bozebo
Trained Noob
mreh
Posts: 11
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Post by bozebo on Jul 14, 2009 12:50:25 GMT
good luck and keep working on it. i presume you are yet to align those textures and break up the repetition with details, not something most people do properly with their first map. Give it a try and you will gain essential skills for your later mapping efforts.
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Post by Eatbeavers(SWE) on Jul 14, 2009 17:14:29 GMT
Hey i am really bad when it gets to textures :/
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bozebo
Trained Noob
mreh
Posts: 11
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Post by bozebo on Jul 15, 2009 0:25:31 GMT
Hey i am really bad when it gets to textures :/ The key to texturing well is remembering to align to world with everything. When you move stuff that is aligned to face and change it to align to world it will be stupid and offset itself in an annoying way, which often leads to misalignments. I tend to pay attention to every texture just as I add it to make sure, but often I miss the fault or simply find many later that I can't explain. The best way to fix them is select all the faces of that texture and set them all to x0 y0 and scales 0.25 with align to world - they will wrap round corners nicely that way too
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Post by Eatbeavers(SWE) on Jul 15, 2009 9:49:35 GMT
ok i mean like diffrent textures to match like a window in the middel of nowere or MANY windows on row after row....
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Post by icepwn on Jul 15, 2009 11:49:22 GMT
Well you can make a simple building like this? (The one on the right, not the one on the left) (The door is a decal, but usually i make doors out of brushes). Here are some good things to filter for textures: concrete, brick, grass, sand, dirt, metal, stone, rock, plaster. Then after some of these you can add wall; concrete wall, brick wall, metal wall, plaster wall. To get the wall textures.
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Post by Eatbeavers(SWE) on Jul 15, 2009 12:01:43 GMT
that is a well mae example but i just whont be using textures whit windows but ty for making this example though
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Post by Eatbeavers(SWE) on Jul 15, 2009 12:03:37 GMT
i asm currently having a HUEG problem my water is invicibal but under it it is watery and shit AND no i do not have leaks alöready checkt ..... + if you se my compiling log you will laugh at all the errors and microbrushes and something came up whit that water milita do not have bottom?
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Post by Eatbeavers(SWE) on Aug 4, 2009 15:26:09 GMT
Ok update time ...woho...: The map is fail now i got water that is invici microbrushes and all hell broke lose ....
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Post by john88z on Aug 11, 2009 21:16:40 GMT
Then post the compile log for us to look at.
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Post by Eatbeavers(SWE) on Aug 11, 2009 22:33:31 GMT
** Executing... ** Command: "d:\program files\steam\steamapps\knasen101\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "d:\program files\steam\steamapps\knasen101\counter-strike source\cstrike" "D:\Program Files\Steam\steamapps\knasen101\sourcesdk_content\cstrike\mapsrc\de_basic_v2_night"
Valve Software - vbsp.exe (Dec 11 2006) 3 threads materialPath: d:\program files\steam\steamapps\knasen101\counter-strike source\cstrike\materials Loading D:\Program Files\Steam\steamapps\knasen101\sourcesdk_content\cstrike\mapsrc\de_basic_v2_night.vmf fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... 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) Chop Details...done (0) Find Visible Detail Sides... Merged 22 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Program Files\Steam\steamapps\knasen101\sourcesdk_content\cstrike\mapsrc\de_basic_v2_night.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt 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 (1) (359920 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1827 texinfos to 1089 Reduced 69 texdatas to 58 (2608 bytes to 2270) Writing D:\Program Files\Steam\steamapps\knasen101\sourcesdk_content\cstrike\mapsrc\de_basic_v2_night.bsp 4 seconds elapsed
** Executing... ** Command: "d:\program files\steam\steamapps\knasen101\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "d:\program files\steam\steamapps\knasen101\counter-strike source\cstrike" -fast "D:\Program Files\Steam\steamapps\knasen101\sourcesdk_content\cstrike\mapsrc\de_basic_v2_night"
Valve Software - vvis.exe (Nov 8 2007) fastvis = true 3 threads reading d:\program files\steam\steamapps\knasen101\sourcesdk_content\cstrike\mapsrc\de_basic_v2_night.bsp reading d:\program files\steam\steamapps\knasen101\sourcesdk_content\cstrike\mapsrc\de_basic_v2_night.prt 1088 portalclusters 3772 numportals Leaf 615 (portal 2331) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
** Executing... ** Command: "d:\program files\steam\steamapps\knasen101\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "d:\program files\steam\steamapps\knasen101\counter-strike source\cstrike" "D:\Program Files\Steam\steamapps\knasen101\sourcesdk_content\cstrike\mapsrc\de_basic_v2_night"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 3 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading d:\program files\steam\steamapps\knasen101\sourcesdk_content\cstrike\mapsrc\de_basic_v2_night.bsp No vis information, direct lighting only. 4400 faces 824463 square feet [118722744.00 square inches] 0 displacements 0 square feet [0.00 square inches] 59 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (33) Build Patch/Sample Hash Table(s).....Done<0.0195 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 291/1024 13968/49152 (28.4%) brushes 821/8192 9852/98304 (10.0%) brushsides 5411/65536 43288/524288 ( 8.3%) planes 2398/65536 47960/1310720 ( 3.7%) vertexes 8106/65536 97272/786432 (12.4%) nodes 3583/65536 114656/2097152 ( 5.5%) texinfos 1089/12288 78408/884736 ( 8.9%) texdata 58/2048 1856/65536 ( 2.8%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 4400/65536 246400/3670016 ( 6.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3228/65536 180768/3670016 ( 4.9%) leaves 3875/65536 124000/2097152 ( 5.9%) leaffaces 5015/65536 10030/131072 ( 7.7%) leafbrushes 1536/65536 3072/131072 ( 2.3%) areas 3/256 24/2048 ( 1.2%) surfedges 32514/512000 130056/2048000 ( 6.4%) edges 17601/256000 70404/1024000 ( 6.9%) LDR worldlights 59/8192 5192/720896 ( 0.7%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 264/32768 2640/327680 ( 0.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4167/65536 8334/131072 ( 6.4%) cubemapsamples 4/1024 64/16384 ( 0.4%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1553724/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 191521/393216 (48.7%) LDR leaf ambient 3875/65536 93000/1572864 ( 5.9%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/11322 ( 0.0%) pakfile [variable] 445148/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 359920/4194304 ( 8.6%) ==== Total Win32 BSP file data space used: 3831559 bytes ====
Total triangle count: 10815 Writing d:\program files\steam\steamapps\knasen101\sourcesdk_content\cstrike\mapsrc\de_basic_v2_night.bsp 35 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "D:\Program Files\Steam\steamapps\knasen101\sourcesdk_content\cstrike\mapsrc\de_basic_v2_night.bsp" "d:\program files\steam\steamapps\knasen101\counter-strike source\cstrike\maps\de_basic_v2_night.bsp"
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Post by john88z on Aug 11, 2009 23:06:52 GMT
Leaf 615 (portal 2331) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
Oh no! You have a brush using more that 9 portals! Use glview to compile your map and use leafhighlight to find Leaf 615.
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Post by Eatbeavers(SWE) on Aug 12, 2009 10:57:42 GMT
i have tried glview or well i tried to make it rowk but it did not ...
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