include the materials?? because roads are shown in white texture
Posted 12 years ago2012-03-22 13:32:06 UTC
in Team Mapping Post #304494
i think i got my source sdk working with CSS, i have selected "Source Engine MP" :o

ok i am ready, so when we are starting?
Posted 12 years ago2012-03-17 21:45:23 UTC
in an error... after i want to launch my ma Post #304374
i am going to copy the whole level into the new map file i hope its going to work, well the map wasnt so good so i havent lost anything but it was my very first map in source sdk so :(
Posted 12 years ago2012-03-17 18:30:28 UTC
in an error... after i want to launch my ma Post #304369
screen:
User posted image
well i have just compiled my map, launched the game and opened the map with the open command
i dont know what to do to fix the problem
Posted 12 years ago2012-03-16 09:58:40 UTC
in Post your screenshots! WIP thread Post #304338
User posted image
something i have mapped in hammer source i am starting to like the engine, i think that the sky doesnt looks well with my light environment and the roof is unfinished
btw. is it possible to extend a discaplacement?
Posted 12 years ago2012-03-15 09:08:14 UTC
in Post your screenshots! WIP thread Post #304319
wow great maps
@arhcie @joebama
i like that "blue" lighting or whatever it looks like :)
Posted 12 years ago2012-03-15 08:05:30 UTC
in Team Mapping Post #304314
not EP2? :o
Posted 12 years ago2012-03-11 08:06:02 UTC
in Team Mapping Post #304191
maps should be uploaded one after another so to make sure that queue goes well and u r editing the latest uploaded map

would it better to map a HL2 map than hl2dm which i cant get working in hammer source xD

i think for the first time we should drop the idea of map layout, theme, storyline etc.. its going to take years until we start team mapping, just build what u want, add rooms, some monsters, vents then upload the map ;D

and now why i dont want goldsrc:
  • custom textures are boring and we would need another ten years to create a texturepack
  • i want to learn source finally because i am lazy
  • source engine has more interesting textures and models
so my vote goes for HL2 singleplayer map! :o
Posted 12 years ago2012-03-10 16:50:16 UTC
in Team Mapping Post #304142
TF2 is a better idea ;D
Posted 12 years ago2012-03-10 14:51:16 UTC
in Team Mapping Post #304139
hmm i have launched the game and look around in gamemenus but havent played it
User posted image
Posted 12 years ago2012-03-10 14:40:37 UTC
in Team Mapping Post #304137
can u explain a bit how to map for hl2 DM? i have launched SOURCESDK and changed the engine version to 2006 then i have selected Half Life 2 Deathmatch, in hammer: File->New and getting FATAL ERROR: "Missing material 'editor/wireframe'. Go to TOOls | Options | Game Configuratons and verufy that your game directory is correct." ;O
Posted 12 years ago2012-03-10 08:34:45 UTC
in Team Mapping Post #304133
my source skill: *

i havent played HL2 Deathmatch, going to download it asap

ps. is HL2 required to play HL2 deathmatch? just asking because i have formatted my HDD and i have just downloaded HL1 + some another non halflife games
Posted 12 years ago2012-03-09 22:22:15 UTC
in Team Mapping Post #304106
gold src <33

well the map should travel from hand to hand until it looks OK ;D

ps. source is good too
Posted 12 years ago2012-02-22 20:56:56 UTC
in Now Playing: ... Post #303632
naruto - kounen
http://www.youtube.com/watch?v=PaNGl0qUknA

i know naruto sucks but the anime has some good melodies, and this one is great ;p especially for a battle theme
Posted 12 years ago2012-02-10 14:19:57 UTC
in Competition 32 Post #303258
Posted 12 years ago2012-02-09 15:46:43 UTC
in Are you a journalist/popular game review Post #303234
lets just ask valve for the press account dont forget to tell them that u r from TWHL or something =D
Posted 12 years ago2012-02-06 16:11:57 UTC
in Are you a journalist/popular game review Post #303197
Then I got good news for you! Apparently game reviewers are eligible for getting special steam press accounts that provides you with all steam games for free! A little kid has already been bragging to me about how he got all steam games for free, presumably because his father runs a news journal production factory or something. If you can make your gaming review site go BIG, then you have got it made. So get to those reviews, people!
it is probably for the people who work in game megazines or something
Posted 12 years ago2012-01-28 20:49:11 UTC
in Now Playing: ... Post #303028
ATB - chapter one
http://www.youtube.com/watch?v=Ox8RgPwWuUA

it makes me feel that i want to sail away ;D
Posted 12 years ago2012-01-13 16:10:05 UTC
in Competition 32 Post #302651
i havent mapped anything yet... :( but the idea is slowly rising in mind
Posted 12 years ago2012-01-09 15:17:00 UTC
in Competition 32 Post #302553
wtf how did u textured arches???
User posted image
Posted 12 years ago2011-12-29 15:38:49 UTC
in Vluzacn's Half-Life Tools v34 Post #302213
can u post moar screenshoots?
Posted 12 years ago2011-12-26 15:08:26 UTC
in Vluzacn's Half-Life Tools v34 Post #302041
hmm what i like is "Compile time reduced by more than 50%, at no expense of quality."

going to test is out :)
Posted 12 years ago2011-12-23 14:34:19 UTC
in Competition 32 Post #301940
ok i have just done something, a prefab:
User posted image
Posted 12 years ago2011-12-22 21:49:55 UTC
in Competition 32 Post #301917
hmm so can u get me a L4D2 free cdkey?:)
Posted 12 years ago2011-12-20 10:51:05 UTC
in Competition 32 Post #301821
yet another time i changed my mind :o
going to map a train theme map
Posted 12 years ago2011-12-18 13:20:44 UTC
in Competition 32 Post #301756
yea i have just changed my mind going to map something like dust theme ;D

edit: or #@#! it italy theme ftw
Posted 12 years ago2011-12-18 10:18:08 UTC
in Competition 32 Post #301744
srlsy but the default .wads sucks
Posted 12 years ago2011-12-17 17:31:19 UTC
in Competition 32 Post #301695
User posted image
btw. i am going to stick to the default wads because if it is so difficult to create textures which will remind the original stuff
Posted 12 years ago2011-12-17 16:09:06 UTC
in Competition 32 Post #301688
going to mix inferno with italy and add open spaces like in de_train
Posted 12 years ago2011-12-17 10:11:14 UTC
in Competition 32 Post #301675
i want to use the models from hl-lab.ru :o
Posted 12 years ago2011-12-17 09:33:33 UTC
in Competition 32 Post #301668
ok i got it ;o
Posted 12 years ago2011-12-17 08:21:08 UTC
in Competition 32 Post #301661
i think that i am going to map a medievel town based on the layout from de_dust2.. it is consistent with the rules?
Posted 12 years ago2011-12-16 19:11:59 UTC
in Competition 32 Post #301636
edit: nvm

going to map something a'la italy with cgtextures ;) and custom models
Posted 12 years ago2011-12-11 10:45:19 UTC
in Half-Life Trinity Engine Post #301443
yea russians are good in modding HL1
Posted 12 years ago2011-12-06 09:39:23 UTC
in HL3 Rumour Post #301326
maybe valve wants the fans to mod EP3?
Posted 12 years ago2011-12-03 10:50:12 UTC
in Minecraft Post #301265
how does multiplayer look liek in the game? is there a large world with 500 ppl playing online and building? is it possible to build something together?
Posted 12 years ago2011-11-30 13:50:46 UTC
in Skyrim Post #301199
if srsly enjoy the game u should take a trip to the Huang Shan
Posted 12 years ago2011-11-26 13:06:38 UTC
in Skyrim Post #301083
i heard that the Dragons are pretty weak in skyrim
Posted 12 years ago2011-11-24 10:52:11 UTC
in Skyrim Post #301009
...but TWHL can change it
Posted 12 years ago2011-11-24 10:16:39 UTC
in Competition 31 Post #301008
i am rushing now i have to finish just 2 rooms