Map problems Created 19 years ago2005-04-04 19:05:23 UTC by Rusted Rusted

Created 19 years ago2005-04-04 19:05:23 UTC by Rusted Rusted

Posted 19 years ago2005-04-04 19:05:23 UTC 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 ago2005-04-04 19:10:57 UTC Post #101617
Did you put in the sky_camera entity?
Using the Entity tool, place a sky_camera at the exact centre of this new skybox. The centre will be marked with a white cross. Make sure the skybox is aligned to the centre in all the grid views. Remember, your sky_camera projects it's skybox from the origin of the world, or coordinates 0,0,0, so you may want to place a camera there from the start and scale it down along with the objects to make sure your sky looks right.
AJ AJGlorious Overlord
Posted 19 years ago2005-04-04 19:33:35 UTC 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 19:36:44 UTC Post #101621
I've no idea about the leak...
Try deleting the prop_static and recompilling.
AJ AJGlorious Overlord
Posted 19 years ago2005-04-04 20:05:58 UTC 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 20:12:32 UTC Post #101627
Clicky.

I had a quick browse through the de_dust props from that site (thanks to RabidMonkey) and there doesn't seem to be tree model. I suppose you could check through the other maps props for it.
AJ AJGlorious Overlord
Posted 19 years ago2005-04-04 20:15:08 UTC 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 20:19:23 UTC 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 20:21:06 UTC Post #101631
http://rabidmonkey777.bluewolf72.com/imagery/prop_images/props/de_dust/palm_tree_head_skybox.jpg

All the palm trees were models in the skybox, not the actual map (Well, the head bits at least. There's a trunk and head bit, the head goes in the skybox.) There's a full palm tree model for off in the distance in the skybox, too. (By the way, skyboxes with the tree props need to be at 1/4th scale, not 1/16th.)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-04-04 20:22:11 UTC Post #101632
Oh and some textures (notably HL2 model ones) have obsolete skins or were left in for some reason unknown. I can notice a few from the Borealis that got deleted, but the texes are still there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-04-04 20:33:54 UTC 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 20:51:58 UTC Post #101636
Did you set the skybox scale to 4 in the sky_camera's properties?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-04-04 21:11:02 UTC 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 21:11:46 UTC Post #101640
btw, how would you go on about setting the scale to 4? thanks
Posted 19 years ago2005-04-04 21:15:56 UTC Post #101641
Check the sky_camera properties, there's a option for scale.
AJ AJGlorious Overlord
Posted 19 years ago2005-04-04 21:21:20 UTC 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 21:47:14 UTC Post #101648
You'll have to scale up the 16 scale things, rescale them to 1/4th scale, then readjust the sky accordingly.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-04-04 22:19:44 UTC Post #101649
:nuts:
This is gonna take a while..
Posted 19 years ago2005-04-04 23:13:50 UTC Post #101650
Just to make it clear, I have to shrink everything down to 0.25 instead of 0.0625?
Posted 19 years ago2005-04-05 00:26:20 UTC Post #101651
Yep.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-04-05 02:37:22 UTC 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 ago2005-04-05 02:41:14 UTC 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 04:43:32 UTC Post #101671
** leaked **
Entity prop_static (1948.00 -1558.00 549.00) leaked!
Error! prop_static using model "models/props_debris/concrete_chunk07a.md
l", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error! Entity sky_camera in solid volume!
Read your logs before you post them!

The FindPortalSide errors may well be due to the leak.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-04-05 17:05:23 UTC 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 ago2005-04-06 02:15:39 UTC Post #101957
Make sure the model origin is within the map.

Move the sky camera out of the solid.

prop_physics for all those error-causing ents. Set 'em motion disabled if they can't move.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-04-06 04:48:50 UTC 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?
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