Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
- Toastyking
- •cC• Member
- Posts: 337
- Joined: 27 Jan 2009, 03:18
- Steam ID: STEAM_0:1:13398699
- Location: Engytopia
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Hope it doesn't have problems.
I was gonna make a fairly normal room, but then I just went "Fuck it."
http://www.megaupload.com/?d=IQWJZDZ0
I was gonna make a fairly normal room, but then I just went "Fuck it."
http://www.megaupload.com/?d=IQWJZDZ0
- Beetle
- •cC• Member
- Posts: 2243
- Joined: 28 Dec 2008, 01:33
- Steam ID: STEAM_0:1:2945765
- Location: North Carolina
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Toastyking wrote:Hope it doesn't have problems.
I was gonna make a fairly normal room, but then I just went "Fuck it."
http://www.megaupload.com/?d=IQWJZDZ0
Throwing it back in your face. You guys need to actually compile your maps to make sure they work before you send them to me. Yours does not.
Click Here to go to my Mapping Blog.
- Toastyking
- •cC• Member
- Posts: 337
- Joined: 27 Jan 2009, 03:18
- Steam ID: STEAM_0:1:13398699
- Location: Engytopia
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
I did compile it though, and it worked just fine.
It also seems I forgot to remove the spawn though.
It also seems I forgot to remove the spawn though.
- Beetle
- •cC• Member
- Posts: 2243
- Joined: 28 Dec 2008, 01:33
- Steam ID: STEAM_0:1:2945765
- Location: North Carolina
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
The spawn is not important.
This is your compile log (spoiler cuz its long)
nothing interesting?
This is your compile log (spoiler cuz its long)
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\x\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\x\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\x\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.vmf
Patching WVT material: maps/ccdorm_room_toastyking/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic (-258.00 -156.00 -64.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -768.0 96.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (0.0 -288.0 -24.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (0.0 -32.0 -16.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (0.0 -32.0 96.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (0.0 -288.0 216.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (0.0 -32.0 208.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (512.0 -1024.0 96.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (512.0 0.0 96.0)
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...
Brush 1170: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 28 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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 (1) (33162 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 162 texinfos to 84
Reduced 17 texdatas to 15 (458 bytes to 415)
Writing C:\Program Files (x86)\Steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\x\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\x\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking"
Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\program files (x86)\steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.bsp
reading c:\program files (x86)\steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\x\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\x\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.56 seconds)
280 faces
5987 square feet [862221.06 square inches]
12 Displacements
835 Square Feet [120357.64 Square Inches]
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0006 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 92/8192 1104/98304 ( 1.1%)
brushsides 564/65536 4512/524288 ( 0.9%)
planes 326/65536 6520/1310720 ( 0.5%)
vertexes 650/65536 7800/786432 ( 1.0%)
nodes 47/65536 1504/2097152 ( 0.1%)
texinfos 84/12288 6048/884736 ( 0.7%)
texdata 15/2048 480/65536 ( 0.7%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 3468/0 69360/0 ( 0.0%)
disp_tris 6144/0 12288/0 ( 0.0%)
disp_lmsamples 3567/0 3567/0 ( 0.0%)
faces 280/65536 15680/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 275/65536 15400/3670016 ( 0.4%)
leaves 50/65536 1600/2097152 ( 0.1%)
leaffaces 315/65536 630/131072 ( 0.5%)
leafbrushes 119/65536 238/131072 ( 0.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 2435/512000 9740/2048000 ( 0.5%)
edges 1635/256000 6540/1024000 ( 0.6%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 37/32768 370/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 618/65536 1236/131072 ( 0.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 44452/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 2998/393216 ( 0.8%)
LDR ambient table 50/65536 200/262144 ( 0.1%)
HDR ambient table 50/65536 200/262144 ( 0.1%)
LDR leaf ambient 235/65536 6580/1835008 ( 0.4%)
HDR leaf ambient 50/65536 1400/1835008 ( 0.1%)
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] 1/2034 ( 0.0%)
pakfile [variable] 787/0 ( 0.0%)
physics [variable] 33162/4194304 ( 0.8%)
physics terrain [variable] 2294/1048576 ( 0.2%)
Level flags = 0
Total triangle count: 775
Writing c:\program files (x86)\steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.bsp
1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.bsp" "c:\program files (x86)\steam\steamapps\x\team fortress 2\tf\maps\ccdorm_room_Toastyking.bsp"
** Command: "c:\program files (x86)\steam\steamapps\x\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\x\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\x\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.vmf
Patching WVT material: maps/ccdorm_room_toastyking/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic (-258.00 -156.00 -64.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -768.0 96.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (0.0 -288.0 -24.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (0.0 -32.0 -16.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (0.0 -32.0 96.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (0.0 -288.0 216.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (0.0 -32.0 208.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (512.0 -1024.0 96.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (512.0 0.0 96.0)
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...
Brush 1170: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 28 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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 (1) (33162 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 162 texinfos to 84
Reduced 17 texdatas to 15 (458 bytes to 415)
Writing C:\Program Files (x86)\Steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\x\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\x\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking"
Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\program files (x86)\steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.bsp
reading c:\program files (x86)\steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\x\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\x\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.56 seconds)
280 faces
5987 square feet [862221.06 square inches]
12 Displacements
835 Square Feet [120357.64 Square Inches]
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0006 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 92/8192 1104/98304 ( 1.1%)
brushsides 564/65536 4512/524288 ( 0.9%)
planes 326/65536 6520/1310720 ( 0.5%)
vertexes 650/65536 7800/786432 ( 1.0%)
nodes 47/65536 1504/2097152 ( 0.1%)
texinfos 84/12288 6048/884736 ( 0.7%)
texdata 15/2048 480/65536 ( 0.7%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 3468/0 69360/0 ( 0.0%)
disp_tris 6144/0 12288/0 ( 0.0%)
disp_lmsamples 3567/0 3567/0 ( 0.0%)
faces 280/65536 15680/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 275/65536 15400/3670016 ( 0.4%)
leaves 50/65536 1600/2097152 ( 0.1%)
leaffaces 315/65536 630/131072 ( 0.5%)
leafbrushes 119/65536 238/131072 ( 0.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 2435/512000 9740/2048000 ( 0.5%)
edges 1635/256000 6540/1024000 ( 0.6%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 37/32768 370/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 618/65536 1236/131072 ( 0.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 44452/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 2998/393216 ( 0.8%)
LDR ambient table 50/65536 200/262144 ( 0.1%)
HDR ambient table 50/65536 200/262144 ( 0.1%)
LDR leaf ambient 235/65536 6580/1835008 ( 0.4%)
HDR leaf ambient 50/65536 1400/1835008 ( 0.1%)
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] 1/2034 ( 0.0%)
pakfile [variable] 787/0 ( 0.0%)
physics [variable] 33162/4194304 ( 0.8%)
physics terrain [variable] 2294/1048576 ( 0.2%)
Level flags = 0
Total triangle count: 775
Writing c:\program files (x86)\steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.bsp
1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\x\sourcesdk_content\tf\mapsrc\ccdorm\ccdorm_room_Toastyking.bsp" "c:\program files (x86)\steam\steamapps\x\team fortress 2\tf\maps\ccdorm_room_Toastyking.bsp"
Click Here to go to my Mapping Blog.
- Toastyking
- •cC• Member
- Posts: 337
- Joined: 27 Jan 2009, 03:18
- Steam ID: STEAM_0:1:13398699
- Location: Engytopia
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Worked fine for me, gonna give it a couple of checks over.
Also I have no idea what is and isn't an error in the compile log, half the time it says something is wrong when it's fine for me.
Also I have no idea what is and isn't an error in the compile log, half the time it says something is wrong when it's fine for me.
- Beetle
- •cC• Member
- Posts: 2243
- Joined: 28 Dec 2008, 01:33
- Steam ID: STEAM_0:1:2945765
- Location: North Carolina
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Toastyking wrote:Worked fine for me, gonna give it a couple of checks over.
Also I have no idea what is and isn't an error in the compile log, half the time it says something is wrong when it's fine for me.
I present to you your lifesaver:
http://www.interlopers.net/errors
and yes, some "errors" aren't really errors. but a dead giveaway is the word "leak." anyway, this site above will tell you what to do with every error you have.
Click Here to go to my Mapping Blog.
- Toastyking
- •cC• Member
- Posts: 337
- Joined: 27 Jan 2009, 03:18
- Steam ID: STEAM_0:1:13398699
- Location: Engytopia
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Ah, that's a problem, did not know that props could cause leaking problems like that.
Should work fine now.
http://www.megaupload.com/?d=0K90W0DO
Should work fine now.
http://www.megaupload.com/?d=0K90W0DO
- Haxwehttam
- Posts: 63
- Joined: 21 Aug 2009, 01:19
- Steam ID: STEAM_0:0:19860489
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
http://www.megaupload.com/?d=DEVABH9L
should be MUCH MUCH MUCH better optimized than my previous version of tgames dorm room also i added a couch as best i could
i compiled it got 0 errors besides the skybox thing alt+P was just no player spawn ran it in tf2 everything looked fine
should be MUCH MUCH MUCH better optimized than my previous version of tgames dorm room also i added a couch as best i could
i compiled it got 0 errors besides the skybox thing alt+P was just no player spawn ran it in tf2 everything looked fine
- Beetle
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Everyone's rooms check out so far. Good work.
Click Here to go to my Mapping Blog.
- t00bz
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
egad, the only thing i've made so far is the bed.
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Here's LaN's room!
http://www.megaupload.com/?d=ITKZQHRI
Pretty awesome if I do say so myself.
And here's some pics (taken by LaN, not me):
http://www.megaupload.com/?d=ITKZQHRI
Pretty awesome if I do say so myself.
And here's some pics (taken by LaN, not me):
Last edited by OldManJenkins on 12 Jan 2011, 11:01, edited 1 time in total.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Best person everOldManJenkins wrote:Here's LaN's room!
http://www.megaupload.com/?d=ITKZQHRI
Pretty awesome if I do say so myself.
- Egonny
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
That's awesome! How did you place the light/mist/whatever you call it? A custom transparent texture?
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
It's actually a prop_dynamic. I believe you can find it under the effects subfolder.Egonny wrote:That's awesome! How did you place the light/mist/whatever you call it? A custom transparent texture?
- spleenter
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Can i get the next room OMJ? please.OldManJenkins wrote:Here's LaN's room!
http://www.megaupload.com/?d=ITKZQHRI
Pretty awesome if I do say so myself.
Think of me what you will, I don't give a crap what you think about me. Nor will i change to please you.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Trilby called it firstspleenter wrote:Can i get the next room OMJ? please.OldManJenkins wrote:Here's LaN's room!
http://www.megaupload.com/?d=ITKZQHRI
Pretty awesome if I do say so myself.
-
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Yeah, but Spleenter took the effort to call me up on Steam to ask. Sorry, Trilby.LaN wrote: Trilby called it first
- spleenter
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Thanks OMJ.
Sorry Trillby
Sorry Trillby
Think of me what you will, I don't give a crap what you think about me. Nor will i change to please you.
- t00bz
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
http://filesmelt.com/dl/ccdorm_room_t00bz.zip
well, the optimizing thing was confusing for me. But i'm pretty sure i did it right. kindasortanotreally.
well, the optimizing thing was confusing for me. But i'm pretty sure i did it right. kindasortanotreally.
- Beetle
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
the optimizing thing = turning all the brushes in your room into func_details. not hard.
Click Here to go to my Mapping Blog.
- Trilby
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
S'all good. I can wait.spleenter wrote:Thanks OMJ.
Sorry Trillby
V. He that is found Guilty of Gaming, or Defrauding one another to the value of a Royal of Plate, shall suffer what Punishment the Captain and the Majority of the Company shall think fit.
- t00bz
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
oh.Beetle wrote:the optimizing thing = turning all the brushes in your room into func_details. not hard.
- Beetle
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
awesome addition i made in TgameP's room out of pure boredom.
so i put 4 vent holes in the top corners of his room. If you hit the right one, a headcrab scurries out and into another vent.
edit: Oh, and here's another headliner: If you zip up the wrong file and give it to me and dont notice, your room won't be in the dorm. Here's a way to check, go ahead and try to open the file you gave me... in hammer. the EXACT file.
so i put 4 vent holes in the top corners of his room. If you hit the right one, a headcrab scurries out and into another vent.
edit: Oh, and here's another headliner: If you zip up the wrong file and give it to me and dont notice, your room won't be in the dorm. Here's a way to check, go ahead and try to open the file you gave me... in hammer. the EXACT file.
Click Here to go to my Mapping Blog.
- the asylum
- Posts: 186
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Beetle if you wouldn't mind, in my room, could you replace overlays/devitory_logo with these:
I improved the alpha channel of my mark, would really like to see it used in the finished build
I improved the alpha channel of my mark, would really like to see it used in the finished build
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Wheres my pink room beetle
- Beetle
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
where's my payment?
Click Here to go to my Mapping Blog.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Do Make it my dream room and ill give you a hat
- Beetle
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
sry. all payments are made in advance.
Click Here to go to my Mapping Blog.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Don't trust me beetle
Alright Ill pay in advanced
Alright Ill pay in advanced
- Beetle
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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Its not that I don't trust you, its that I trust myself more.LaN wrote:Don't trust me beetle
Alright Ill pay in advanced
Click Here to go to my Mapping Blog.