Forum posts

Posted 19 years ago2005-03-02 04:54:27 UTC
in de_fallout is beautiful [closed] Post #94550
to most it is a fantastic level, i hope more play it. sorry that you don't feel the same. :)
Posted 19 years ago2005-02-28 01:49:06 UTC
in de_fallout is beautiful [closed] Post #94070
btw...the story is....a fallout shelter for CT's, and the construction project is being funded by selling stolen paintings. T's need to blow it up. simple, but not simple map. have fun with this one! not easy. plenty of access to each room. good hiding spots, lots of availability to different areas. l8r
Posted 19 years ago2005-02-28 01:46:22 UTC
in de_fallout is beautiful [closed] Post #94069
still can't port forward, and i need a server, so here's my map.
http://www.cstrike-planet.com/maps?id=480
screenshots are available at the site.
i'd say my %'s are 85%-15% approve/disapprove of this map. it's a multi-story bomb map. 4 stories with a basement/attic. other features are a gate/portal, respawn deathtrap in attic, warning siren for backdoor bomb-site entrance, secret room with one-way door access only, and so on. 40 player-spawn map, and is created for close range play and sniper play. tons of fun, just need a server to run. download and reply please. let me know if you can run it on your server, because this is a great cs:source map. thanks! mudbd@wiu.edu or reply to this forum thread.
Posted 19 years ago2005-02-21 22:52:41 UTC
in so this map de_fallout..... Post #92428
ok...my last thread in this forum, some people wanted to download the map but had a problem at the site...they didn't go to the bottom of the thread...so the easiest downloadable site with screenshots is.....
http://www.cstrike-planet.com/maps?id=480
if there's a problem let me know.
It's just a little over 2 MB, so I cannot post the map on this site.
I also need a server to run this map on. If you like the map and run it on-line, let me know mudbd@wiu.edu please. I'm dying to play this online. I can't port forward on my server. thanks! ...Trepidation
Posted 19 years ago2005-02-20 13:14:09 UTC
in here ya go, have fun with this one Post #92025
ya, i was drunk when i posted that last reply:)
Posted 19 years ago2005-02-20 03:52:08 UTC
in how to test maps with bots??? Post #91968
when testing my maps, i set up bots, and try to control them in console. however, they face an ENTIRELY wrong direction, and just move back and forth, i tried mimicing, and actually i went through the entire console bot_ list and nothing changed. what other commands might make them a little more human like to carry out the specific objective for the map? like protecting a bomb site, rushing, or carrying out the bomb-site object (for terrorists). ??? it's just for a test run. thanks. ...trepidation
Posted 19 years ago2005-02-19 19:48:47 UTC
in what are port #s.... Post #91906
does anyone know the port numbers needed to open up to port forward in cs:source? i can't seem to find them. (needed to create server in internet tab) thanks....trepidation
Posted 19 years ago2005-02-19 19:47:45 UTC
in here ya go, have fun with this one Post #91905
this sight should be good for download and screenshots...need a server for this map to post...or what are the port #s for port forwarding in cs:source?
Posted 19 years ago2005-02-17 19:57:29 UTC
in here ya go, have fun with this one Post #91327
http://www.rapidrage.com/forum/forumdisplay.php?f=4

sorry...lt's this sight...the most recent thread i posted
Posted 19 years ago2005-02-17 11:27:55 UTC
in here ya go, have fun with this one Post #91207
there are screenshots posted at the above site now :0
Posted 19 years ago2005-02-17 03:00:39 UTC
in here ya go, have fun with this one Post #91159
my new map de_fallout
there's a description at for this map on the forum link...i'd like some type of review also...and still need a server for it, I still can't figure out the port forward if you have a good forum/tutorial/info on port forwarding i would like to see it. here's my map ....40 spawnpoints...quite interesting....
http://www.rapidrage.com/forum/showthread.php?t=243
Posted 19 years ago2005-02-16 01:06:54 UTC
in how do you create a turret for cs:source Post #90971
is there a way to make a turret for cs:source map like the turrets in half-life> that react on motion? I'm not sure what entity or brush based entity would qualify it. I can make my own model because the models don't load correctly, but not sure how to tie it to some type of action based off of motion...then cause shots fired and damage.??? ....trepidation
Posted 19 years ago2005-02-14 12:04:26 UTC
in Skybox Post #90425
well, im confused about the skybox. I have one building on my map...made it real simple. I used that one building and my ground brush as the focal point, and created the 1/16 map (3d skybox), then added the sky brush to the 1/16 map and the large map,hollowed it, added the light_environment, and bla bla bla, it won't work. all my textures were removed after i compiled, and the only thing i saw besides my shapes was a really horrible stretched out sunset. what the heck! hehe. what u think ??
Posted 19 years ago2005-02-14 11:45:25 UTC
in My elevator works...but won't stop?? Post #90424
I got my elevator to work, but the functrain (the platform) doesn't stop when it reaches it's spawnpoint (first floor where it started). again however, this only happens on the bottom floor, once it gets to the second, third, etc it stops and waits for the button to be pushed. how to solve this problem? i made sure in the functracktrain properties (the platform) the first stop target was path_track_1. ....at least that's what the tutorial said. :)
Posted 19 years ago2005-02-10 20:41:03 UTC
in cs:source from LAN to internet HELP plz Post #89567
what's the port #s, and where to open them>
Posted 19 years ago2005-02-10 19:29:22 UTC
in download for comments.... Post #89554
(for cs:source btw)
Posted 19 years ago2005-02-10 19:29:03 UTC
in download for comments.... Post #89553
I just reformatted my map to .zip....the download should be fine now. I've been waiting to play this map with others for some time now...I need a server to be uploaded on. I can't port forward for some reason. I think the firewall is preventing it. ????
Posted 19 years ago2005-02-10 02:49:59 UTC
in cs:source from LAN to internet HELP plz Post #89412
yes, works great offline. now im getting a message (this is for cs:source by the way), actually an email saying i uploaded the vmf but not bsp, and need to compile. well, i compiled, formatted to .zip, and posted the map. there should be no problem, unless im doing something wrong. i've tried to get admins to run the map, but some people are just, well, you know. anyway...i just wanna play this map with some people, and can't find ANYONE to play with on LAN> so...i dunno. i tried forwarding port, to no success. i have no idea.
Posted 19 years ago2005-02-10 01:22:42 UTC
in about cs:source elevator Post #89405
lucky4444....i tried that tutorial when it was on-line, and i couldn't get it to work....i think i tried 3 times from the beginning of the tutorial...word for word. for some reason i couldn't get into the elevator, so i removed the door and left that step out. then when i could get in the elevator, pushing the button did nothing.???? i dunno. i'll try it again i guess. but, parenting the door to the elevator prevented it from opening...actually if i remember correctly, the door was open already when i walked up to the elevator, but could not walk into the actual elevator. ??

..trepidation
Posted 19 years ago2005-02-10 00:42:36 UTC
in about .zip format Post #89396
Posted 19 years ago2005-02-10 00:41:51 UTC
in about .zip format Post #89395
i recently posted my map, and received an email that said "u uploaded the vmf file? u need to compile"...however, i did compile and then formatted to .zip. why would i get that message? what am i maybe doing wrong? ...trepidation
mudbd@wiu.edu
Posted 19 years ago2005-02-09 22:43:08 UTC
in zip format Post #89383
how do you include the .bsp in zip format? i put my map in the map page, but it didn't include the .bsp??? hmm..
Posted 19 years ago2005-02-09 21:20:32 UTC
in about cs:source elevator Post #89375
oh...the hl2world....i followed the directions exactly. Well, I'm not sure about the placement of the the path_tracks....or the height above track in func_tracktrain. I got the elevator to move, but it was buried in the ground, and the button didn't work. I even tried activating the button by taking damage, but that didn't work. Am i supposed to cover the brush button with the func_button brush? i don't understand.
Posted 19 years ago2005-02-09 20:59:39 UTC
in how to post map Post #89371
any recommended channels? too many channels...hehe
Posted 19 years ago2005-02-09 18:54:33 UTC
in about cs:source elevator Post #89349
I've tried 6 different tutorials to make an elevator for cs:source....

http://www.hl2world.com/wiki/index.php/Elevator
http://www.migandi.org.uk/tutorials/half-life2-editing-hammer-tutorials.htm
http://www.twhl.co.za/tutorial.php?id=10
http://collective.valve-erc.com/index.php?doc=1047964377-43297800#part1
http://forums.filefront.com/archive/index.php?f-512.html
http://www.twhl.co.za/tutorial.php?id=42

I tried all of these tutorials and more, multiple times...and none of them work.
Anyone know how to make a simple working elevator with a button activation that works? the tutorials aren't very clear with their directions..???? ...trepidation
Posted 19 years ago2005-02-09 18:48:54 UTC
in how to post map Post #89347
okay...so i posted my map....how long will it take before i get some type of reply on the map...whether it's interesting, or problems need to be fixed, etc.? and will i get a reply here or in email?> thanks for the help. ...trepidation
Posted 19 years ago2005-02-09 02:13:42 UTC
in how to post map Post #89173
btw...I'm just looking for feedback on this map....that's all. just wanna play it with a few people because it's a grand map. danx...trepidation
Posted 19 years ago2005-02-08 23:50:28 UTC
in how to post map Post #89168
I'm looking for a server to post this map on...just finished it. Do i need to post in .zip format...and if yes...how is that accomplished once I have formatted it to .zip? I'll post some screenshots too. thanks...trepidation
Posted 19 years ago2005-02-06 14:00:56 UTC
in getting my map from LAN to internet tab Post #88548
i think instead of dealing with that,...i can't find the ports closed off in firewall for my server, so I'm just going to try and get someone with a server to download this map to post. hopefully there's someone out there. hehe. I jump around maps too much on cs:source to know anyone really, especially admins/hosts. thanks....trepidation
Posted 19 years ago2005-02-06 11:59:45 UTC
in getting my map from LAN to internet tab Post #88533
i guess i can't host my own game...so, I need to request my map uploaded on someone elses server to run. I've posted the map with 4 screenshots at
http://csm2.net, but that was 2 or 3 days ago, haven't gotten an email reply. anyone reading this have a server, or know someone that may be interested in running any custom maps? would like to know. have been so excited to get this map on-line. thanks....trepidation
Posted 19 years ago2005-02-06 01:11:51 UTC
in getting my map from LAN to internet tab Post #88498
any other reasons my map might not be showing up in the internet tab that you can think of? maybe a command when i run map...-dev -console
+sv_lan 0???
Posted 19 years ago2005-02-06 00:59:56 UTC
in getting my map from LAN to internet tab Post #88496
also....the entity info_player_deathmatch
to play this map in cs:source, do i need that entity or is info_player_start enough?
Posted 19 years ago2005-02-06 00:56:03 UTC
in getting my map from LAN to internet tab Post #88495
ok i changed the map directory to the cs maps folder....two questions though
im not sure what the 2 errors near the end are...the mem pool errors...and how to fix them?
also, i've read quite a few forums on cubemaps..but still a little confused because they all say the same thing. do i need to add a env_cubemap outside my block map away from everything else?....like you see on some maps in source...the small version of the map? thanks....trepidation
Posted 19 years ago2005-02-06 00:07:05 UTC
in map from LAN to internet tab cs:source Post #88488
this is so frustrating. i have my map saved to the correct file, i compile my map, ran it to play in cs:source, and i can't get it to show in the internet tab. i've tried sv_lan command in console, ive tried map (mapname), and still doesn't show in internet. here's my compile log...see anything strange that would prevent it from loading....and....do i actally have to put a cubemap entity in my map, or is running buildcubemaps in console enough? anyway...here's my compile log......

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkb
invbsp.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-str
ike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: e:program filessteamsteamappssethdixcounter-str
ike sourcecstrikematerials
Loading E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.prt...done (1)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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...1
0
Building Physics collision data...
done (1) (179167 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (179167 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...1
0
Writing E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
6 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkb
invvis.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-str
ike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
reading e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.prt
797 portalclusters
2483 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...1
0 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...1
0 (134)
Optimized: 1183 visible clusters (0.00%)
Total clusters visible: 192882
Average clusters visible: 242
Building PAS...
Average clusters audible: 714
visdatasize:140688 compressed from 165776
writing e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
2 minutes, 17 seconds elapsed

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkb
invrad.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-str
ike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex"

Valve Software - vrad.exe (Jan 18 2005)
--- Radiosity Simulator --
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
2703 faces
245746 square feet [35387432.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2703 patches before subdivision
26701 patches after subdivision
27 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...1
0 (11)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...1
0 (16)
transfers 1474846, max 237
transfer lists: 11.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #1 added RGB(1613, 5641, 7191)
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #2 added RGB(196, 613, 538)
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #3 added RGB(25, 70, 47)
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #4 added RGB(3, 8, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #5 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0580 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...1
0 (2)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...1
0

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 85/1024 4080/49152 ( 8.3%)
brushes 457/8192 5484/98304 ( 5.6%)
brushsides 2936/65536 23488/524288 ( 4.5%)
planes 1276/65536 25520/1310720 ( 1.9%)
vertexes 4935/65536 59220/786432 ( 7.5%)
nodes 1937/65536 61984/2097152 ( 3.0%)
texinfos 103/12288 7416/884736 ( 0.8%)
texdata 17/2048 544/65536 ( 0.8%)
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 2703/65536 151368/3670016 ( 4.1%)
origfaces 1806/65536 101136/3670016 ( 2.8%)
leaves 2023/65536 113288/3670016 ( 3.1%)
leaffaces 3123/65536 6246/131072 ( 4.8%)
leafbrushes 765/65536 1530/131072 ( 1.2%)
surfedges 19447/512000 77788/2048000 ( 3.8%)
edges 10767/256000 43068/1024000 ( 4.2%)
worldlights 27/8192 2376/720896 ( 0.3%)
waterstrips 183/32768 1830/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3054/65536 6108/131072 ( 4.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 2305412/0 ( 0.0%)
visdata [variable] 140688/16777216 ( 0.8%)
entdata [variable] 65281/393216 (16.6%)
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] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 179167/4194304 ( 4.3%)

Total Win32 BSP file data space used: 3392930 bytes

Linux Specific Data:
physicssurface [variable] 179167/6291456 ( 2.8%)

Total Linux BSP file data space used: 3392930 bytes

Total triangle count: 6872
Writing e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
36 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp" "e:program filessteamsteamappssethdixcounter-str
ike sourcecstrikemapsde_vex.bsp"

HELP!....btw that's not actually the directory i was loading my game from....it's just the location i use for quicksaving. thanks...Trepidation
Posted 19 years ago2005-02-05 23:54:01 UTC
in cs:source from LAN to internet HELP plz Post #88487
this is so frustrating. i have my map saved to the correct file, i compile my map, ran it to play in cs:source, and i can't get it to show in the internet tab. i've tried sv_lan command in console, ive tried map (mapname), and still doesn't show in internet. here's my compile log...see anything strange that would prevent it from loading....and....do i actally have to put a cubemap entity in my map, or is running buildcubemaps in console enough? anyway...here's my compile log......

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkb
invbsp.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-str
ike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: e:program filessteamsteamappssethdixcounter-str
ike sourcecstrikematerials
Loading E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.prt...done (1)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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...1
0
Building Physics collision data...
done (1) (179167 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (179167 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...1
0
Writing E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
6 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkb
invvis.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-str
ike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
reading e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.prt
797 portalclusters
2483 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...1
0 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...1
0 (134)
Optimized: 1183 visible clusters (0.00%)
Total clusters visible: 192882
Average clusters visible: 242
Building PAS...
Average clusters audible: 714
visdatasize:140688 compressed from 165776
writing e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
2 minutes, 17 seconds elapsed

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkb
invrad.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-str
ike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex"

Valve Software - vrad.exe (Jan 18 2005)
--- Radiosity Simulator --
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
2703 faces
245746 square feet [35387432.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2703 patches before subdivision
26701 patches after subdivision
27 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...1
0 (11)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...1
0 (16)
transfers 1474846, max 237
transfer lists: 11.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #1 added RGB(1613, 5641, 7191)
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #2 added RGB(196, 613, 538)
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #3 added RGB(25, 70, 47)
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #4 added RGB(3, 8, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
Bounce #5 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0580 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...1
0 (2)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...1
0

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 85/1024 4080/49152 ( 8.3%)
brushes 457/8192 5484/98304 ( 5.6%)
brushsides 2936/65536 23488/524288 ( 4.5%)
planes 1276/65536 25520/1310720 ( 1.9%)
vertexes 4935/65536 59220/786432 ( 7.5%)
nodes 1937/65536 61984/2097152 ( 3.0%)
texinfos 103/12288 7416/884736 ( 0.8%)
texdata 17/2048 544/65536 ( 0.8%)
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 2703/65536 151368/3670016 ( 4.1%)
origfaces 1806/65536 101136/3670016 ( 2.8%)
leaves 2023/65536 113288/3670016 ( 3.1%)
leaffaces 3123/65536 6246/131072 ( 4.8%)
leafbrushes 765/65536 1530/131072 ( 1.2%)
surfedges 19447/512000 77788/2048000 ( 3.8%)
edges 10767/256000 43068/1024000 ( 4.2%)
worldlights 27/8192 2376/720896 ( 0.3%)
waterstrips 183/32768 1830/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3054/65536 6108/131072 ( 4.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 2305412/0 ( 0.0%)
visdata [variable] 140688/16777216 ( 0.8%)
entdata [variable] 65281/393216 (16.6%)
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] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 179167/4194304 ( 4.3%)

Total Win32 BSP file data space used: 3392930 bytes

Linux Specific Data:
physicssurface [variable] 179167/6291456 ( 2.8%)

Total Linux BSP file data space used: 3392930 bytes

Total triangle count: 6872
Writing e:program filessteamsteamappssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp
36 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:Program FilesSteamSteamAppssethdixsourcesdk_c
ontentcstrikemapsrcde_vex.bsp" "e:program filessteamsteamappssethdixcounter-str
ike sourcecstrikemapsde_vex.bsp"

HELP!....btw that's not actually the directory i was loading my game from....it's just the location i use for quicksaving. thanks...Trepidation
	Posted on 05 Feb 05 21:37
by trepidation
Page [1] | Replies: 0 | Reply

Post a reply
 [?]
Posted 19 years ago2005-02-05 23:37:01 UTC
in getting my map from LAN to internet tab Post #88482
this is so frustrating. i have my map saved to the correct file, i compile my map, ran it to play in cs:source, and i can't get it to show in the internet tab. i've tried sv_lan command in console, ive tried map (mapname), and still doesn't show in internet. here's my compile log...see anything strange that would prevent it from loading....and....do i actally have to put a cubemap entity in my map, or is running buildcubemaps in console enough? anyway...here's my compile log......

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkbinvbsp.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-strike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_contentcstrikemapsrcde_vex"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: e:program filessteamsteamappssethdixcounter-strike sourcecstrikematerials
Loading E:Program FilesSteamSteamAppssethdixsourcesdk_contentcstrikemapsrcde_vex.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:Program FilesSteamSteamAppssethdixsourcesdk_contentcstrikemapsrcde_vex.prt...done (1)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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) (179167 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (179167 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing E:Program FilesSteamSteamAppssethdixsourcesdk_contentcstrikemapsrcde_vex.bsp
6 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkbinvvis.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-strike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_contentcstrikemapsrcde_vex"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading e:program filessteamsteamappssethdixsourcesdk_contentcstrikemapsrcde_vex.bsp
reading e:program filessteamsteamappssethdixsourcesdk_contentcstrikemapsrcde_vex.prt
797 portalclusters
2483 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (134)
Optimized: 1183 visible clusters (0.00%)
Total clusters visible: 192882
Average clusters visible: 242
Building PAS...
Average clusters audible: 714
visdatasize:140688 compressed from 165776
writing e:program filessteamsteamappssethdixsourcesdk_contentcstrikemapsrcde_vex.bsp
2 minutes, 17 seconds elapsed

** Executing...
** Command: "e:program filessteamsteamappssethdixsourcesdkbinvrad.exe"
** Parameters: -game "e:program filessteamsteamappssethdixcounter-strike sourcecstrike" "E:Program FilesSteamSteamAppssethdixsourcesdk_contentcstrikemapsrcde_vex"

Valve Software - vrad.exe (Jan 18 2005)
--- Radiosity Simulator --
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:program filessteamsteamappssethdixsourcesdk_contentcstrikemapsrcde_vex.bsp
2703 faces
245746 square feet [35387432.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2703 patches before subdivision
26701 patches after subdivision
27 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16)
transfers 1474846, max 237
transfer lists: 11.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1613, 5641, 7191)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(196, 613, 538)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(25, 70, 47)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3, 8, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0580 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 85/1024 4080/49152 ( 8.3%)
brushes 457/8192 5484/98304 ( 5.6%)
brushsides 2936/65536 23488/524288 ( 4.5%)
planes 1276/65536 25520/1310720 ( 1.9%)
vertexes 4935/65536 59220/786432 ( 7.5%)
nodes 1937/65536 61984/2097152 ( 3.0%)
texinfos 103/12288 7416/884736 ( 0.8%)
texdata 17/2048 544/65536 ( 0.8%)
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 2703/65536 151368/3670016 ( 4.1%)
origfaces 1806/65536 101136/3670016 ( 2.8%)
leaves 2023/65536 113288/3670016 ( 3.1%)
leaffaces 3123/65536 6246/131072 ( 4.8%)
leafbrushes 765/65536 1530/131072 ( 1.2%)
surfedges 19447/512000 77788/2048000 ( 3.8%)
edges 10767/256000 43068/1024000 ( 4.2%)
worldlights 27/8192 2376/720896 ( 0.3%)
waterstrips 183/32768 1830/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3054/65536 6108/131072 ( 4.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 2305412/0 ( 0.0%)
visdata [variable] 140688/16777216 ( 0.8%)
entdata [variable] 65281/393216 (16.6%)
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] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 179167/4194304 ( 4.3%)

Total Win32 BSP file data space used: 3392930 bytes

Linux Specific Data:
physicssurface [variable] 179167/6291456 ( 2.8%)

Total Linux BSP file data space used: 3392930 bytes

Total triangle count: 6872
Writing e:program filessteamsteamappssethdixsourcesdk_contentcstrikemapsrcde_vex.bsp
36 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:Program FilesSteamSteamAppssethdixsourcesdk_contentcstrikemapsrcde_vex.bsp" "e:program filessteamsteamappssethdixcounter-strike sourcecstrikemapsde_vex.bsp"

HELP!....btw that's not actually the directory i was loading my game from....it's just the location i use for quicksaving. thanks...Trepidation