Forum posts

Posted 17 years ago2007-07-08 20:29:03 UTC
in Crash to desktop? Post #227987
I've seen the 1st 2 SAW maps, and they were kind of not what I was expecting from a HL2 based SP game...

They were nice, but I'm not sure what they were aiming for...
Posted 17 years ago2007-07-08 19:57:00 UTC
in Crash to desktop? Post #227982
Heh, Splint...

One moves as the other does as the other does as the other does... ... ... :nuke:

And thanks, Habboi...I appreciate being able to alleviate your boredom for a while...

My thought with the water wheel was to have the large wheel rotating a certain speed in 1 direction, and the smaller buckets rotating the same speed in the opposite direction. In theory it was supposed to create the effect of the buckets being held by gravity, like a ferris wheel rather than a waterwheel...I dunno why I wanted to do that...I figure it was just a neat idea, since that's not how waterwheels work...

Hopefully I can figure out how to correctly make these things with the arch tool, I'm not used to it, as I've only used it to make spiral staircases, but I suppose I could learn...

Thanks again, I think I've learned more from you fixing my errors than I have the entire week I've been mapping :lol:
_____

Also, for the sake of not starting another thread...Is there a way to create multiple skybox textures on one map...Since you can only set 1 in the map properties I figure it requires some coding if at all possible...

I'm working on this little pet project, a HL2 version of SAW, and I need to have multiple outdoor settings...I started to fiddle with the idea of simply changing the light_environment drastically each time to get a different feel with the same skybox texture, and maybe doing some 3D skyboxes (which I'm not really comfortable with)...

Any ideas/suggestions?
Posted 17 years ago2007-07-08 17:16:52 UTC
in Crash to desktop? Post #227967
Wherever you get fed up with fixing it feel free to give yourself a rest, haha...

I'm a bit of a noob when it comes to mapping (as you see, only been at it for a few weeks) but those tips helped...

Thanks a BUNCH for checking it out for me...

The well and waterwheel are both hollowed cylinders manipulated a bit...

I know it's a bunch of tiny pieces now, but I'd done things like that before with positive outcomes so I wasn't too worried...

I haven't carved anything though...I'm afraid of that tool :zonked:

The water was my biggest worry...

Is it alright if it goes through brushes? Or will I have to sort it out so that goes around them...

And on the detail...I was about to continue to that step when it started crashing...I wanted to get a feel for it...to see where things were and how it played out...but I never even got to walk around it...It's by NO means finished...

Either way...thanks a hell of a lot... :biggrin:
Posted 17 years ago2007-07-08 15:43:03 UTC
in Crash to desktop? Post #227960
Still crashes... :cry:
Posted 17 years ago2007-07-08 13:24:33 UTC
in Crash to desktop? Post #227952
I've tried that...

I went in and deleted anything and everything even SLIGHTLY taxing...

Water, hollowed cylinders, props, rocks, displacement textures on non-displacement surfaces...

It still continues to crash...

That's why I offered the .vmf and .bsp

There must be something I'm not seeing... :furious:
Posted 17 years ago2007-07-08 13:12:38 UTC
in Crash to desktop? Post #227949
Mini-Bump!

I've tried multiple things to see if I can get it load...and it keeps crashing at the point where it's trying to "Initialize Renderer"...

Here's the .vmf http://download.yousendit.com/8748CA307E129DA5

Here's the .bsp (to see if anyone else can load it) http://download.yousendit.com/7AF3E0B76BC9CCF8

And here's the latest compile log:

[quote]
** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:program filessteamsteamappscleophus221counter-strike sourcecstrikematerials
Loading C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.vmf
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 362 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/hav*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/havrt"
Can't load skybox file skybox/hav 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) (151326 bytes)
Error! prop_static using model "models/props_c17/furnituredrawer001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furnituredrawer001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 202 texinfos to 149
Reduced 24 texdatas to 21 (628 bytes to 489)
Writing C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.bsp
4 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.bsp
reading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.prt
111 portalclusters
386 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 (13)
Optimized: 8 visible clusters (0.00%)
Total clusters visible: 10957
Average clusters visible: 98
Building PAS...
Average clusters audible: 111
visdatasize:3993 compressed from 3552
writing c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.bsp
13 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3"

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

Loading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.bsp
1992 faces
7 degenerate faces
184977 square feet [26636748.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1985 patches before subdivision
14779 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (86)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
transfers 673951, max 396
transfer lists: 5.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(7990, 7601, 6074)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(509, 379, 180)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(37, 21, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0136 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 22/1024 1056/49152 ( 2.1%)
brushes 390/8192 4680/98304 ( 4.8%)
brushsides 3180/65536 25440/524288 ( 4.9%)
planes 3742/65536 74840/1310720 ( 5.7%)
vertexes 3496/65536 41952/786432 ( 5.3%)
nodes 712/65536 22784/2097152 ( 1.1%)
texinfos 149/12288 10728/884736 ( 1.2%)
texdata 21/2048 672/65536 ( 1.0%)
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 1992/65536 111552/3670016 ( 3.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1620/65536 90720/3670016 ( 2.5%)
leaves 735/65536 23520/2097152 ( 1.1%)
leaffaces 2489/65536 4978/131072 ( 3.8%)
leafbrushes 782/65536 1564/131072 ( 1.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 17291/512000 69164/2048000 ( 3.4%)
edges 9996/256000 39984/1024000 ( 3.9%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 282/32768 2820/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5757/65536 11514/131072 ( 8.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 852072/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3993/16777216 ( 0.0%)
entdata [variable] 12045/393216 ( 3.1%)
LDR leaf ambient 735/65536 17640/1572864 ( 1.1%)
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] 1/1530 ( 0.1%)
pakfile [variable] 20856/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 151326/4194304 ( 3.6%)

Total Win32 BSP file data space used: 1596110 bytes

Total triangle count: 6825
Writing c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.bsp
1 minute, 50 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_littlecabin_v3.bsp" "c:program filessteamsteamappscleophus221counter-strike sourcecstrikemapsgg_littlecabin_v3.bsp"[/quote]

Somebody's gotta have an idea... :aghast:
Posted 17 years ago2007-07-07 06:14:08 UTC
in A new map i'm making! Post #227678
I think a birds eye view would be handy...
Posted 17 years ago2007-07-07 04:09:32 UTC
in Shitty lights Post #227667
Oooh how I wish I had a "registered" version of the XSI Mod Tool :aggrieved:
Posted 17 years ago2007-07-06 13:42:57 UTC
in Hl2:dm Post #227604
You...can't be bothered?

Why hello Miss. O'Hara, would you like the usual 2 sugars in your tea?
Posted 17 years ago2007-07-05 08:15:48 UTC
in Crash to desktop? Post #227430
Yessuh...

Loading it directly from console...

map gg_minimill_v3

Maybe I should save it and compile it with a different name...

I'll see if that works...

EDIT: Nope...

I changed the name, re-compiled...and it still crashes hl2.exe while it's trying to "Initialize Renderer"...

>_<
Posted 17 years ago2007-07-05 07:56:30 UTC
in Problems Translating Map CS/DM Post #227425
I'm attempting to translate a map I originally worked on for CS:S into a HL2:DM map...

However, I'm encountering a few issues...

Aside from the obvious things like fixing textures that don't exist in HL2:DM and removing or replacing entities that don't exist (along with certain flags)...I'm sure there are some issues that I'm missing...

When trying to compile I get this
** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221half-life 2 deathmatchhl2mp" "C:Program FilesSteamsteamappscleophus221sourcesdk_contenthl2mpmapsrcsp_SAW_v1"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:program filessteamsteamappscleophus221half-life 2 deathmatchhl2mpmaterials
Loading C:Program FilesSteamsteamappscleophus221sourcesdk_contenthl2mpmapsrcsp_SAW_v1.vmf
Error: displacement found on a(n) func_detail entity - not supported

** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221half-life 2 deathmatchhl2mp" "C:Program FilesSteamsteamappscleophus221sourcesdk_contenthl2mpmapsrcsp_SAW_v1"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:program filessteamsteamappscleophus221sourcesdk_contenthl2mpmapsrcsp_SAW_v1.bsp
Error opening c:program filessteamsteamappscleophus221sourcesdk_contenthl2mpmapsrcsp_SAW_v1.bsp

** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221half-life 2 deathmatchhl2mp" "C:Program FilesSteamsteamappscleophus221sourcesdk_contenthl2mpmapsrcsp_SAW_v1"

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

Loading c:program filessteamsteamappscleophus221sourcesdk_contenthl2mpmapsrcsp_SAW_v1.bsp
Error opening c:program filessteamsteamappscleophus221sourcesdk_contenthl2mpmapsrcsp_SAW_v1.bsp

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappscleophus221sourcesdk_contenthl2mpmapsrcsp_SAW_v1.bsp" "c:program filessteamsteamappscleophus221half-life 2 deathmatchhl2mpmapssp_SAW_v1.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
I'm assuming it has something to do with where the files are saved, but I can't seem to pinpoint what needs to go where...

Any help would be appreciated! :aggrieved:

EDIT:

Nevermind, I'm an idiot...I somehow had a displacement tied to func_detail...

I swear I never see these things in my log until I post them...
Posted 17 years ago2007-07-05 07:11:34 UTC
in Crash to desktop? Post #227420
It only happens with THIS map, period...

None of my other maps do this, nor do Valve's maps...

I'm opening the game myself, and running the map from console...

Crashes like Evel Knievel :(
Posted 17 years ago2007-07-05 03:44:29 UTC
in Crash to desktop? Post #227413
I did a bit of tweaking to get rid of the errors, yet I'm still crashing to the desktop when trying to load the map...

Here's an updated compile log...

I'm still working on trying to get Nem's to work :/

[quote]** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:program filessteamsteamappscleophus221counter-strike sourcecstrikematerials
Loading C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.vmf
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 360 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/hav*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/havrt"
Can't load skybox file skybox/hav 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) (156988 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 258 texinfos to 176
Reduced 24 texdatas to 21 (584 bytes to 454)
Writing C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.bsp
2 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.bsp
reading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.prt
86 portalclusters
256 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 (1)
Optimized: 1 visible clusters (0.00%)
Total clusters visible: 6451
Average clusters visible: 75
Building PAS...
Average clusters audible: 86
visdatasize:2584 compressed from 2752
writing c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.bsp
1 second elapsed

** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3"

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

Loading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.bsp
1974 faces
7 degenerate faces
179140 square feet [25796260.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1967 patches before subdivision
14579 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (74)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (20)
transfers 658357, max 389
transfer lists: 5.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(7775, 7368, 5898)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(491, 365, 172)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(36, 20, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0133 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 37/1024 1776/49152 ( 3.6%)
brushes 398/8192 4776/98304 ( 4.9%)
brushsides 3227/65536 25816/524288 ( 4.9%)
planes 3742/65536 74840/1310720 ( 5.7%)
vertexes 3504/65536 42048/786432 ( 5.3%)
nodes 765/65536 24480/2097152 ( 1.2%)
texinfos 176/12288 12672/884736 ( 1.4%)
texdata 21/2048 672/65536 ( 1.0%)
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 1974/65536 110544/3670016 ( 3.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1608/65536 90048/3670016 ( 2.5%)
leaves 803/65536 25696/2097152 ( 1.2%)
leaffaces 2367/65536 4734/131072 ( 3.6%)
leafbrushes 733/65536 1466/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 17096/512000 68384/2048000 ( 3.3%)
edges 9943/256000 39772/1024000 ( 3.9%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 273/32768 2730/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5553/65536 11106/131072 ( 8.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 841888/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2584/16777216 ( 0.0%)
entdata [variable] 14195/393216 ( 3.6%)
LDR leaf ambient 803/65536 19272/1572864 ( 1.2%)
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] 1/1340 ( 0.1%)
pakfile [variable] 10676/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 156988/4194304 ( 3.7%)

Total Win32 BSP file data space used: 1587357 bytes

Total triangle count: 6714
Writing c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.bsp
1 minute, 36 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v3.bsp" "c:program filessteamsteamappscleophus221counter-strike sourcecstrikemapsgg_minimill_v3.bsp"[/quote]

:

EDIT: Sorry for the double post...
Posted 17 years ago2007-07-04 09:19:14 UTC
in Crash to desktop? Post #227339
Thanks! :D
Posted 17 years ago2007-07-04 09:00:12 UTC
in Crash to desktop? Post #227335
I must be blind...

I didn't read either of those both times I read through the log...

Thanks... :zonked:
Posted 17 years ago2007-07-04 08:23:00 UTC
in Crash to desktop? Post #227333
** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:program filessteamsteamappscleophus221counter-strike sourcecstrikematerials
Loading C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
** leaked **
Entity info_player_terrorist (-685.00 -365.00 64.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 360 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/hav*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/havrt"
Can't load skybox file skybox/hav 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 (1) (145024 bytes)
Static prop models/props/de_prodigy/prodcratesa.mdl outside the map (-928.00, -246.09, 88.00)
Static prop models/props/de_prodigy/prodcratesb.mdl outside the map (-376.00, -224.00, 88.00)
Static prop models/props/cs_militia/crate_extrasmallmill.mdl outside the map (-320.00, -272.00, 40.00)
Static prop models/props/cs_militia/crate_extrasmallmill.mdl outside the map (-320.00, -272.00, 88.00)
Static prop models/props/de_prodigy/prodcratesb.mdl outside the map (136.00, -232.00, 112.00)
Static prop models/props/de_prodigy/prodcratesb.mdl outside the map (208.00, -216.00, 112.00)
Static prop models/props/cs_militia/militiarock01.mdl outside the map (448.00, -320.00, 80.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 178 texinfos to 110
Reduced 23 texdatas to 20 (570 bytes to 440)
Writing C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.bsp
2 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.bsp
reading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.prt
LoadPortals: couldn't read c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.prt

** Executing...
** Command: "c:program filessteamsteamappscleophus221sourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappscleophus221counter-strike sourcecstrike" "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2"

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

Loading c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.bsp
No vis information, direct lighting only.
1861 faces
7 degenerate faces
143900 square feet [20721636.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (68)
Build Patch/Sample Hash Table(s).....Done<0.0099 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 20/1024 960/49152 ( 2.0%)
brushes 374/8192 4488/98304 ( 4.6%)
brushsides 3048/65536 24384/524288 ( 4.7%)
planes 3446/65536 68920/1310720 ( 5.3%)
vertexes 3166/65536 37992/786432 ( 4.8%)
nodes 640/65536 20480/2097152 ( 1.0%)
texinfos 110/12288 7920/884736 ( 0.9%)
texdata 20/2048 640/65536 ( 1.0%)
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 1861/65536 104216/3670016 ( 2.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1510/65536 84560/3670016 ( 2.3%)
leaves 661/65536 21152/2097152 ( 1.0%)
leaffaces 2266/65536 4532/131072 ( 3.5%)
leafbrushes 697/65536 1394/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16215/512000 64860/2048000 ( 3.2%)
edges 9476/256000 37904/1024000 ( 3.7%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 272/32768 2720/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5556/65536 11112/131072 ( 8.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 842624/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 8340/393216 ( 2.1%)
LDR leaf ambient 661/65536 15864/1572864 ( 1.0%)
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] 1/392 ( 0.3%)
pakfile [variable] 10676/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 145024/4194304 ( 3.5%)

Total Win32 BSP file data space used: 1520956 bytes

Total triangle count: 6454
Writing c:program filessteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.bsp
1 minute, 9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappscleophus221sourcesdk_contentcstrikemapsrcgg_minimill_v2.bsp" "c:program filessteamsteamappscleophus221counter-strike sourcecstrikemapsgg_minimill_v2.bsp"
Posted 17 years ago2007-07-04 01:47:48 UTC
in Crash to desktop? Post #227313
I spent the last two hours working on a rough base for a new map, and after the compile (which I didn't recognize any errors in), the map won't fully load in Source.

It seems to load the map up until the actual connection to the server, then Steam crashes to the desktop.

If anyone can pick out the problem with the .vtf I'd be grateful!

I think it might have to do with a displacement error...though I'm not sure...

http://download.yousendit.com/C27EDE812AA64F4D

:
Posted 17 years ago2007-06-15 05:55:10 UTC
in VGUI Screens Post #225283
How do you reset your game configs?

What's a fgds?

And where's the edit button?

(Nevermind, I see the edit button...Sorry)

:confused:

Wow, I'm an idiot...

I neglected to mention that I was attempting to do this on a CS:S map, where monitors and cameras are not supported...

Well, now I know how to do it if I ever make a DM map!

HA...

Thanks for the help Penguin!
Posted 17 years ago2007-06-14 20:19:30 UTC
in VGUI Screens Post #225258
Didn't work...

:
Posted 17 years ago2007-06-14 19:51:12 UTC
in VGUI Screens Post #225257
Wow, that sounds MUCH easier than what I was trying to do...

Guess I got on the wrong track...

Okay, so I've come to the step where you set the camera link to the camera you placed in the map and my camera name isn't showing up on the list of things...

Also, I didn't have a point_camera entity, so I used point_devshot_camera...

I'm going to manually put in the name of the camera in that field, compile, and see how it goes...

Thanks a bunch for the help though! :lol:
Posted 17 years ago2007-06-14 18:34:24 UTC
in VGUI Screens Post #225252
:zonked:

Well, I've tried to create a "jumbotron" monitor for one of my small arena maps, but all 4 of the tutorials I've used either lost me, or didn't work for me...

Can anyone help me out with creating a monitor?

A tutorial, walkthrough, or just some advice would help greatly!

Oh, and is it possible to create a monitor that also moves? Like a monitor ON a door?

Thanks in advance!
Posted 17 years ago2007-06-11 08:12:27 UTC
in Is forcing a spawn point possible? Post #224889
What I ended up doing was placing each spawn point slightly above the other (about 4 units)...then put a breakable underneath each of them...each breakable triggers it's own "door" to open and kills all the other triggers...

That way, whichever player happens to be in the spawn point closest to the ground will be the "free" player...

Works pretty well so far...

Oh and on the dead body thing, I realized there's no way to make that work...

But thanks for your help!
Posted 17 years ago2007-06-04 19:51:00 UTC
in Is forcing a spawn point possible? Post #224433
I'm not quite sure I see where you're going with that?

Could you explain it a bit more in detail?

Also, do dead bodies do damage? If I were to make a breakable that responded to pressure, would a dead body trigger it? If not, what's a good way to trigger something with a dead body?
Posted 17 years ago2007-06-04 16:54:52 UTC
in Is forcing a spawn point possible? Post #224408
I've created a CS:S map with multiple CT and T spawn points, all but one on each team are enclosed within a "box" to be "released"...

It's part of a long complicated "1v1 arena" idea I had that's working out excellent so far. However I've encountered a snag...

The server it will be played on has a 20 man cap, and the map has 10 ct and t spawns. 9 enclosed, 1 open. The server is running on the gungame mod. I need either 1 ct or 1 t to spawn in the non-enclosed spawn point every time the map resets. Is it possible to keep the spawns random, yet force 1 player to spawn outside of the "boxes" in the open area?

Any ideas would be greatly appreciated!

Thx!