Forum posts

Posted 16 years ago2008-08-22 03:03:28 UTC
in Stargate TC? needs you ! Post #254277
I love this stargate mod.
I've been telling all my steam mate & they all love it I have just started mapping for this mod so keep your eyes out for new custom maps on TWHL soon..
Posted 16 years ago2008-01-27 21:12:03 UTC
in water problem Post #244447
this any good

** Executing...
** Command: "c:program filessteamsteamappsnightmareneilsourcesdkbinep1binvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsnightmareneilcounter-strike sourcecstrike" "C:Program FilesSteamsteamappsnightmareneilsourcesdk_contentcstrikemapsrcmy_map"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:program filessteamsteamappsnightmareneilcounter-strike sourcecstrikematerials
Loading C:Program FilesSteamsteamappsnightmareneilsourcesdk_contentcstrikemapsrcmy_map.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (4)
** leaked **
Entity func_door (-6844.00 1661.00 -871.00) leaked!
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...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (3)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

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 (2) (1315347 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1126 texinfos to 915
Reduced 32 texdatas to 30 (737 bytes to 679)
Writing C:Program FilesSteamsteamappsnightmareneilsourcesdk_contentcstrikemapsrcmy_map.bsp
14 seconds elapsed
-1.409700 1.516713 0.000000
1.028700 1.516713 0.000000
1.409700 1.314713 0.000000
1.409700 1.516713 0.000000
make_triangles:calc_triangle_representation: Cannot convert
1.028700 1.516713 0.000000
1.409700 1.516713 0.000000
-1.409700 1.516713 0.000000
-1.409700 1.314713 0.000000
make_triangles:calc_triangle_representation: Cannot convert
1.028700 1.516713 0.000000
1.409700 1.516713 0.000000
-1.409700 1.516713 0.000000
-1.409700 1.314713 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.215900 -1.111474 0.000000
0.596900 -1.314716 0.000000
1.409700 -1.111474 0.000000
-1.409700 -1.111474 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:program filessteamsteamappsnightmareneilsourcesdkbinep1binvvis.exe"
** Parameters: -game "c:program filessteamsteamappsnightmareneilcounter-strike sourcecstrike" "C:Program FilesSteamsteamappsnightmareneilsourcesdk_contentcstrikemapsrcmy_map"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:program filessteamsteamappsnightmareneilsourcesdk_contentcstrikemapsrcmy_map.bsp
reading c:program filessteamsteamappsnightmareneilsourcesdk_contentcstrikemapsrcmy_map.prt
LoadPortals: couldn't read c:program filessteamsteamappsnightmareneilsourcesdk_contentcstrikemapsrcmy_map.prt

** Executing...
** Command: "c:program filessteamsteamappsnightmareneilsourcesdkbinep1binvrad.exe"
** Parameters: -game "c:program filessteamsteamappsnightmareneilcounter-strike sourcecstrike" "C:Program FilesSteamsteamappsnightmareneilsourcesdk_contentcstrikemapsrcmy_map"

Valve Software - vrad.exe SSE (Nov 8 2007)
--- Radiosity Simulator --
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappsnightmareneilsourcesdk_contentcstrikemapsrcmy_map.bsp
No vis information, direct lighting only.
16349 faces
57 degenerate faces
3170484 square feet [456549760.00 square inches]
108 displacements
311275 square feet [44823680.00 square inches]
38 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (220)
Build Patch/Sample Hash Table(s).....Done<0.0763 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
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 9/1024 432/49152 ( 0.9%)
brushes 3260/8192 39120/98304 (39.8%)
brushsides 47371/65536 378968/524288 (72.3%)
planes 54318/65536 1086360/1310720 (82.9%) VERY FULL!
vertexes 20670/65536 248040/786432 (31.5%)
nodes 12906/65536 412992/2097152 (19.7%)
texinfos 915/12288 65880/884736 ( 7.4%)
texdata 30/2048 960/65536 ( 1.5%)
dispinfos 108/0 19008/0 ( 0.0%)
disp_verts 8748/0 174960/0 ( 0.0%)
disp_tris 13824/0 27648/0 ( 0.0%)
disp_lmsamples 278892/0 278892/0 ( 0.0%)
faces 16349/65536 915544/3670016 (24.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12265/65536 686840/3670016 (18.7%)
leaves 12916/65536 413312/2097152 (19.7%)
leaffaces 17698/65536 35396/131072 (27.0%)
leafbrushes 4744/65536 9488/131072 ( 7.2%)
areas 4/256 32/2048 ( 1.6%)
surfedges 123913/512000 495652/2048000 (24.2%)
edges 66180/256000 264720/1024000 (25.9%)
LDR worldlights 38/8192 3344/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 709/32768 7090/327680 ( 2.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11196/65536 22392/131072 (17.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6523956/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 26746/393216 ( 6.8%)
LDR leaf ambient 12916/65536 309984/1572864 (19.7%)
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] 1/270 ( 0.4%)
pakfile [variable] 86965/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 1315347/4194304 (31.4%)

Total Win32 BSP file data space used: 13850070 bytes

Total triangle count: 41687
Writing c:program filessteamsteamappsnightmareneilsourcesdk_contentcstrikemapsrcmy_map.bsp
3 minutes, 58 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappsnightmareneilsourcesdk_contentcstrikemapsrcmy_map.bsp" "c:program filessteamsteamappsnightmareneilcounter-strike sourcecstrikemapsmy_map.bsp"
Posted 16 years ago2008-01-27 19:54:40 UTC
in water problem Post #244441
oh guys Ive got a major problem with this map.

Im doing something wrong but I cant find it at all.

Ive made a waterfeature type thing around the back of my map but when I run in CS.S its showing the skybox with no water.
So I fiddled & fiddled and cant find the problem

so I copyed & paste the surrounding walls , floor , water , skybox sun / light into a fresh map compiled that and it worked

can someone take a look at this just check it over Ive only made a couple of maps before never using water.

im getting slighty mad with this map now and I would really love some help with this matter.

heres a link where you can download the .vmf for the full version & the bit I copied & paste to a fresh map

http://dodownload.filefront.com/9521795//c...58bd8c2ced49f18

ps HELP