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Post by liteglow on Apr 16, 2014 20:31:28 GMT
Hi there I would like to get some input on how I can make a skybox or a sky texture outside my map. I have made my own warehouse as a map, and there is some windows, and doors you can go outside. But I dont know what I should place outside so the player not can walk away ? I can seal the doors, but it would be more fun if players can go outside the building. I did try to make a skybox, but with no positive result no matter what I do. Today I only have a big wall outside the door, does not seem logic, but that is the only thing I manage to make. So any help would be awesome Is there somewhere I can upload my map if anyone want to take a look at it ? it is a CSGO map. Cheers edit: I did upload my map to my Google Disk, please take a look at it: drive.google.com/file/d/0B0JjZMr8e2YgN24td05MSElPbWM/edit?usp=sharingThis is my first map ever, and I have not placed any item inside it yet... Thanx
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Post by Zeph on Apr 17, 2014 8:26:59 GMT
Two tricks. 1) If you wish the player to go outside, then build a floor (using grass/dirt/asphalt/etc), a wall (like a short brick wall, etc) then continue from the wall upwards using the "tools/skybox" texture. Add a ceiling using the same skybox texture. Link it to the building, again using the skybox. 2) If you just want a "window" view, then simply place a skybox texture on the outside of the window. You map is also at the perfect stage to think about optimisation. Check out the FAQ guide at the top of any forum. Things like pillars, stairs, etc, can be made into func_details. Anything that blocks visibility to the other side (eg walls) should remain as world geometry. Your grid usage could be improved a bit. Make external walls 16 thick and internal 8 thick, and snap tot hose grid sizes (use [ and ] to change size). Note that the 'red' grid lines are good places for corner of rooms to go, so line up the map with them.
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Post by liteglow on Apr 17, 2014 14:10:19 GMT
thank you for the answer. Yes I was jumping from one to another size on the walls, I notice that in the middle of the map. I understand what you say about skybox, I did make a map in HL2 gmod using skybox just fine. (I got a blue sky on the top) But in CSGO (in this map) I only get white, like there is a leak (but there is no leak) why is that? I dont have a skycam and a 1:16 smaller box, do I need that to just have a sky out the windows ? edit: Ok so I did try to open a new fresh map, I made a box 1 player some lights and put 1 wall with skybox = OK , tested with 4 walls, floor, and the top with skybox and it all worked like it should. So why did it not work in my map ? All I see is white like a big black hole into nothing If you see this tutorial: www.youtube.com/watch?feature=player_detailpage&v=swBfUW-Bsxs#t=1786 at 29:46 you can see the glitch, he mention that "you can see this because it`s a prop" ?? what does that mean.
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Post by Zeph on Apr 17, 2014 16:58:09 GMT
That was only with wireframe on, no? The "whiteness" was due to the area portal being closed, which is similar to a "nodraw" texture in that it does not get rendered, so it fills up with previous renders like the bright white lines, and hence appears white. If your skybox and props all appear "white" without the wireframe and not near area portals, this is generally due to there being no reflections, therefore teh wkybox is rendered as a reflection. this has the effect of causing objects to appear very white. Simply place a cubemap and buildcubemaps (google for more info). One will remove the error, but multiple are needed for a finished level. developer.valvesoftware.com/wiki/CubemapAlso, change your skybox to a texture you'd like to use, rather than the default. developer.valvesoftware.com/wiki/Skybox_%282D%29
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Post by liteglow on Apr 17, 2014 21:05:06 GMT
cube map did not work for me. And like I said in the other post, I did try to build a totally new mini map with only 1 small room, where every wall was "skybox" texture. Then it did work just fine, and there was no cubemap into that box. only 6 walls with a player.
In my other map the only solution is to have metal\wood\concrete texture.. but it look very strange with a concrete sky as heaven ??
And one other thing, ever time I want to check out a light, a cubema, reflection etc.. I need to compile everything all over again and it take a long time. Is there a option that I can compile only 1 room so I dont have to wait for the hole map to compile every time?
my log:
[Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading f:\steam\steamapps\common\counter-strike global offensive\csgo\maps\BaRe.bsp 2759 faces 492416 square feet [70907936.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 2759 patches before subdivision 45635 patches after subdivision 43 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4383499, max 679 transfer lists: 33.4 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(119293, 118726, 111614) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(35521, 35077, 31070) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(11134, 10946, 9116) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(3499, 3427, 2688) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1122, 1096, 810) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(364, 355, 247) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(120, 117, 77) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(40, 39, 24) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(14, 13, 8) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(5, 5, 3) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(2, 2, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0127 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 13/1024 624/49152 ( 1.3%) brushes 338/8192 4056/98304 ( 4.1%) brushsides 2284/65536 18272/524288 ( 3.5%) planes 1618/65536 32360/1310720 ( 2.5%) vertexes 3998/65536 47976/786432 ( 6.1%) nodes 1512/65536 48384/2097152 ( 2.3%) texinfos 402/12288 28944/884736 ( 3.3%) texdata 24/2048 768/65536 ( 1.2%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 2759/65536 154504/3670016 ( 4.2%) hdr faces 2759/65536 154504/3670016 ( 4.2%) origfaces 1232/65536 68992/3670016 ( 1.9%) facebrushes 410/0 820/0 ( 0.0%) facebrushlists 2759/0 11036/0 ( 0.0%) leaves 1526/65536 48832/2097152 ( 2.3%) leaffaces 3237/65536 6474/131072 ( 4.9%) leafbrushes 915/65536 1830/131072 ( 1.4%) areas 3/1024 24/8192 ( 0.3%) surfedges 18274/512000 73096/2048000 ( 3.6%) edges 10141/256000 40564/1024000 ( 4.0%) LDR worldlights 43/8192 4300/819200 ( 0.5%) HDR worldlights 43/8192 4300/819200 ( 0.5%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 193/32768 1930/327680 ( 0.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2991/65536 5982/131072 ( 4.6%) cubemapsamples 2/1024 32/16384 ( 0.2%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3224500/0 ( 0.0%) HDR lightdata [variable] 3224500/0 ( 0.0%) visdata [variable] 111708/16777216 ( 0.7%) entdata [variable] 13241/393216 ( 3.4%) LDR ambient table 1526/65536 6104/262144 ( 2.3%) HDR ambient table 1526/65536 6104/262144 ( 2.3%) LDR leaf ambient 6699/65536 187572/1835008 (10.2%) HDR leaf ambient 6699/65536 187572/1835008 (10.2%) 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] 1/4224 ( 0.0%) pakfile [variable] 226906/0 ( 0.0%) physics [variable] 127274/4194304 ( 3.0%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 7828 Writing f:\steam\steamapps\common\counter-strike global offensive\csgo\maps\BaRe.bsp 30 seconds elapsed
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Post by Zeph on Apr 18, 2014 9:48:38 GMT
You can use the "Cordon tool" (the black/yellow chequered icons) to create an artificial skybox around a section of the map. compiling with the cordon active will only compile the section inside the box.
Not sure about your skybox. checked the skybox options under the map properties? Do you have a env_sun or light_environment?
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Post by crunchy on Apr 24, 2014 2:29:26 GMT
I've been working on a jailbreak map for about a month now. I started out with a skybox around the entire thing which I'm sure you understand makes an outstanding number of numportals so I removed it after basic beta testing. After removing the skybox I had to fix a few leaks and once all leaks were fixed the map will not run. It compiles and the map crashed on loadup. It does however work with cordon which is the odd part but I'd rather not use cordon for the final compile. Here's the compiler: pastebin.com/WAZ44euu I'm open to all suggestions/solutions that you can offer.
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Post by Zeph on Apr 24, 2014 8:48:48 GMT
Would need to see the VMF to help, really. See if i can compile it my end.
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Post by liteglow on Apr 24, 2014 20:12:51 GMT
i still dont get any skybox in my map. Only white blur.
And I got another error msg when I start the game: The Navigation Mesh was built using a different version of this map.
What does that mean ?
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Post by Zeph on Apr 24, 2014 20:45:17 GMT
Its very hard to say. Either its the hall of mirrors (no draw skybox) or you havent picked a skybox texture, or something else. Would have to have more info / the vmf.
As fort he nav map, its the navigation mesh for the bots. needs updating. either delete the .nav file or regenerate it. only worry for publishing and bot testing.
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Post by liteglow on Apr 25, 2014 20:53:44 GMT
i found the problem ! When I was into "map properties" the name of skybox was sky-day_01_01 that is a texture that not is inside csgo! I dont know why it has a different name, as I did never change it. But maybe that was because I did start to build the map in hammer for Garrys Mod! Anyway, problem solved Deleted the .nav file did also fix the navigation trouble for my bots, I did not know about that .nav file so thanx. Now I just have to optimize my map with light, texture, reflection etc.. cheers and thanx
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Post by Zeph on Apr 25, 2014 21:57:18 GMT
checked the skybox options under the map properties? I did say...
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Post by fireball411 on Apr 28, 2015 3:40:30 GMT
HDR compile issues
So with all of my maps(with the exception of one, for some reason) have had the same issue when I compile with HDR checked(I've tried -both and just -hdr, same results). When I load up the map, it looks fine for the first second, but the screen quickly fades to black, leaving me with just a HUD. Turning off mat_hdr_enabled is not the solution, as it does nothing. However, if I change a certain parameter(I can't remember for the life of me, it come up when you type mat_hdr in console) then it works. From playing around with this, it seems to be the speed at which the players eyes adjust. When I set it to 0 (the default value) it does the whole fade to black thing again. Is there any way to fix this?
-fireball
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Post by spacesickrecon on Mar 25, 2016 17:32:28 GMT
accedentaly deleted my advanced compile menu what can i do
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Post by Isti on Jul 31, 2016 11:55:20 GMT
Please help me. Who the problem
? And how to fix that?
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_butterfly/knife_butterfly.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_bayonet/knife_bayonet.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ct/knife_ct.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_flip/knife_flip.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_gut/knife_gut.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_karam/karam.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_m9_bay/knife_m9_bay.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_t/knife_t.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_tactical/knife_tactical.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m249para/m249.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_negev/mach_negev.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_223/pist_223.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_cz_75/pist_cz_75.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_deagle/pist_deagle.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_elite/m9a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_fiveseven/fiveseven.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_glock18/pist_glock18.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_hkp2000/pist_hkp2000.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p250/p250.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_tec9/pist_tec9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak47/ak47.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_aug/rif_aug.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_famas/rif_famas.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_galilar/rif_galilar.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1/rif_m4a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1_s/rif_m4a1_s.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg556/rif_sg556.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_mag7/shot_mag7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_nova/shot_nova.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_sawedoff/shot_sawedoff_01.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_xm1014/shot_xm1014.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bizon/bizon.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mac10/smg_mac10_1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp7/smg_mp7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp9/smg_mp9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p90/smg_p90.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ump45/smg_ump45.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_awp/awp.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g3sg1/snip_g3sg1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_scar20/snip_scar20.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08_scope.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_revolver/pist_revolver.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_falchion_advanced/knife_falchion_advanced.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_push/knife_push.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_survival_bowie/knife_survival_bowie.vmt.
materialPath: C:\Program Files\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading C:\Users\Isti\Desktop\project.vmf
Map revision 12
Can't find surfaceprop stone for material DE_CBBLE/COBBLEROAD01, using default
Can't find surfaceprop stone for material DE_CBBLE/STONE_ALT/BRICK_B_PLASTER, using default
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Can't find surfaceprop stone for material DE_CBBLE/STONE_ALT/BRICK_A_CORNER_STONE_STAIN, using default
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity prop_static (-1896.00 -1932.00 28.50) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
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) (52635 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 184 texinfos to 142
Reduced 27 texdatas to 24 (758 bytes to 651)
Writing C:\Users\Isti\Desktop\project.bsp
6 seconds elapsed
2 threads
reading c:\users\isti\desktop\project.bsp
reading c:\users\isti\desktop\project.prt
LoadPortals: couldn't read c:\users\isti\desktop\project.prt
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