Forum posts

Posted 16 years ago2008-02-19 09:31:52 UTC
in Cannot start sdk... Post #245971
i love u penguinboy <3:D
Posted 16 years ago2008-02-19 08:52:27 UTC
in Cannot start sdk... Post #245969
i get the launching bar but after it dissapears nothing happen...
any help?
i just formatted, or whatever its called, my computer and just installed sdk...
Posted 16 years ago2007-10-24 06:37:24 UTC
in cant create server.... Post #236930
is client regestry the same as registryclient?
Posted 16 years ago2007-10-24 02:46:56 UTC
in cant create server.... Post #236920
thanks : D
Posted 16 years ago2007-10-23 06:33:43 UTC
in cant create server.... Post #236872
i accepted hl2 and steam and all those to the firewall but still it just freezes when i try to create either at "establishing connection to server" or "loading something" at 5 dots.
i tried to reinstall cs first time it happend and it worked about 2 times and it froze again, and now ive rebooted or whatever its called my pc and copied cs from a friend, and it works just fine for him, but th 3rd time i tried to create it froze again... it started when i tried to load in a map ive made in sdk and now i cant load any maps...any ideas?
Posted 16 years ago2007-10-19 14:14:47 UTC
in i cant open hammer.... Post #236669
nvm me and my incredible click here click there tecnic(?) solved the problem:p
Posted 16 years ago2007-10-19 13:48:11 UTC
in i cant open hammer.... Post #236667
ive just rebooted or reinstalled or whatever its called, my pc and i reinstalled source sdk, when i opened it i typed in all the stuffs i needed on the little popup and internet thing, but when i open source sdk i dont have any games in the bottom little box, so i cant open hammer....
any ideas?
Posted 16 years ago2007-10-02 05:47:22 UTC
in monitor and cam for css? Post #235445
Posted 17 years ago2007-09-26 07:01:54 UTC
in How do you set buy zone, hostage rescue Post #235036
just make a brush where u want the buyzone, press ctrl+t and choose "func_buyzone" from the list then choose the team number to "counter terrorist" or "terrorist"
same as hostage rescue, only its called "func_hostage_rescue" i think.
much easier than tie to entity and worldmodel and all the stuff ur talking about:p
Posted 17 years ago2007-09-26 06:58:50 UTC
in monitor and cam for css? Post #235035
cant find anyh fgd like stuff on google, only on that valve wiki site with alot of h4xing codes and stuff...
do u have to code and all that, or is it some kinda download so u can just install and the cam will work?
Posted 17 years ago2007-09-25 04:23:48 UTC
in monitor and cam for css? Post #234955
Posted 17 years ago2007-09-24 14:18:15 UTC
in monitor and cam for css? Post #234898
Posted 17 years ago2007-09-24 13:55:39 UTC
in monitor and cam for css? Post #234895
no point_camera, only pont_devshot_camera, would it be the same thing?

and i cant get that monitor stuff to work...
Posted 17 years ago2007-09-24 12:54:56 UTC
in monitor and cam for css? Post #234885
havent found anything on the forums or the tuts...
so i was woundering how u could make a camera that shows whats goin on on a monitor somewhere else...
:D
Posted 17 years ago2007-07-07 16:50:35 UTC
in how to import textures to sdk? Post #227815
Yay it worked!!! thank you:D
Posted 17 years ago2007-07-07 14:35:44 UTC
in how to import textures to sdk? Post #227800
tnx, but i cant change it properly, it only says .vmt.txt....
Posted 17 years ago2007-07-07 12:18:23 UTC
in how to import textures to sdk? Post #227774
when i drag the .Tga image over the vtex i get the black box and i get a vtf file in the other folder, but i only get a wordpad file, and its named "mytexes" only, and when i put in the text and name it "mytexes.vmt" nothing happens...
so how do i change the wordpad file to .vmt?
Posted 17 years ago2007-07-06 19:20:49 UTC
in how to import textures to sdk? Post #227642
ive converted all images to .tga now and put them in both "mytexes" folders, but there im stuck.
i cant get the vtex to work, and btw i only find "vtex" and not "vtex.exe"
Posted 17 years ago2007-07-06 14:17:23 UTC
in how to import textures to sdk? Post #227606
tnx, but where do i find "vtex.exe"?

i used the stuff in "C:Program FilesSteamSteamAppsjoka91sourcesdkbin"

and when i got it on the deskop i dragged the tga file in it and got the black box and pressed a key to continue, but i didnt get up a txt file...

?
Posted 17 years ago2007-07-05 17:38:38 UTC
in how to import textures to sdk? Post #227511
if i got a image of some piece of wood ( http://www.noctua-graphics.de/images/download/tex/wood/planks01.jpg )
and i saved it in "my pics" then how can i get them on brushes in sdk?

btw, didnt understand anything of that import texture tutorial...

:D
Posted 17 years ago2007-06-13 05:55:05 UTC
in cant load in my map in Css Post #225060
Console says:
Host_EndGame: Map coordinate extents are too large!!
Check for errors!
:nuke:
Posted 17 years ago2007-06-13 05:46:44 UTC
in cant load in my map in Css Post #225059
Where do you find brushes?
like nr 534?
Posted 17 years ago2007-06-13 03:31:55 UTC
in cant load in my map in Css Post #225047
it says "loading world model" after 3 white stripes, and it shuts down to normal find servers, create server etc.
console:

execing valve.rc
maxplayers set to 32
maxplayers set to 32
execing game.cfg
Network: IP 10.0.2.182, mode MP, dedicated No, ports 27015 SV / 27005 CL
Spawn Server cs_lab
Begin loading faces (loads materials)
End loading faces (loads materials)
Host_EndGame: Map coo

didnt copy it all, but it says map extends too large or something
compile:

** Executing...
** Command: "c:program filessteamsteamappsjoka91sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsjoka91counter-strike sourcecstrike" "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrccs_lab"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:program filessteamsteamappsjoka91counter-strike sourcecstrikematerials
Loading C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrccs_lab.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Brush 45349: no visible sides on brush
Brush 45349: no visible sides on brush
Brush 45349: no visible sides on brush
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...Brush 533: WARNING, microbrush
Brush 534: WARNING, microbrush
Brush 536: WARNING, microbrush
Brush 526: WARNING, microbrush
6..Brush 378: WARNING, microbrush
.7.Brush 33638: WARNING, microbrush
Brush 193: WARNING, microbrush
Brush 192: WARNING, microbrush
Brush 188: WARNING, microbrush
Brush 187: WARNING, microbrush
Brush 149: WARNING, microbrush
Brush 148: WARNING, microbrush
Brush 297: WARNING, microbrush
..8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...Brush 533: WARNING, microbrush
Brush 534: WARNING, microbrush
Brush 536: WARNING, microbrush
Brush 526: WARNING, microbrush
6..Brush 378: WARNING, microbrush
.7.Brush 33638: WARNING, microbrush
Brush 193: WARNING, microbrush
Brush 192: WARNING, microbrush
Brush 188: WARNING, microbrush
Brush 187: WARNING, microbrush
Brush 149: WARNING, microbrush
Brush 148: WARNING, microbrush
Brush 297: WARNING, microbrush
..8...9...10 (1)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrccs_lab.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (275487 bytes)
Error! prop_static using model "models/props_lab/desklamp01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_lab/desklamp01.mdl"!
Error! prop_static using model "models/props/cs_office/offinspa.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offinspa.mdl"!
Error! To use model "models/props_lab/keypad.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/keypad.mdl"!
Error! prop_static using model "models/props/cs_office/offinspb.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offinspb.mdl"!
Error! prop_static using model "models/props/cs_office/offinspc.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offinspc.mdl"!
Error! prop_static using model "models/props/cs_office/offinspd.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offinspd.mdl"!
Error! prop_static using model "models/props/cs_office/offinspf.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offinspf.mdl"!
Error! prop_static using model "models/props/cs_office/offinspg.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offinspg.mdl"!
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 893 texinfos to 546
Reduced 156 texdatas to 125 (6657 bytes to 5421)
Writing C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrccs_lab.bsp
10 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsjoka91sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsjoka91counter-strike sourcecstrike" -fast "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrccs_lab"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
2 threads
reading c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrccs_lab.bsp
reading c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrccs_lab.prt
2511 portalclusters
8054 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (11)
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: 523756 visible clusters (0.00%)
Total clusters visible: 4515427
Average clusters visible: 1798
Building PAS...
Average clusters audible: 2339
visdatasize:1460327 compressed from 1607040
writing c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrccs_lab.bsp
12 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsjoka91sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsjoka91counter-strike sourcecstrike" -noextra "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrccs_lab"

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

Loading c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrccs_lab.bsp
7749 faces
4 degenerate faces
4557219 square feet [656239616.00 square inches]
34 displacements
217182 square feet [31274214.00 square inches]
7745 patches before subdivision
zero area child patch
167016 patches after subdivision
111 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (465)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (407)
transfers 60968069, max 1903
transfer lists: 465.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(161751, 147819, 345395)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(43878, 39476, 91757)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #3 added RGB(15827, 14338, 28589)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(6015, 5459, 9126)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(2461, 2238, 3044)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1027, 933, 1036)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(439, 398, 362)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(189, 172, 129)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(82, 75, 47)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(36, 33, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(16, 14, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(7, 6, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(3, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #15 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.1738 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
0 of 0 (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 28/1024 1344/49152 ( 2.7%)
brushes 803/8192 9636/98304 ( 9.8%)
brushsides 6535/65536 52280/524288 (10.0%)
planes 6544/65536 130880/1310720 (10.0%)
vertexes 14498/65536 173976/786432 (22.1%)
nodes 4888/65536 156416/2097152 ( 7.5%)
texinfos 546/12288 39312/884736 ( 4.4%)
texdata 125/2048 4000/65536 ( 6.1%)
dispinfos 34/0 5984/0 ( 0.0%)
disp_verts 2962/0 59240/0 ( 0.0%)
disp_tris 4736/0 9472/0 ( 0.0%)
disp_lmsamples 198306/0 198306/0 ( 0.0%)
faces 7749/65536 433944/3670016 (11.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2414/65536 135184/3670016 ( 3.7%)
leaves 4917/65536 157344/2097152 ( 7.5%)
leaffaces 8663/65536 17326/131072 (13.2%)
leafbrushes 4070/65536 8140/131072 ( 6.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 45809/512000 183236/2048000 ( 8.9%)
edges 25137/256000 100548/1024000 ( 9.8%)
LDR worldlights 110/8192 9680/720896 ( 1.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 596/32768 5960/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8787/65536 17574/131072 (13.4%)
cubemapsamples 6/1024 96/16384 ( 0.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 5770200/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1460327/16777216 ( 8.7%)
entdata [variable] 70225/393216 (17.9%)
LDR leaf ambient 4917/65536 118008/1572864 ( 7.5%)
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] 1/11550 ( 0.0%)
pakfile [variable] 100810/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 275487/4194304 ( 6.6%)

Total Win32 BSP file data space used: 9704961 bytes

Total triangle count: 20593
Writing c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrccs_lab.bsp
14 minutes, 58 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrccs_lab.bsp" "c:program filessteamsteamappsjoka91counter-strike sourcecstrikemapscs_lab.bsp"
Posted 17 years ago2007-05-28 14:05:51 UTC
in i cant load in the changes to my map Post #223673
ill guess ill just start over again then, cos thats like all the brushes :/
Posted 17 years ago2007-05-28 11:28:34 UTC
in i cant load in the changes to my map Post #223668
ive done some changes and now it only shows thne old map without the changes....?+ alot of brushes has no visible side?
** Executing...
** Command: "c:program filessteamsteamappsjoka91sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsjoka91counter-strike sourcecstrike" "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_office"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:program filessteamsteamappsjoka91counter-strike sourcecstrikematerials
Loading C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_office.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Brush 2045: no visible sides on brush
Brush 2045: no visible sides on brush
Brush 2045: no visible sides on brush
Brush 2047: no visible sides on brush
Brush 2047: no visible sides on brush
Brush 2047: no visible sides on brush
Brush 2524: no visible sides on brush
Brush 2524: no visible sides on brush
Brush 2524: no visible sides on brush
Brush 5580: no visible sides on brush
Brush 5580: no visible sides on brush
Brush 5580: no visible sides on brush
Brush 1842: no visible sides on brush
Brush 1842: no visible sides on brush
Brush 1842: no visible sides on brush
Brush 5181: no visible sides on brush
Brush 5181: no visible sides on brush
Brush 5181: no visible sides on brush
Brush 2586: no visible sides on brush
Brush 2586: no visible sides on brush
Brush 2586: no visible sides on brush
Brush 5672: no visible sides on brush
Brush 5672: no visible sides on brush
Brush 5672: no visible sides on brush
Brush 2635: bounds out of range
Brush 2016: no visible sides on brush
Brush 2016: no visible sides on brush
Brush 2016: no visible sides on brush
Brush 2653: no visible sides on brush
Brush 2653: no visible sides on brush
Brush 2653: no visible sides on brush
Brush 5770: no visible sides on brush
Brush 5770: no visible sides on brush
Brush 5770: no visible sides on brush
Brush 2170: no visible sides on brush
Brush 2170: no visible sides on brush
Brush 2170: no visible sides on brush
Brush 2172: no visible sides on brush
Brush 2172: no visible sides on brush
Brush 2172: no visible sides on brush
Brush 5890: no visible sides on brush
Brush 5890: no visible sides on brush
Brush 5890: no visible sides on brush
Brush 2745: no visible sides on brush
Brush 2745: no visible sides on brush
Brush 2745: no visible sides on brush
Brush 5931: no visible sides on brush
Brush 5931: no visible sides on brush
Brush 5931: no visible sides on brush
Brush 2141: no visible sides on brush
Brush 2141: no visible sides on brush
Brush 2141: no visible sides on brush
Brush 2822: no visible sides on brush
Brush 2822: no visible sides on brush
Brush 2822: no visible sides on brush
Brush 6015: no visible sides on brush
Brush 6015: no visible sides on brush
Brush 6015: no visible sides on brush
Brush 6017: no visible sides on brush
Brush 6017: no visible sides on brush
Brush 6017: no visible sides on brush
Brush 2837: no visible sides on brush
Brush 2837: no visible sides on brush
Brush 2837: no visible sides on brush
Brush 6030: no visible sides on brush
Brush 6030: no visible sides on brush
Brush 6030: no visible sides on brush
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...
HashVec: point outside valid range

** Executing...
** Command: "c:program filessteamsteamappsjoka91sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsjoka91counter-strike sourcecstrike" "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_office"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_office.bsp
reading c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_office.prt
LoadPortals: couldn't read c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_office.prt

** Executing...
** Command: "c:program filessteamsteamappsjoka91sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsjoka91counter-strike sourcecstrike" "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_office"

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

Loading c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_office.bsp
No vis information, direct lighting only.
583 faces
70458 square feet [10146052.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0051 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (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 8/1024 384/49152 ( 0.8%)
brushes 82/8192 984/98304 ( 1.0%)
brushsides 492/65536 3936/524288 ( 0.8%)
planes 332/65536 6640/1310720 ( 0.5%)
vertexes 916/65536 10992/786432 ( 1.4%)
nodes 372/65536 11904/2097152 ( 0.6%)
texinfos 61/12288 4392/884736 ( 0.5%)
texdata 13/2048 416/65536 ( 0.6%)
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 583/65536 32648/3670016 ( 0.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 317/65536 17752/3670016 ( 0.5%)
leaves 381/65536 12192/2097152 ( 0.6%)
leaffaces 625/65536 1250/131072 ( 1.0%)
leafbrushes 178/65536 356/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3984/512000 15936/2048000 ( 0.8%)
edges 2185/256000 8740/1024000 ( 0.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 31/32768 310/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 462/65536 924/131072 ( 0.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 329080/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 7131/393216 ( 1.8%)
LDR leaf ambient 381/65536 9144/1572864 ( 0.6%)
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] 1/12 ( 8.3%)
pakfile [variable] 10014/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 30101/4194304 ( 0.7%)

Total Win32 BSP file data space used: 515244 bytes

Total triangle count: 1550
Writing c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_office.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_office.bsp" "c:program filessteamsteamappsjoka91counter-strike sourcecstrikemapssdm_office.bsp"

** Executing...
** Command: "c:program filessteamsteamappsjoka91counter-strike sourcehl2.exe"
** Parameters: -game "c:program filessteamsteamappsjoka91counter-strike sourcecstrike" +map "sdm_office"
Posted 17 years ago2007-05-27 12:33:41 UTC
in How to make bots work properly? Post #223606
they still just walk into a corner, but atleast they walk towards the terrorist spawn^^
i guess i shold have the spawns so they can walk in a straight line towards each other...
Posted 17 years ago2007-05-27 07:49:00 UTC
in How to make bots work properly? Post #223576
yea, it got info_nodes
Posted 17 years ago2007-05-27 07:34:39 UTC
in How to make bots work properly? Post #223573
Posted 17 years ago2007-05-27 05:52:22 UTC
in How to make bots work properly? Post #223559
Iv'e made this map with source sdk, and when i tested it with bots they either just walk to a corner and jump up and down, or just stand there...
anyone got any ideas to make them work like they do on for example de_dust2 and cs_assault and those maps?
Posted 17 years ago2007-05-24 16:16:56 UTC
in how to turn off fullbright? Post #223334
yay it worked now^^ i just deleted some messed up displacements...
i guess it was a gap there...

thank you for your help Playbus and Habboi^^
Posted 17 years ago2007-05-24 16:10:35 UTC
in how to turn off fullbright? Post #223331
oh, i guess ill compile the map with "Normal" then, and try that^^
i always did "fast" cos its so much faster:p

anyways here is the compile stuff ^^
** Executing...
** Command: "c:program filessteamsteamappsjoka91sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsjoka91counter-strike sourcecstrike" "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:program filessteamsteamappsjoka91counter-strike sourcecstrikematerials
Loading C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
** leaked **
Entity func_water_analog (-16.50 -3049.50 -66.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13824.0, 4096.0, -382.0)
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 (14336.0, 3584.0, -382.0)
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 (14336.0, 2560.0, -382.0)
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 (12800.0, 4096.0, -382.0)
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 (11776.0, 4096.0, -382.0)
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 (14336.0, 1536.0, -382.0)
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 (14336.0, 512.0, -382.0)
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 (14336.0, -512.0, -382.0)
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:

** Suppressing further FindPortalSide errors.... **
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)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (201314 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 357 texinfos to 272
Reduced 57 texdatas to 46 (1612 bytes to 1129)
Writing C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.bsp
7 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsjoka91sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsjoka91counter-strike sourcecstrike" -fast "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
2 threads
reading c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.bsp
reading c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.prt
LoadPortals: couldn't read c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.prt

** Executing...
** Command: "c:program filessteamsteamappsjoka91sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsjoka91counter-strike sourcecstrike" -noextra "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli"

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

Loading c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.bsp
No vis information, direct lighting only.
5719 faces
1 degenerate faces
3344348 square feet [481586240.00 square inches]
2 displacements
19355 square feet [2787247.50 square inches]
74 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (135)
Build Patch/Sample Hash Table(s).....Done<0.0649 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (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 27/1024 1296/49152 ( 2.6%)
brushes 3253/8192 39036/98304 (39.7%)
brushsides 20734/65536 165872/524288 (31.6%)
planes 3466/65536 69320/1310720 ( 5.3%)
vertexes 8622/65536 103464/786432 (13.2%)
nodes 4276/65536 136832/2097152 ( 6.5%)
texinfos 272/12288 19584/884736 ( 2.2%)
texdata 46/2048 1472/65536 ( 2.2%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 162/0 3240/0 ( 0.0%)
disp_tris 256/0 512/0 ( 0.0%)
disp_lmsamples 34548/0 34548/0 ( 0.0%)
faces 5719/65536 320264/3670016 ( 8.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2141/65536 119896/3670016 ( 3.3%)
leaves 4304/65536 137728/2097152 ( 6.6%)
leaffaces 6594/65536 13188/131072 (10.1%)
leafbrushes 2685/65536 5370/131072 ( 4.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 35628/512000 142512/2048000 ( 7.0%)
edges 18979/256000 75916/1024000 ( 7.4%)
LDR worldlights 74/8192 6512/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 512/32768 5120/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7437/65536 14874/131072 (11.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7464388/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 45148/393216 (11.5%)
LDR leaf ambient 4304/65536 103296/1572864 ( 6.6%)
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] 1/3986 ( 0.0%)
pakfile [variable] 22949/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 201314/4194304 ( 4.8%)

Total Win32 BSP file data space used: 9254029 bytes

Total triangle count: 15383
Writing c:program filessteamsteamappsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.bsp
2 minutes, 18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppsjoka91sourcesdk_contentcstrikemapsrcsdm_orntli.bsp" "c:program filessteamsteamappsjoka91counter-strike sourcecstrikemapssdm_orntli.bsp"
Posted 17 years ago2007-05-24 16:00:39 UTC
in how to turn off fullbright? Post #223328
dunno if its the right forum thou...
but anyways,
i made this map...(cs source map)
i made sure i dont have any entities outside the map and i have a 3d skybox...
i have a sun, and some lights but none of them is working, cos i dont want the whole map to be fully lighted.(it seems a little strange to have light in a closed hole without any light there:/ )
and i also tried with a hl2 prefab skybox around the map, and it worked for a little while.... but not any more:O
so, any1 got a suggestion?
^_^