Presence sensor Created 14 years ago2010-05-12 07:20:40 UTC by Striker Striker

Created 14 years ago2010-05-12 07:20:40 UTC by Striker Striker

Posted 14 years ago2010-05-12 07:46:36 UTC Post #281182
How do I build in source a "presence" sensor?

What I need is something like this: whenever in the entity volume(was thinking about trigger_multiple, but it triggers not "senses") there is buggy, a light turns on.

[EDIT] Also, why does vvis crashes? :(. There is no sort of sign of the crash, I just open task manager and I see vvis with 0 CPU.

[EDIT2] I set vis to fast vis and it compiles, but now vrad halts! :cry:
I'm sick of this. I had this problem too at gm_buildmania and gm_beachplay. It was a "chance to get a compile" case. I don't know what to do, really pisses me off.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-05-13 05:28:07 UTC Post #281223
Use a filter with your trigger_multiple.

You could name the buggy and use filter_activator_name so just that one buggy activates the sensors, or use a filter_activator_class so any prop_vehicle activates it.

Switch to Source 2007 in the SDK, it's stable. Some of (or all of) the Source 2009 games are still buggy from Valve's awesome updating skills.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-05-13 06:38:14 UTC Post #281227
You could also use an env_microphone set to listen for the player and activate the light when it hears them. This would also mean the player can sneak by using crouch, however.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-05-13 08:23:53 UTC Post #281228
Switch to Source 2007 in the SDK, it's stable. Some of (or all of) the Source 2009 games are still buggy from Valve's awesome updating skills.
Was compiling with Source 2006 :D.

I will try and see if it works, and if it does, try making the sensor with a filter_activator_class.
[EDIT] Just when I began to be happy :|. Now it didn't crash immediately, it worked, and at some point of time vrad.exe crashed(00 at cpu). This begins to get on my nerves, as the map is for source for fucking sake, not goldsource to have this stupid problems. It's even optimized(func_details and such..).
[EDIT2] Recompiled and went outside. Came back... it worked(odd... after all these tries...). But why is my skybox models white? :\
User posted image
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-05-13 15:39:25 UTC Post #281234
Do you have a light_env in the skybox?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-05-13 15:47:58 UTC Post #281235
Nope.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-05-13 16:04:54 UTC Post #281237
Might want to try that, and search for leaks and such. Look for irregularities in the compile log.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-05-15 05:50:06 UTC Post #281265
I'm still getting the white 3D skybox! And I have no leaks, and I placed a light_enviromment(which seems to have a "minimum" lighting no matter how low I set the intensity, and that ruins my ambience, so I'll delete it).

Here's the log:
[quote]
** Executing...
** Command: "f:\steam\steamapps\samurai_jack_force\sourcesdk\bin\source2007\bin\vbsp.exe"
** Parameters: -game "f:\steam\steamapps\samurai_jack_force\half-life 2 episode two\ep2" "F:\Steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: f:\steam\steamapps\samurai_jack_force\half-life 2 episode two\ep2\materials
Loading F:\Steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.vmf
Patching WVT material: maps/gm_football/nature/blendsandsand008a_wvt_patch
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...
Merged 1784 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing F:\Steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.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 (1) (869039 bytes)
Error! prop_static using model "models/props_c17/lamp_standard_off01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/lamp_standard_off01.mdl"!
Error! prop_static using model "models/props_debris/concrete_chunk03a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/concrete_chunk03a.mdl"!
Error! prop_static using model "models/props_wasteland/prison_bedframe001b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/prison_bedframe001b.mdl"!
Error! prop_static using model "models/props_c17/furnituredresser001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furnituredresser001a.mdl"!
Error loading studio model ""!
Error! prop_static using model "models/props_lab/reciever_cart.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_lab/reciever_cart.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTDIRT001A uses unknown detail object type citygrass01!
..10
Compacting texture/material tables...
Reduced 4458 texinfos to 2743
Reduced 400 texdatas to 303 (16425 bytes to 12543)
Writing F:\Steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.bsp
18 seconds elapsed
0.351219 0.813041 0.000000
-0.351219 -0.813940 0.000000
-0.403459 0.813041 0.000000
0.403459 0.813041 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "f:\steam\steamapps\samurai_jack_force\sourcesdk\bin\source2007\bin\vvis.exe"
** Parameters: -game "f:\steam\steamapps\samurai_jack_force\half-life 2 episode two\ep2" "F:\Steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading f:\steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.bsp
reading f:\steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.prt
384 portalclusters
808 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 84 visible clusters (0.00%)
Total clusters visible: 27190
Average clusters visible: 70
Building PAS...
Average clusters audible: 120
visdatasize:21278 compressed from 36864
writing f:\steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.bsp
3 seconds elapsed

** Executing...
** Command: "f:\steam\steamapps\samurai_jack_force\sourcesdk\bin\source2007\bin\vrad.exe"
** Parameters: -game "f:\steam\steamapps\samurai_jack_force\half-life 2 episode two\ep2" "F:\Steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football"

Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading f:\steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.bsp
Setting up ray-trace acceleration structure... Done (14.99 seconds)
9421 faces
9 degenerate faces
2140082 square feet [308171840.00 square inches]
13 Displacements
99252 Square Feet [14292384.00 Square Inches]
9412 patches before subdivision
160438 patches after subdivision
911 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (246)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (89)
transfers 25592216, max 1111
transfer lists: 195.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1237038, 959535, 545217)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(357611, 232541, 122791)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(108704, 59368, 28617)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(33675, 15461, 6737)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(10533, 4079, 1595)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(3310, 1084, 378)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1043, 290, 90)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(329, 78, 21)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(104, 21, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(33, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(10, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1303 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (46)
FinalLightFace Done
497 of 769 (64% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (42)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 38/1024 1824/49152 ( 3.7%)
brushes 2258/8192 27096/98304 (27.6%)
brushsides 19884/65536 159072/524288 (30.3%)
planes 14072/65536 281440/1310720 (21.5%)
vertexes 15460/65536 185520/786432 (23.6%)
nodes 1864/65536 59648/2097152 ( 2.8%)
texinfos 2743/12288 197496/884736 (22.3%)
texdata 303/2048 9696/65536 (14.8%)
dispinfos 13/0 2288/0 ( 0.0%)
disp_verts 3757/0 75140/0 ( 0.0%)
disp_tris 6656/0 13312/0 ( 0.0%)
disp_lmsamples 201269/0 201269/0 ( 0.0%)
faces 9421/65536 527576/3670016 (14.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6548/65536 366688/3670016 (10.0%)
leaves 1903/65536 60896/2097152 ( 2.9%)
leaffaces 11026/65536 22052/131072 (16.8%)
leafbrushes 4053/65536 8106/131072 ( 6.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 71390/512000 285560/2048000 (13.9%)
edges 43638/256000 174552/1024000 (17.0%)
LDR worldlights 911/8192 80168/720896 (11.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 838/32768 8380/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16179/65536 32358/131072 (24.7%)
cubemapsamples 47/1024 752/16384 ( 4.6%)
overlays 3/512 1056/180224 ( 0.6%)
LDR lightdata [variable] 8900796/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 21278/16777216 ( 0.1%)
entdata [variable] 102819/393216 (26.1%)
LDR ambient table 1903/65536 7612/262144 ( 2.9%)
HDR ambient table 1903/65536 7612/262144 ( 2.9%)
LDR leaf ambient 6629/65536 185612/1835008 (10.1%)
HDR leaf ambient 1903/65536 53284/1835008 ( 2.9%)
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] 1/58748 ( 0.0%)
pakfile [variable] 4243075/0 ( 0.0%)
physics [variable] 869039/4194304 (20.7%)
physics terrain [variable] 5964/1048576 ( 0.6%)

Level flags = 0

Total triangle count: 26010
Writing f:\steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.bsp
7 minutes, 34 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\Steam\steamapps\samurai_jack_force\sourcesdk_content\maps\gm_football.bsp" "f:\steam\steamapps\samurai_jack_force\half-life 2 episode two\ep2\maps\gm_football.bsp"

** Executing...
** Command: f:\steam\steam.exe
** Parameters: -applaunch 420 -game "f:\steam\steamapps\samurai_jack_force\half-life 2 episode two\ep2" +map "gm_football"

[/quote]

Please help :(.
[EDIT] Yes, I have some prop errors, but those don't matter.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-05-15 07:50:28 UTC Post #281266
Yeah, aside from those (which I'm sure you'll want to fix before you release the map) I can't see a thing wrong.
Do you have HDR enabled ingame? Perhaps you need to build your HDR cubemaps.
Notewell NotewellGIASFELFEBREHBER
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