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Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 09 Jan 2011, 06:06
by Toastyking
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
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 09 Jan 2011, 09:09
by Beetle
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.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 09 Jan 2011, 04:12
by Toastyking
I did compile it though, and it worked just fine.
It also seems I forgot to remove the spawn though.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 09 Jan 2011, 04:25
by Beetle
The spawn is not important.
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"
nothing interesting?
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 09 Jan 2011, 04:30
by Toastyking
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.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 09 Jan 2011, 04:52
by Beetle
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.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 09 Jan 2011, 05:14
by Toastyking
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
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 09 Jan 2011, 10:06
by Haxwehttam
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
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 09 Jan 2011, 10:50
by Beetle
Everyone's rooms check out so far. Good work.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 10 Jan 2011, 07:01
by t00bz
egad, the only thing i've made so far is the bed.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 12 Jan 2011, 10:35
by OldManJenkins
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):
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 12 Jan 2011, 10:39
by LaN
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 13 Jan 2011, 12:15
by Egonny
That's awesome! How did you place the light/mist/whatever you call it? A custom transparent texture?
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 13 Jan 2011, 12:22
by OldManJenkins
Egonny wrote:That's awesome! How did you place the light/mist/whatever you call it? A custom transparent texture?
It's actually a prop_dynamic. I believe you can find it under the
effects subfolder.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 14 Jan 2011, 09:02
by spleenter
Can i get the next room OMJ? please.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 14 Jan 2011, 10:41
by LaN
spleenter wrote:
Can i get the next room OMJ? please.
Trilby called it first
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 14 Jan 2011, 10:53
by OldManJenkins
LaN wrote:
Trilby called it first
Yeah, but Spleenter took the effort to call me up on Steam to ask. Sorry, Trilby.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 15 Jan 2011, 12:15
by spleenter
Thanks OMJ.
Sorry Trillby
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 16 Jan 2011, 08:29
by t00bz
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.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 16 Jan 2011, 10:58
by Beetle
the optimizing thing = turning all the brushes in your room into func_details. not hard.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 16 Jan 2011, 12:27
by Trilby
spleenter wrote:Thanks OMJ.
Sorry Trillby
S'all good. I can wait.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 16 Jan 2011, 03:42
by t00bz
Beetle wrote:the optimizing thing = turning all the brushes in your room into func_details. not hard.
oh.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 17 Jan 2011, 09:16
by Beetle
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.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 17 Jan 2011, 09:36
by the asylum
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
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 17 Jan 2011, 09:55
by LaN
Wheres my pink room beetle
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 17 Jan 2011, 10:06
by Beetle
where's my payment?
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 17 Jan 2011, 11:26
by LaN
Do Make it my dream room and ill give you a hat
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 18 Jan 2011, 06:52
by Beetle
sry. all payments are made in advance.
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 18 Jan 2011, 04:41
by LaN
Don't trust me beetle
Alright Ill pay in advanced
Re: Dorm Map Instructions [ READ IT ALL, ITS A LONG READ]
Posted: 18 Jan 2011, 06:01
by Beetle
LaN wrote:Don't trust me beetle
Alright Ill pay in advanced
Its not that I don't trust you, its that I trust myself more.