Forum posts

Posted 19 years ago2005-04-06 04:48:50 UTC
in Map problems Post #101968
i think i fixed most of my stuff, but the leak is still there!
Anyways, hatboy1: i'm testing my map today around evening, can you be on AIM from 6 or 7pm ET?
Posted 19 years ago2005-04-05 17:05:23 UTC
in Map problems Post #101895
I'm aware that the leak exists, but I'm not sure how to fix it..It points to a palm tree trunk model thats close to the void, but everything is sealed air-tight. I dont know why its still reporting the leak
Posted 19 years ago2005-04-05 02:41:14 UTC
in Map problems Post #101663
Here's the compile log

** Executing...
** Command: "c:program filesvalvesteamsteamappscriminal_x12@yahoo.comsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappscriminal_x12@yahoo.comcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppscriminal_x12@yahoo.comsourcesdk_contentcstrikemapsrcde_WIP5"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:program filesvalvesteamsteamappscriminal_x12@yahoo.comcounter-strike sourcecstrikematerials
Loading C:Program FilesValveSteamSteamAppscriminal_x12@yahoo.comsourcesdk_contentcstrikemapsrcde_WIP5.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
** leaked **
Entity prop_static (1948.00 -1558.00 549.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, 3155.0, -422.8)
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 (5120.0, 3155.0, -7.5)
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 (5120.0, 3155.0, 537.3)
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 (5120.0, 3667.0, 122.0)
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 (4608.0, 4096.0, 122.0)
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 (5120.0, 2560.0, 122.0)
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 (5120.0, 1536.0, 122.0)
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 (9216.0, -1536.0, 122.0)
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...
Merged 42 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default cubemaps for env_cubemap using skybox sky_dust...
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 (0) (280305 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (280305 bytes)
Static prop ./models/props/cs_italy/it_wndc2.mdl outside the map (58.72, 54.44, 309.28)
Error! prop_static using model "models/props_debris/concrete_chunk07a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_debris/concrete_chunk07a.mdl"!
Error loading studio model ""!
Error! prop_static using model "models/props_wasteland/barricade001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/barricade001a.mdl"!
Error! To use model "./models/props_c17/woodbarrel001.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "./models/props_c17/woodbarrel001.mdl"!
Error! To use model "./models/props/de_dust/grainbasket01c.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "./models/props/de_dust/grainbasket01c.mdl"!
Error! prop_static using model "./models/props_debris/concrete_chunk02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "./models/props_debris/concrete_chunk02a.mdl"!
Error! prop_static using model "./models/props_debris/concrete_chunk01c.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "./models/props_debris/concrete_chunk01c.mdl"!
Error! prop_static using model "./models/props_wasteland/barricade002a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "./models/props_wasteland/barricade002a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Error! Entity sky_camera in solid volume!

** Executing...
** Command: "c:program filesvalvesteamsteamappscriminal_x12@yahoo.comsourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappscriminal_x12@yahoo.comcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppscriminal_x12@yahoo.comsourcesdk_contentcstrikemapsrcde_WIP5"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:program filesvalvesteamsteamappscriminal_x12@yahoo.comsourcesdk_contentcstrikemapsrcde_WIP5.bsp
Error opening c:program filesvalvesteamsteamappscriminal_x12@yahoo.comsourcesdk_contentcstrikemapsrcde_WIP5.bsp

** Executing...
** Command: "c:program filesvalvesteamsteamappscriminal_x12@yahoo.comsourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappscriminal_x12@yahoo.comcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppscriminal_x12@yahoo.comsourcesdk_contentcstrikemapsrcde_WIP5"

Valve Software - vrad.exe (Mar 8 2005)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappscriminal_x12@yahoo.comsourcesdk_contentcstrikemapsrcde_WIP5.bsp
Error opening c:program filesvalvesteamsteamappscriminal_x12@yahoo.comsourcesdk_contentcstrikemapsrcde_WIP5.bsp

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppscriminal_x12@yahoo.comsourcesdk_contentcstrikemapsrcde_WIP5.bsp" "c:program filesvalvesteamsteamappscriminal_x12@yahoo.comcounter-strike sourcecstrikemapsde_WIP5.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
Posted 19 years ago2005-04-05 02:37:22 UTC
in Map problems Post #101661
Another error =
I shrunk everything down to 1/4 and when I compile and run it, it keeps compiling the old map from yesterday and runs it. If I save it under a different name, it gives me this error:

The command failed. Windows reported the error:
"The system cannot find the file specified."

I also have a leak somewhere around in my map, but I doubt it has something to do with this, because everything was working fine untill yesterday..Today I sealed my map with skyboxes and added model props and stuff..whats wrong?
Posted 19 years ago2005-04-04 23:13:50 UTC
in Map problems Post #101650
Just to make it clear, I have to shrink everything down to 0.25 instead of 0.0625?
Posted 19 years ago2005-04-04 22:19:44 UTC
in Map problems Post #101649
:nuts:
This is gonna take a while..
Posted 19 years ago2005-04-04 21:21:20 UTC
in Map problems Post #101642
Ok I set the scale to 4, but everthings screwy. When I run the game the stuff that I had in my little 3D skybox disappeared off to somewhere..what happened? I think it did affect the stuff that I had in it. And the palm tree heads are no where to be found
Posted 19 years ago2005-04-04 21:11:46 UTC
in Map problems Post #101640
btw, how would you go on about setting the scale to 4? thanks
Posted 19 years ago2005-04-04 21:11:02 UTC
in Map problems Post #101639
No i didnt, but if i did it, its gonna affect the low poly bldgs I made for outside the map?
Posted 19 years ago2005-04-04 20:33:54 UTC
in Map problems Post #101635
I already had the setup you described (palm tree heads in a skybox, trunks in the map) and this is how it looks

http://img63.exs.cx/img63/1522/dejedwip200055kw.jpg

Looks like a freakin jungle! I put the tree heads at the end of the tree trunks by exact measurement :)
Also look at how it looks in Dust

http://img63.exs.cx/img63/8366/dedust00062od.jpg

Sexy.
I want my tree models to look like those!
Posted 19 years ago2005-04-04 20:19:23 UTC
in Map problems Post #101629
If all else fails, do you know a place where I can find palm tree models? My map NEEDS palm trees! because those are the ones that give a distinct middle eastern flavor to any place, and my map is happenin in a small residential district in some fictional middle eastern city
Posted 19 years ago2005-04-04 20:15:08 UTC
in Map problems Post #101628
Poo. How the hell did they use it in when making dust ? And why does it show up in the texture application browser?
Posted 19 years ago2005-04-04 20:05:58 UTC
in Map problems Post #101625
I ran into another problem =

I'm trying to add a prop_static .mdl of those cool palm trees from de_dust, but I cant find it! I can find it from searching the textures through the texture application browser, but I cant find it using the "world model" browse window..Here's a pic of what I'm looking for:

http://img41.exs.cx/img41/460/palm5aa.jpg

When I browse through the "world model" (alt+enter) browser window, I go in
[ROOT].modelspropsde_dust
Thats all there is..there is no 'objects' sub directory in there, and I really really hate this custom browser. Any help on finding my .mdl ?

Just to let you know, there ARE .mdls of palm trees, but they are friggin huge and are only for skyboxes! I cant use them ingame. I wanna use the ones that are smaller and realistic (the ones in de_dust)
Posted 19 years ago2005-04-04 19:33:35 UTC
in Map problems Post #101618
oh sh!t, I forgot to align my skybox in the center..thanks Anthony..Any clues on the leak?
Posted 19 years ago2005-04-04 19:05:23 UTC
in Map problems Post #101615
So far the basic layout of my map is done, now I'm adding tree models and such. I have couple of problems. First off, there's a leak and it points to the coordinates of a prop_static entitiy, and the pointfile points outside the skybox. I sealed the skybox where it pointed outside (sure enough there was a leak there), but its still poiting out, I dont know why.
Another thing is that, my 3d skybox was screwy. So I got rid of it and made a new one (with the palm_treehead_skybox props in it) but when I run it after compiling, the new skybox doesnt show up but the old one does. (I can see the 3dskybox because I made it so close to the map, but outside the boundary) Why is my old skybox showing up even though I deleted it and have a new one in its place? Whats with the leak? Any help?
I also wanna thank all those who helped me get this far on my map on this board :) I also tried looking for a place to upload my map if someone wants to look at it..but none of the sites want to accept my 2 mb vmf file =
Posted 19 years ago2005-03-29 23:14:04 UTC
in Help with making buildings! Post #100014
Thanks Rad. In the first link that you gave, the building models that he used, where are they in Hammer? Also, I'm trying to find the door models from Office, I cant find 'em =
Thanks for helpin'
Posted 19 years ago2005-03-29 20:12:06 UTC
in Help with making buildings! Post #99994
I dont have anything like that. The only thing thats sort of transparent is the func_illusionary that I used for balcony railings..Even then this was happening before I put the balcony railings in there places..I havent used anything env_xxxx so far
Posted 19 years ago2005-03-29 19:57:55 UTC
in Help with making buildings! Post #99987
Posted 19 years ago2005-03-29 18:29:08 UTC
in Help with making buildings! Post #99961
Here's my question: I made a building out of brushes with its interior exposed (player can get in, climb to the roof etc), but it took many brushes to make and once I run it, the fps drops from 60 to 30 just by looking at it..the sound is delayed as well :(
The thing is, when I made this building out of carving (interior out of carving as well), there was absolutely no fps drop. In fact, I had 5 carved buildings (including the one with the exposed interior) and it worked fine..Now I got only one building and theres a fps drop...Any clues?
Posted 19 years ago2005-03-29 18:24:48 UTC
in Help with making buildings! Post #99958
Hey rabidmonkey777, can you get on AIM ? I got a few questions :P
Posted 19 years ago2005-03-28 22:44:20 UTC
in Help with making buildings! Post #99790
oh they're in the playable area..I'm not sure about the buildings that are going to be in the non-playable area. Tried looking for building models from office, couldnt find none. BTW, I tried adding you in AIM but it says you're offline =
Thanks for helpin. Could'nt have gone this far w/o your help!
Posted 19 years ago2005-03-28 22:26:19 UTC
in Help with making buildings! Post #99786
Hey guys. I scratched my whole map and started from beginning :)
Now I made my building using brushes only (no carving) and fitted it with prop windows. All in all the building took 30 brushes to build, and its the simplest of buildings. I think it will take a little under 100 brushes to make more complicated ones (adding stairs is only gonna increase the brush count). I'm gonna have 10-15 of these buildings..Is my brush count high for such buildings?
Posted 19 years ago2005-03-28 19:43:42 UTC
in Help with making buildings! Post #99774
I'm gonna rule with this map, now that rabidmonkey777 is helping me!
Posted 19 years ago2005-03-28 05:18:16 UTC
in Help with making buildings! Post #99665
Thanks for the heads up. Do you think I can bother you in AIM and assault you with my nooblar questions as I come across them ? I dont have msnmenssenger or IRC :D
Posted 19 years ago2005-03-28 04:56:45 UTC
in Help with making buildings! Post #99659
btw this is how my map looks so far..I'd say its about 20% complete, still a lot of buildings left to make, props etc.

http://img129.exs.cx/img129/8746/ip7qr.jpg
Posted 19 years ago2005-03-28 04:48:19 UTC
in Help with making buildings! Post #99656
So do you guys suggest that I make my windows and doors out of brushes (make a brush, turn it into a prop_static entity and slap the window/door texture on it), or learn how to model the windows/doors using SoftImage ? Take into consideration that my map is relatively huge (its 3890 x 4570), it will (hopefully) have 10-15 buildings with each side requiring 4-6 windows. Also I'm trying to make roads, pavements and streetlamps out of brushes (all resting on top of a ground brush)...this is all going to chug on my processor >.<
Posted 19 years ago2005-03-28 04:35:08 UTC
in Help with making buildings! Post #99647
Thanks for the advice. Since I want middle eastern flavor in my map, I thought of using the window/door textures from de_dust, and they really do fit the bill.

http://img228.exs.cx/img228/7626/winds2ad.jpg

I want those in my map! But they all get discolored if I use them on brushes :( Are there de_dust window/door textures in there that I can use on brushes?

I do want to use models because I hear they're not so hard on the processor, but I have no clue on how to make window/door models. Man, I'm so lost :zonked:
P.S: Also how do people make those extremely tall skyscrapers?
Posted 19 years ago2005-03-28 04:13:40 UTC
in Help with making buildings! Post #99627
Hey guys, this is my first post here. I'm new to mapping, so bear with me :) I'm trying to make a map with an urban setting set somewhere in the middle east. As you all know, an urban setting requires many buildings, and I dont really know a good way of making a building =

The main problem that I'm stuck on is making external windows and doors (not usable). I dont really know a good way of "adding" windows and doors to the buildings. So far, this is what I've been doing: I make a big cube (representing a building), then I make a little cube of a window's dimensions, then carve it in the big cube (one unit deep). Then I make the little cube half a unit and make it sit inside the carve and finally, I slap the window texture on it. But I realized this is not going to work, firstly because I'm gonna have 10+ buildings. Carving out all the sides of all these buildings is gonna be a load both on the processor as well as my brain. Besides, I dont wanna spend that much time working on buildings outside the map boundary which are just for decoration and immersion. Secondly, I tried it with one building and it didnt work! I'm getting crazy colored textures on top of the door/window textures when I run the game.

http://img34.exs.cx/img34/8361/2story33300019xl.jpg
(My map is set to fullbright, so dont worry about black hands :) )

Someone told me that I'm using the 'model' textures for my windows/doors, and thats the reason for the funky colors. Someone else suggested that I make models of windows/doors using SoftImage. But I have absolutely no knowledge about modelling, let alone making a window with SoftImage. Can someone guide me through this problem? The reason I said guide is because I'm relatively a noob when it comes to mapping, and this is my first map. I'd really really appreciate it :D