Forum posts

Posted 16 years ago2008-01-12 17:02:13 UTC
in Prop/Lighting Post #243274
R1Co brings beer and music
Posted 16 years ago2008-01-12 14:13:37 UTC
in Prop/Lighting Post #243266
I had the same problem with that tool. Put it into the "sourcesdkbinep1bin" folder, instead of "sourcesdkbin". Changed due to Orange Box upgrade.

It'll work but I didn't manage to decompile a model yet, because I get another error then. Didn't really try to solve this tho.

Edit: When I try to decompile I get "Extra App ID set to 211, but no SteamAppid". Hope you won't get the same. Hints on that would be appreciated.
Posted 16 years ago2008-01-08 09:32:51 UTC
in Skybox performance question Post #242946
Thanx! Showbudget might be what I was looking for. Also "cl_showfps 2" which stores lowest and highest framerate.
Posted 16 years ago2008-01-08 07:27:17 UTC
in creating rugged terrain Post #242940
So you want to make the map for CS 1.6 with some source textures? Don't know about it then. I only map for Source.
Posted 16 years ago2008-01-08 07:23:39 UTC
in prefabs and entities Post #242939
Hi and welcome!

Prefabs: You can save anything you build by selecting it and clicking "create prefab" on the right side. It will save it then in the prefabs folder. Put any prefab you download into the same folder and you can use them from there.

CS Startpositions: info_player_terrorists and info_player_counterterrorists
You would also need a buyzone for both. Make a brush where the buyzone should be, put the "trigger" texture on all sides. Tie it to entity "func_buyzone" select the team which can buy there in the properties.

Tutorial on custom textures (didn't make my own textures yet so I don't know much about it): http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=226

Those portals with triggers: Make the bruh and tie it to entity "trigger_multiple". Apply changes. Add outputs (in the properties) that do what you want. Don't know in detail how a portal would be done with a trigger but I imagine it's possible with them.
This post was made on a thread that has been deleted.
Posted 16 years ago2008-01-07 12:05:30 UTC
in Skybox performance question Post #242863
If nobody knows I might simply test it by building two skybox types for my "final" map. What is the best way to measure performance in source?

I know how to display fps, but I don't think I will see a lot difference because I own a wtfomfgownage machine. ;)
Posted 16 years ago2008-01-07 09:23:52 UTC
in Lights and lighting Post #242860
You can "set" visleafs by placing hint brushes, but that is not always necessary and should only be done in certain useful cases. The rest is done automatically when you place worldbrushes and detail brushes carefully.
Posted 16 years ago2008-01-05 13:02:57 UTC
in Skybox performance question Post #242654
I'm building a map with a high tower in it from where you can look over the whole map. I guess this is bad for performance but I want to try it anyway. Also since I will be using vertical hint brushes above all areas I guess the performance will only suffer when you're on the tower, right?

Still I have large empty space above all areas. I can't split the skybox into different smaller areas because you wouldn't be able to snipe a position seen from the tower that is in another area.

Would it be better to have the skybox brushes tiltet to the tower, so they will start at the boundaries of the map and end a bit above the highest point you can get to? This would make the skybox smaller but the visleafs would have some diagonal faces. Which way is better for compiling? Diagonal but medium size or rectangular but huge?

Also, are diaginal skybox faces are problematic when building a 3D skybox?
Posted 16 years ago2008-01-05 11:06:25 UTC
in Lights and lighting Post #242649
Doesn't look bad, for a first project! (Me saying that tho I'm still working on my first project :) )
As far as I can understand, I should just func_detail every single wall I build...
Not every wall. just the detailed ones. Regular square rooms should just be enclosed by regular world geometry (brushes u build). Detailed stuff you build (pillars, other small stuff, stuff made of many small brushes etc.) should be turned into func_detail. That way the compiler should "understand" that the thing between four walls is a room and everything in it is detailed. So it will make only one visleaf for the room, which is good.
Posted 16 years ago2008-01-04 09:19:13 UTC
in Lights and lighting Post #242569
Well if you delete every light in your map, you will have fullbright on again, which will make unrealistic lghting but everything will be lit.
Posted 16 years ago2008-01-03 13:02:57 UTC
in Lights and lighting Post #242451
When I shut off VIS and RAD my map gets compiled within seconds, even though it has a lot of geometry. I guess it's because I already turned the detailed geometry into func_detail objects. Those are ignored by VBSP.

If you have a light_enviroment the light will come through windows and doors aswell but the rooms might stay rather dark and it would be necessary to put additional lights into them.
Posted 16 years ago2008-01-03 11:32:20 UTC
in Lights and lighting Post #242444
do leaks really matter?
If you ever want to publish your map, leaks matter. As I understand it, leaks will prevent VVIS from being run, this will lead to bad performance since all parts of your map will be drawn all the time. In addition lighting will be f***ed up. So the map will be totally crap. :)

Like I said, compile time can be reduced by using the fast VIS and RAD option. You may also skip VIS and RAD completely when you are not interested in lighting results and just want to see the geometry and stuff. Only the final compile run will need to be normal then.
Posted 16 years ago2008-01-03 10:51:51 UTC
in Lights and lighting Post #242437
VVIS is skipped when you have leaks, so if you have a leak it's fast. ;) Controlling Geometry Visibility and Compile Times. Lighting impact on the compile process happens when VRAD runs.
Posted 16 years ago2008-01-03 09:30:42 UTC
in Lights and lighting Post #242433
Leaks are either gaps in your map geometry (gaps between brushes - entities don't close gaps) or they are entities that are outside of your map - like a model that pierces a wall and can be seen from outside. Make sure that no model is outside and your world is sealed of by having all brushes next to each other. Gaps are sometimes hard to find but when you follow the red pointfile line you should be able to find it. There doesn't have to be any connections from the void into your map. Connections can happen through open gaps, entities or displacements - not through brushes. Well the article says it all. That way I learned it. :)

The VIS and RAD really take ages, when done completely. For testing purpose you might select "fast" on VIS and RAD. It's not 100% correct but it gives you a good idea of the lighting.
Posted 16 years ago2008-01-03 07:37:21 UTC
in Lights and lighting Post #242427
Yes, you'd need a light_environment somewhere in the map to enable the global lighting.

And you have a leak:
** leaked **
Entity func_door_rotating (-779.50 -1215.55 -722.00) leaked!
That should be solved because as far as I understand the compile process, a leak prevents VVIS from being executed and without VIS RAD will use direct lighting only, like in your log:
No vis information, direct lighting only.
You know about leaks and pointfiles?
Posted 16 years ago2008-01-02 09:35:07 UTC
in "Compiler Problems" or just "WTF?" Post #242286
No I didn't change the name. It simply doesn't compile as soon as I put in that wall entity.
Posted 16 years ago2008-01-02 09:32:38 UTC
in Lights and lighting Post #242285
1) "a sky that looks like it's going to rain." You mean the default skybox texture. You can change it by following these steps and select another sky texture form the sky list.

2) That sounds to me like your lighting isn't calculated correctly yet, leading to a map with "fullbright" on. With this, you will have no shadows at all and all rooms are lit. Look for error in your compile log, that may lead to fullbright on.

3) The lights from office are props and you can put them in as prop_static. But with the prop only, you will just have the lamp not the light. You'd need to add a light entity close to the lamp entity. Tips on lighting.

4) Like Highlander said.
Posted 16 years ago2007-12-29 14:33:33 UTC
in Filesystem.dll error Post #242082
This might be a better forum for steam problems.
Posted 16 years ago2007-12-29 00:23:44 UTC
in Vrad errors Post #242071
I don't know Nem's Batch Compiler but if it needs to be within "sourcesdkbin" you might try putting it into "sourcesdkbinep1bin" instead, since some other program was giving me the same error message and that was the solution. ;)
Posted 16 years ago2007-12-19 11:21:05 UTC
in "Compiler Problems" or just "WTF?" Post #241490
I used it as prop_static and now I use the whole wall from militia including an areaportal, some clip-faces, the breakable wood and an overlay on a test map. I copied the whole stuff and when I try to run the map, it doesn't create the .bsp . When I delete the prop_static with the wall, I can run the map and the rest (wood) is there.

BTW, I can't compile militia. It also doesn't create a bsp.
Posted 16 years ago2007-12-19 09:47:44 UTC
in "Compiler Problems" or just "WTF?" Post #241488
"done (1)" is not an error code it seems. I deleted some of the stuff I put into the map yesterday and now it compiles again. As soon as I add "bathroomwallhole01_tile.mdl" again, it won't compile anymore. That model is the bathroom wall with the hole in it, that is used on cs_militia.

Did anyone ever use this model or have similar problems with other models?
Posted 16 years ago2007-12-19 08:21:36 UTC
in orange box error Post #241485
Oh, I had the same problem but didn't realize you have it too. :)
So "entry point not found" still shows up although you put the StudioCompiler.exe into ..sourcesdkbinep1bin ? It worked for me. I don't get that message anymore. Unfortunately the program still does not run on my computer, since it's telling me "Extra App ID set to 211, but no SteamAppID.".
Posted 16 years ago2007-12-18 22:51:24 UTC
in "Compiler Problems" or just "WTF?" Post #241474
Sorry for the rather short subject but I really don't know what else to write.

I've been working on a CS:S map for some days now. Everything was fine until today all of a sudden the map didn't refrsh, when I wanted to test it. Meaning, I compiled it but the map I played was still an old version.

Then I realized that the compiling tools would not create a new .bsp when I delete the old one in mapsrc folder and compile. Instead the compiling works and then it tells me that "the file could not be found" when it tries to copy the file into the cstrike folder. But it doesn't tell me an error before.

This is the compile log:
materialPath: g:steamsteamappsXXXXXXXcounter-strike sourcecstrikematerials
Loading G:SteamSteamAppsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3916 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing G:SteamSteamAppsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_dustrt"
Can't load skybox file skybox/sky_dust 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) (514339 bytes)

2 threads
reading g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp
Error opening g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp

materialPath: g:steamsteamappsXXXXXXXcounter-strike sourcecstrikematerials
Loading G:SteamSteamAppsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3916 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing G:SteamSteamAppsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_dustrt"
Can't load skybox file skybox/sky_dust 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) (514339 bytes)

2 threads
reading g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp
Error opening g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp

[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp
Error opening g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp
You can see there is a "done (1)" after "WriteBSP...", which indicates an error imho. But what error??
Posted 16 years ago2007-12-17 12:45:47 UTC
in Importing CSS models into Hammer Post #241343
Sorry, it's me again. :)

Good tutorial about physics:
http://twhl.co.za/tutorial.php?id=100

Explanation of the different prop_ entities:
http://developer.valvesoftware.com/wiki/Prop_Types_Overview

Edit: I just deleted what I wrote here before, because it wasn't quite accurate. Just read what's under the links above.
Posted 16 years ago2007-12-17 12:34:55 UTC
in Need help with Skybox Post #241342
Hi! I'm also new to hammer and was wondering about that too. I found out how to change the "weather" yesterday:
http://developer.valvesoftware.com/wiki/Skybox#Changing_the_displayed_skybox

You might for example use the dust sky. Name is "sky_dust" (without the (hdr)). More skies in the sky list:
http://developer.valvesoftware.com/wiki/Sky_List

Have fun mapping!
Posted 16 years ago2007-12-17 09:01:07 UTC
in orange box error Post #241324
Start the SDK launcher with the parameter 'engine -ep1'
It's "-engine ep1". I mixed that up once and it didn't do anything. ;)
Posted 16 years ago2007-12-16 09:13:14 UTC
in how to install hammer with no internet Post #241184
Borrow a USB-WiFi card and use public WiFi?
Posted 16 years ago2007-12-14 21:40:22 UTC
in As easy as creating a dome? Post #240986
Well, ALMOST too easy with Twister. :biggrin: Thanx for the help!
Posted 16 years ago2007-12-14 21:38:43 UTC
in Importing CSS models into Hammer Post #240985
No, I don't think you can get those models, when doing a map for a different game. Don't know how you can import them.

About your HL2 missing: Your Source SDK seems to start with the new orange box games. When you want it to show older games like HL2 you have to start the SDK with the old engine (from Episode 1). Add "-engine ep1" to the launch options of your source SDK in Steam.
Posted 16 years ago2007-12-14 20:38:14 UTC
in As easy as creating a dome? Post #240981
Wow! Thanx for doing the video Tetsu0!! Although I didn't yet get all steps (since my Hammer version is different), I enjoyed it! :)

And thanx for the links ][R()N! Will look into that Twister thing now...
Posted 16 years ago2007-12-14 14:31:11 UTC
in As easy as creating a dome? Post #240901
There are better ways.
Mind telling me one?
Posted 16 years ago2007-12-14 12:41:35 UTC
in As easy as creating a dome? Post #240890
Thanx for the tip Striker but I've seen the video today, while searching for a solution, and I don't think this will serve my needs since my dome should have a nice spherical shape inside and outside.

So, what I wrote above ...
  • create a sphere
  • cut it into half
  • delete one half and make the other hollow
... should usually work, right?
Posted 16 years ago2007-12-14 11:39:43 UTC
in As easy as creating a dome? Post #240885
I want to create a dome and that thing should look kinda round - like most domes do.

Well I thought its easy:
  • create a sphere
  • cut it into half
  • delete one half and make the other hollow
First I had to learn that you can only build spheres with 16 faces. Okay, less than I expected but fine.

Now when I try to cut or hollow the sphere my Hammer throws an exception and closes or tells me "fatal error" and closes. With a sphere with 8 faces the hollowing worked but it's useless for my map.

Anyone else experiencing these problems with basic operations? Any helpful ideas?
Posted 16 years ago2007-12-14 11:31:46 UTC
in Importing CSS models into Hammer Post #240883
Do you want to create a map for CSS or another Source game?

If it's a CSS map, you're creating:
  • Add an entity prop_static
  • Go to its properties
  • select world model
  • push browse
  • look under "props", "cs_office"
  • there u have your chair_office.mdl
Hope that what you were asking for.
Posted 16 years ago2007-12-12 20:59:11 UTC
in very long compile times? Post #240783
Hi! I wanted to ask the same question about VVIS ridiculous compile times but as I read now this seems to be normal.

Weewun: If you want to compile your map just to get a feeling for it, compile it without using VIS! It will be finished in no time and it's useable. I will start working on a map (for the first time) and try to optimize for vis later on. Meanwhile I just skip it.

The purple glass thing might be a graphic bug with your g.-card and system. I encountered the same problem when playing CS:S on my old laptop (ATI Radeon 9600 card). Every now and then I had purple glass and purple reflections. Minimizing CS, switching to another program and maximizing CS again usually helped to restore clear reflections.

Greetings!

Rico