css Created 17 years ago2007-03-06 19:47:25 UTC by LCP LCP

Created 17 years ago2007-03-06 19:47:25 UTC by LCP LCP

Posted 17 years ago2007-03-06 19:47:25 UTC Post #215202
i have this problem i made a map lights on and everything when i compiled it and ran it there were func_illutionaries where there was supposed to be a hole so you cant see the hole there is like a wall you can go trough there. and in hammer there is nothing covering the hole. :

** Executing...
** Command: "c:program filesvalvesteamsteamappslcpuchesourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappslcpuchecounter-strike sourcecstrike" "C:Documents and SettingsLuis PucheDesktopMapsCounter sourcegg_dust"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:program filesvalvesteamsteamappslcpuchecounter-strike sourcecstrikematerials
Loading C:Documents and SettingsLuis PucheDesktopMapsCounter sourcegg_dust.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 C:Documents and SettingsLuis PucheDesktopMapsCounter sourcegg_dust.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (54656 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 238 texinfos to 204
Reduced 13 texdatas to 12 (266 bytes to 227)
Writing C:Documents and SettingsLuis PucheDesktopMapsCounter sourcegg_dust.bsp
2 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappslcpuchesourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappslcpuchecounter-strike sourcecstrike" "C:Documents and SettingsLuis PucheDesktopMapsCounter sourcegg_dust"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:documents and settingsluis puchedesktopmapscounter sourcegg_dust.bsp
reading c:documents and settingsluis puchedesktopmapscounter sourcegg_dust.prt
601 portalclusters
1943 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (31)
Optimized: 1542 visible clusters (0.00%)
Total clusters visible: 75793
Average clusters visible: 126
Building PAS...
Average clusters audible: 469
visdatasize:81083 compressed from 96160
writing c:documents and settingsluis puchedesktopmapscounter sourcegg_dust.bsp
32 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsLuis PucheDesktopMapsCounter sourcegg_dust.bsp" "c:program filesvalvesteamsteamappslcpuchecounter-strike sourcecstrikemapsgg_dust.bsp"
Posted 17 years ago2007-03-07 00:37:37 UTC Post #215212
Look in your func_illusionary's properties for Render Mode, FX Amount, FX Level, etc. Make sure that they're all set to "normal" and that any numerical value is set to 255.
Posted 17 years ago2007-03-07 18:38:50 UTC Post #215295
thats what i mean there is no func_illutionary
there is just a wall that acts like one :/
Posted 17 years ago2007-03-07 21:32:54 UTC Post #215311
Ah; your first post was a little hard to understand the way you worded it.

Host your .VMF and I'll take a look at it. SendSpace will work.
Posted 17 years ago2007-03-08 07:50:39 UTC Post #215324
func_illutionary - Valve recommends use func_brush (in parameters set Toggle - "never toggle"), func illusionary is outdated and exist for back compability.
Posted 17 years ago2007-03-08 20:48:22 UTC Post #215384
Posted 17 years ago2007-03-09 10:10:17 UTC Post #215404
*Toggle - right is Solid - my mistake
Posted 17 years ago2007-03-09 10:49:42 UTC Post #215408
what? :zonked:
Posted 17 years ago2007-03-11 16:49:00 UTC Post #215554
soo you know what the problem is?
Posted 17 years ago2007-03-11 16:52:50 UTC Post #215555
I'm sorry; I've been working on this pistol model of mine that keeps giving me nothing but trouble, and I forgot about your map entirely.

I'll get crackin' on it today :)
Posted 17 years ago2007-03-11 16:54:21 UTC Post #215557
you hurt my feelings :P
Posted 17 years ago2007-03-12 00:57:09 UTC Post #215588
LCP: How come vrad.exe isn't being used in that compile?
AJ AJGlorious Overlord
Posted 17 years ago2007-03-12 08:45:59 UTC Post #215604
i just didn't run it last time because it takes like 10 minutes and i had already tried running it with rad and gotten the same problem

vrad is the light compile isn't it?
Posted 17 years ago2007-03-13 06:46:28 UTC Post #215696
Yeah, it is. You can always just compile with the fast parameter for VIS and RAD.
AJ AJGlorious Overlord
Posted 17 years ago2007-03-17 09:09:18 UTC Post #216138
i always seem to forget that :biggrin: , have you seen anything weird with the map

edit: out of the topic whats "env_cubemap" for i've never used it because i do no know whats its for
Posted 17 years ago2007-03-17 16:29:26 UTC Post #216181
It's for calculating proper specularity maps, on weapons, characters, and props.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2007-03-18 16:07:08 UTC Post #216243
so i should add them
where and how many? :zonked:
Posted 17 years ago2007-03-31 18:25:06 UTC Post #217615
umm help with this map :/
Posted 17 years ago2007-04-13 20:01:48 UTC Post #218972
no i mean have any of you seen the map
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