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Post by Anon on May 8, 2011 12:31:58 GMT
Hello, I have a problem with Hammer. I'm a begginer, I wanted to make some bigger map, so, basically I started with a little exterior and one room of a building I wanted to build. I compiled it, and ran it, it was ok. Then I added a skeleton of the building I want to create, but when I compile the map and run it in gmod, it looks exactly as the one I compiled before, but with strange bugs like disappearing textures.
I make the skybox as a large box with -32 hollow, I don't know how to make a better one, yet...
I looked at the huge faq, but I couldn't find my problem.
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Post by Zeph on May 8, 2011 13:19:53 GMT
You have an error causing the map to not be compiled, and therefore the old one is loaded.
Please copy to clipboard your compile log error and post it here, and i'll help further.
The disappearing textures sounds like a portal error due to probably bad optimisation.
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Post by Anon on May 8, 2011 13:23:27 GMT
Here is the compile log:
** Executing... ** Command: "d:\gry\steam\steamapps\anoon51\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\gry\steam\steamapps\anoon51\team fortress 2\tf" "D:\Gry\Steam\steamapps\anoon51\sourcesdk_content\tf\mapsrc\crap.vmf"
Valve Software - vbsp.exe (Jul 7 2010) 2 threads materialPath: d:\gry\steam\steamapps\anoon51\team fortress 2\tf\materials Loading D:\Gry\Steam\steamapps\anoon51\sourcesdk_content\tf\mapsrc\crap.vmf Patching WVT material: maps/crap/nature/blendgroundtograss009_nodetail_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 light_environment (-1032.00 -340.00 732.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 3072.0 1012.0) 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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 2560.0 1012.0) 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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1520.0 2048.0 1012.0) 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 (2032.0 2048.0 1012.0) 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 (1536.0 3072.0 1012.0) 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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 2048.0 1012.0) 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 3072.0 1012.0) 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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1348.0 1012.0) 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:
*** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 24 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) material "skybox/militia_hdrrt" not found. Can't load skybox file skybox/militia_hdr to build the default cubemap! Can't load skybox file skybox/militia_hdr to build the default cubemap! Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... Displacement 4 has bad geometry near 704.00 -1564.00 -55.54 Can't compile displacement physics, exiting. Texture is NATURE/BLENDGROUNDTOGRASS009_NODETAIL
** Executing... ** Command: "d:\gry\steam\steamapps\anoon51\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\gry\steam\steamapps\anoon51\team fortress 2\tf" -fast "D:\Gry\Steam\steamapps\anoon51\sourcesdk_content\tf\mapsrc\crap"
Valve Software - vvis.exe (Jul 7 2010) fastvis = true 2 threads reading d:\gry\steam\steamapps\anoon51\sourcesdk_content\tf\mapsrc\crap.bsp reading d:\gry\steam\steamapps\anoon51\sourcesdk_content\tf\mapsrc\crap.prt LoadPortals: couldn't read d:\gry\steam\steamapps\anoon51\sourcesdk_content\tf\mapsrc\crap.prt
** Executing... ** Command: "d:\gry\steam\steamapps\anoon51\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "d:\gry\steam\steamapps\anoon51\team fortress 2\tf" "D:\Gry\Steam\steamapps\anoon51\sourcesdk_content\tf\mapsrc\crap"
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 d:\gry\steam\steamapps\anoon51\sourcesdk_content\tf\mapsrc\crap.bsp Setting up ray-trace acceleration structure... Done (0.04 seconds) 469 faces 618982 square feet [89133488.00 square inches] 2 Displacements 37335 Square Feet [5376356.50 Square Inches] 469 patches before subdivision 13595 patches after subdivision sun extent from map=0.000000 13 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2) transfers 406376, max 261 transfer lists: 3.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(43470, 38188, 26416) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(10528, 8228, 3841) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(2867, 1979, 626) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(817, 501, 112) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(232, 126, 20) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(67, 32, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(19, 8, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(6, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0094 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 (1) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 52/8192 624/98304 ( 0.6%) brushsides 313/65536 2504/524288 ( 0.5%) planes 226/65536 4520/1310720 ( 0.3%) vertexes 653/65536 7836/786432 ( 1.0%) nodes 312/65536 9984/2097152 ( 0.5%) texinfos 51/12288 3672/884736 ( 0.4%) texdata 13/2048 416/65536 ( 0.6%) dispinfos 2/0 352/0 ( 0.0%) disp_verts 162/0 3240/0 ( 0.0%) disp_tris 256/0 512/0 ( 0.0%) disp_lmsamples 86640/0 86640/0 ( 0.0%) faces 469/65536 26264/3670016 ( 0.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 143/65536 8008/3670016 ( 0.2%) leaves 315/65536 10080/2097152 ( 0.5%) leaffaces 498/65536 996/131072 ( 0.8%) leafbrushes 219/65536 438/131072 ( 0.3%) areas 2/256 16/2048 ( 0.8%) surfedges 2738/512000 10952/2048000 ( 0.5%) edges 1490/256000 5960/1024000 ( 0.6%) LDR worldlights 13/8192 1144/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 35/32768 350/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 471/65536 942/131072 ( 0.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1152856/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 9902/16777216 ( 0.1%) entdata [variable] 6863/393216 ( 1.7%) LDR ambient table 315/65536 1260/262144 ( 0.5%) HDR ambient table 315/65536 1260/262144 ( 0.5%) LDR leaf ambient 1173/65536 32844/1835008 ( 1.8%) HDR leaf ambient 315/65536 8820/1835008 ( 0.5%) 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] 1/12 ( 8.3%) pakfile [variable] 851/0 ( 0.0%) physics [variable] 19504/4194304 ( 0.5%) physics terrain [variable] 528/1048576 ( 0.1%)
Level flags = 0
Total triangle count: 1228 Writing d:\gry\steam\steamapps\anoon51\sourcesdk_content\tf\mapsrc\crap.bsp 10 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "D:\Gry\Steam\steamapps\anoon51\sourcesdk_content\tf\mapsrc\crap.bsp" "d:\gry\steam\steamapps\anoon51\team fortress 2\tf\maps\crap.bsp"
As you can also see, i'm using the TF2 preset even though I have CSS, the SDK won't let me choose CSS, I followed all tutorials how to fix it, but I can't do it, I also tried creating a Garry's Mod setting but I don't have the whole Orange Box so it seems not to work.
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Post by Zeph on May 8, 2011 15:08:26 GMT
1) You have a leak. Check the FAQ for help on fixing this. 2) You have portal errors (they are connecting to entities rather than world brush, hence the lack of a "solid" brush) 3) You really must use TF2 not CSS, you don't get the TF2 entities using the CSS Hammer. If you need a hand fixing the leaks, send me the VMF, but i reserve the right to hand it back untouched if you've not used snap to grid
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anon
Newbie
Posts: 7
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Post by anon on May 8, 2011 15:25:46 GMT
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Post by Zeph on May 8, 2011 23:13:42 GMT
Lol your "skybox" was a Func_Detail (Therefore an entity), hence it didn't seal. Make me chuckle I've basically re-made the whole thing. It's been resized to fit "to grid", so a few things were shuffled around. I've redesigned the pool so it's a lot more optimised. The stairs i have made correctly (you were close on one of them). The whole thing was re-textured so that only visible brushes are textured and all others made into NoDraw. Some textures have errors so i replaced them with alternate ones. Oh, and you now have a proper skybox. Hope you like this version. Enjoy. www.speedyshare.com/files/28368347/crap_Zephed.vmfZeph
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anon
Newbie
Posts: 7
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Post by anon on May 9, 2011 10:59:02 GMT
Thx a lot man, especially the skybox, however, I have some issues.
The textures were okay for me, I had dirt and grass, but now they are white and some guy looking like a young rick astley is there. It wasn't important to make the nodraw stuff, cause I'm going to make an interior anyway, but I have few questions:
*The skybox ends with the building, and if I want to make the non playable part of the map not so empty, what do I do?
*I watched 3kliksphillip's tutorials, and he says that carving is evil because it makes it to impossible to resize later, but, if I'm happy with the shape of the building, can I carve windows, or is it bad?
*Is there a noob friendly tutorial on how to make good interiors (especially staircases)?
Also, something fked up with my hammer, in the beggining all 4 perspective windows were merged to each other but I clicked some "Load window state" and they are not merged anymore, how to make it same again?
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Post by Zeph on May 9, 2011 11:31:04 GMT
Replace the textures with what you want (only the non-NoDraw faces). I was using the CSS editor for your TF2 map, so that could be why i had missing textures. Feel free to change them back. The rick astley pictures are usually missing entities (EG terrorist and counterterrorist start locations i added so can run around the map). Missing textures are black-and-purple chequered, or missing custom textures white. 1) You can create more details in front of the skybox, EG trees, fences, etc. Or even look into a 3D skybox to 'fill up' the world apparently beyond the skybox with buildings, trees, etc. ubermicro.proboards.com/index.cgi?board=tutorials&action=display&thread=19602) It's still bad. It's best to make them yourself. How i would do it: Use the "Clip" tool, cut a vertical line down the brush, click the Clip Tool button until both sides appear white, then press enter/return to clip. Then place another vertical line the width of the window. Deselect all brushes, and select the middle strip brush. Again use the clip tool to split this one above and below the window. Then simply delete the middle brush and fill it with your window. 3) Yes, for stairs: www.youtube.com/watch?v=cBsUoScnuigFor interiors, start by making empty rooms out of world geometries, then add objects/pillars/ledges/etc as func_details. Feel free to run it past me in stages. If it's not much work, i can easily correct it as you go along, and hopefully you can learn from my corrections. I recommend using all 4 windows (Camera, Top, Side, Front views) as it's the way to build. However, you can change it's aspects. developer.valvesoftware.com/wiki/Hammer_Viewports <-- lots fo details here, including: * Shift+Z toggles between full screen on the current view, and the default 4 views. * Ctrl+A resizes all 4 views evenly.
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anon
Newbie
Posts: 7
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Post by anon on May 9, 2011 13:18:19 GMT
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Post by Zeph on May 9, 2011 15:02:30 GMT
World Geometry Brush: This is what a brush is by default. Its solid, it break VisLeafs, and it blocks visibility. It's your general map block. However, like in the FAQ optimisation section, you can see how sometimes it can break up a VisLeaf too much, resulting in a very long compile time and poor in game FPS. Func_Detail: You can select a brush, click "move To Entity", and select Func_Detail to make the brush into a solid brush which does not break visibility of split VisLeafs. When the compiler creates VisLeafs, it'll ignore Func_Details as they are entities and not world geometry. They do not seal the map for the same reason. Hammer General Options -> Untick "Use independent window configurations". Then try Ctrl+A to resize back to default. Failing that, read this: developer.valvesoftware.com/wiki/Talk:Hammer_Map_View_Toolbar
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anon
Newbie
Posts: 7
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Post by anon on May 10, 2011 19:54:45 GMT
Thank you, that helped me.
I have a question: I read the optimisation guide but I wanna know one more thing, does it matter if the floor is one big block or if every room has it's own floor block?
Ah, also, I wanna know, is this efficient to build the bulding like I do now. It is: Creating the sillhoute of the building and the shapes and textures of the rooms, but later if I want to add windows and doors, I will have to rebuild all the walls with windows and such? I know you explained something similar above but for a complete noob like me it's kinda unclear, but I gotta experiment with the editor.
Edit2: Okay, I found a good way with the clipping tool, I hope it's good, I'll upload the map later so you can tell me it's a proper way.
Edit3: Now that I wanted to add doors, I actually noticed that the TF2 editors lacks css stuff, and I was sure that I saw some css textures, can I just add CSS content to the TF2 hammer? I tried adding some csstrike.gfd to hammer but it won't show up new content
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Post by Zeph on May 10, 2011 23:34:28 GMT
Preferably, ever room has it's own floor. This is for three reasons: 1) So each room can have it's own texture 2) So only the room's section of the floor is rendered, rather than all of it 3) So you don't get multiple unseen portals getting loaded because they touch a large floor brush. What you're doing now is "Blocking Out". Often this can be just a single block for a building. Then you make it a hollow building, like you have now. Then you chop it up and give it floors, rooms etc. Then you punch holes in it for windows, etc. Perhaps a quick "window"! tutorial may help. I don't have much time till the end of the week for it though. Looking forward to the map... But again the time thing. Hope i can find time for ya. It's best to not copy stuff from other games because if a player does not have CSS, he wont see the CSS textures in TF2. It may be worth adding it as a custom texture/model, and packing it in with the BSP map file using PakRat (or similar).
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anon
Newbie
Posts: 7
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Post by anon on May 11, 2011 13:29:39 GMT
Here is my map: www.speedyshare.com/files/28407111/crappity.vmf I wanna know if the way I added door is good or do I need the texture that blocks creation of the visleafs or something. And about the editor, i'm going to use the map for garrys mod anyway which requires CSS anyway so the content is not a problem Also, is it possible to add some fake windows as decals? I tried to add some I found in the texture browser but they are either with bricks like normal textures or some are really huge and they look weird.
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Post by Zeph on May 11, 2011 15:42:22 GMT
I'll see if i can find time to look at the map soon. Busy week. What do you mean by "block VisLeaf Creation" ? Simple fill a space with a Brush to block visleaf creation. If you want it invisible, use NoDraw. Alas, i do not have Garys Mod, but will use the CSS Hammer instead . Brushwork is generally the same for any game though, which is where i can help mostly. "Fake" windows are best added using Overlays, as Decals cannot be stretched, whereas Overlays can.
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anon
Newbie
Posts: 7
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Post by anon on May 11, 2011 19:57:38 GMT
Well I meant the HINT texture but it does exactly the opposite thing I was thinking about. Anyway, did you check my map? Is it possible to add CSS content? EDIT: Ignore the last version of the map I upped, when you have time to check my map, take this version: www.speedyshare.com/files/28424596/crappity.vmfI wanna know if the room I made inside is proper :>
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