zoso
Trained Noob
Posts: 13
|
Post by zoso on Dec 12, 2012 13:55:50 GMT
I had a map completed and decided to make Version 2 by adding another area to the map. So i made the area and made sure that there all no leaks in it but now when I compile and play the map there is no enviroment light, everything is just pitch black other then props i put in. This only started to happen before I fixed the leaks, so if i make a leak the map illuminated fine. I searched the map for any entities or objects outside the map where they should not be but don't see anything. I checked the entity list and only had one instance of env_sun and Light_env in my map, they are in the same place on the original map and made no changed to the original map other then putting in a door into the next area. I tried the cordon tool to separate the new section from the old and it compiles and looks fine with no issue, even if i put it around the whole map, but once i turn it off i get the same problem. Screenshots Hammer imgur.com/jRKQximgur.com/xp07EWhat it should look like imgur.com/y2pEaimgur.com/J46vNWhat it actually looks like imgur.com/6euStimgur.com/kMeHZ
|
|
zoso
Trained Noob
Posts: 13
|
Post by zoso on Dec 12, 2012 15:25:25 GMT
No leak, it's when i put a leak into the map by opening a wall it lights properly.
the Point file is how i check for leaks and it just prompts me to save as oppose to loading one, which from what i have been told means there are no leaks.
However i just resealed the new area with a wall and now the original map is fine but the new section is still all black
|
|
zoso
Trained Noob
Posts: 13
|
Post by zoso on Dec 12, 2012 15:53:17 GMT
** Executing... ** Command: "e:\steam\steamapps\icewolf293\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "e:\steam\steamapps\icewolf293\counter-strike source\cstrike" "C:\Users\Ryan\Desktop\New folder\Tools\root\ba_jail_Electric_Xmas_MCv2.vmf"
Valve Software - vbsp.exe (Oct 31 2012) 8 threads materialPath: e:\steam\steamapps\icewolf293\counter-strike source\cstrike\materials Loading C:\Users\Ryan\Desktop\New folder\Tools\root\ba_jail_Electric_Xmas_MCv2.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in e:\steam\steamapps\icewolf293\counter-strike source\cstrike\gameinfo.txt 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... 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 236 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Users\Ryan\Desktop\New folder\Tools\root\ba_jail_Electric_Xmas_MCv2.prt...Building visibility clusters... done (0) error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial Creating default LDR 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... 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... done (1) (1186435 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 5058 texinfos to 2998 Reduced 248 texdatas to 208 (10035 bytes to 8360) Writing C:\Users\Ryan\Desktop\New folder\Tools\root\ba_jail_Electric_Xmas_MCv2.bsp 7 seconds elapsed
** Executing... ** Command: "e:\steam\steamapps\icewolf293\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "e:\steam\steamapps\icewolf293\counter-strike source\cstrike" -fast "C:\Users\Ryan\Desktop\New folder\Tools\root\ba_jail_Electric_Xmas_MCv2"
Valve Software - vvis.exe (Oct 31 2012) fastvis = true 8 threads reading c:\users\ryan\desktop\new folder\tools\root\ba_jail_Electric_Xmas_MCv2.bsp reading c:\users\ryan\desktop\new folder\tools\root\ba_jail_Electric_Xmas_MCv2.prt 2660 portalclusters 8815 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2) Optimized: 391979 visible clusters (9.92%) Total clusters visible: 3952339 Average clusters visible: 1485 Building PAS... Average clusters audible: 2466 visdatasize:1507211 compressed from 1787520 writing c:\users\ryan\desktop\new folder\tools\root\ba_jail_Electric_Xmas_MCv2.bsp 3 seconds elapsed
** Executing... ** Command: "e:\steam\steamapps\icewolf293\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "e:\steam\steamapps\icewolf293\counter-strike source\cstrike" -noextra "C:\Users\Ryan\Desktop\New folder\Tools\root\ba_jail_Electric_Xmas_MCv2"
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\users\ryan\desktop\new folder\tools\root\ba_jail_Electric_Xmas_MCv2.bsp Setting up ray-trace acceleration structure... Done (3.30 seconds) 12992 faces 6 degenerate faces 1238349 square feet [178322336.00 square inches] 18 Displacements 24938 Square Feet [3591207.25 Square Inches] 12986 patches before subdivision 114070 patches after subdivision light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 light has _fifty_percent_distance of 1024.000000 but _zero_percent_distance of 17.000000 147 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (29) transfers 21669287, max 1094 transfer lists: 165.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #18 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #21 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #22 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #23 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #24 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #25 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #26 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #27 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #28 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #29 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #30 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #31 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #32 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #33 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #34 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #35 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #36 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #37 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #38 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #39 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #40 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #41 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #42 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #43 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #44 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #45 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #46 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #47 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #48 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #49 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #50 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #51 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #52 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #53 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #54 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #55 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #56 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #57 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #58 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #59 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #60 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #61 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #62 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #63 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #64 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #65 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #66 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #67 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #68 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #69 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #70 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #71 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #72 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #73 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #74 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #75 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #76 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #77 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #78 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #79 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #80 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #81 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #82 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #83 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #84 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #85 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #86 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #87 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #88 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #89 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #90 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #91 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #92 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #93 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #94 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #95 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #96 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #97 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #98 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #99 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #100 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0377 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8) 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 (8) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 390/1024 18720/49152 (38.1%) brushes 3005/8192 36060/98304 (36.7%) brushsides 21645/65536 173160/524288 (33.0%) planes 14780/65536 295600/1310720 (22.6%) vertexes 21319/65536 255828/786432 (32.5%) nodes 8250/65536 264000/2097152 (12.6%) texinfos 2998/12288 215856/884736 (24.4%) texdata 208/2048 6656/65536 (10.2%) dispinfos 18/0 3168/0 ( 0.0%) disp_verts 1122/0 22440/0 ( 0.0%) disp_tris 1728/0 3456/0 ( 0.0%) disp_lmsamples 64704/0 64704/0 ( 0.0%) faces 12992/65536 727552/3670016 (19.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 8871/65536 496776/3670016 (13.5%) leaves 8641/65536 276512/2097152 (13.2%) leaffaces 15721/65536 31442/131072 (24.0%) leafbrushes 5615/65536 11230/131072 ( 8.6%) areas 3/256 24/2048 ( 1.2%) surfedges 98156/512000 392624/2048000 (19.2%) edges 57768/256000 231072/1024000 (22.6%) LDR worldlights 147/8192 12936/720896 ( 1.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 13/32768 156/393216 ( 0.0%) waterstrips 1088/32768 10880/327680 ( 3.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 18285/65536 36570/131072 (27.9%) cubemapsamples 12/1024 192/16384 ( 1.2%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3509216/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1507211/16777216 ( 9.0%) entdata [variable] 401442/393216 (102.1%) VERY FULL! LDR ambient table 8641/65536 34564/262144 (13.2%) HDR ambient table 8641/65536 34564/262144 (13.2%) LDR leaf ambient 6344/65536 177632/1835008 ( 9.7%) HDR leaf ambient 8641/65536 241948/1835008 (13.2%) 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] 1/28690 ( 0.0%) pakfile [variable] 1164040/0 ( 0.0%) physics [variable] 1186435/4194304 (28.3%) physics terrain [variable] 1600/1048576 ( 0.2%)
Level flags = 0
Total triangle count: 35924 Writing c:\users\ryan\desktop\new folder\tools\root\ba_jail_Electric_Xmas_MCv2.bsp 1 minute, 9 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Users\Ryan\Desktop\New folder\Tools\root\ba_jail_Electric_Xmas_MCv2.bsp" "e:\steam\steamapps\icewolf293\counter-strike source\cstrike\maps\ba_jail_Electric_Xmas_MCv2.bsp"
** Executing... ** Command: e:\steam\steam.exe ** Parameters: -applaunch 240 -game "e:\steam\steamapps\icewolf293\counter-strike source\cstrike" +map "ba_jail_Electric_Xmas_MCv2"
|
|
|
Post by Zeph on Dec 12, 2012 16:26:32 GMT
Use glass/glasswindowbreak070 aUse LIQUIDS/MILITIAWATER (if it exists). Avoid _bottom and _beneath and set _dx# values, as these should only be automatically added. you have three displacements joining along a single edge. This is not allowed in the engine. You'll have to find this and remove/edit one. This raises a big red flag. I've assumed you've done this because "normal" takes too long? This is due to your map not being optimised (namely, you don't have enough func_details). This may also cause major in game issues, like whole areas appearing black. If you need help optimising your map, see the FAQ guide at the top of any forum. If you need further help, ask
|
|
zoso
Trained Noob
Posts: 13
|
Post by zoso on Dec 12, 2012 23:27:30 GMT
Searched everywhere i put a window and none of them are this texture. I did use the 070a. with only one side used and the rest are no draw, the work and break/shatter like they should.
To be safe i even did the texture replace option and it found 0 textures for the 070b.
Replaced
So far this hasn't caused any issues, and will take a look at one i fix the bigger issue.
will try optimizing the map, the normal compile takes just over and hour and uses 100% of my cpu, so for tested i avoid that.
|
|
zoso
Trained Noob
Posts: 13
|
Post by zoso on Dec 13, 2012 2:25:36 GMT
*headdesk**headdesk**headdesk* I found a small leak, this was part of the prefab i was using and was well hidden between walls and nodraw areas so it blended right in. The pointfile didn't find it either. Also some wall seem to have the leak going right through them any easy way to fix? (i just delete and remake it but find it too long) And now it looks much better then what i planned for imgur.com/st4SL
|
|
|
Post by Zeph on Dec 13, 2012 9:18:17 GMT
looking good. An hour for a compile is far too long. I t should not take longer that a min for your size map. Is it possible to get more info on the leak? Screenshots etc, as for the point file to not find it s a rare thing, and I'm curious.
|
|
zoso
Trained Noob
Posts: 13
|
Post by zoso on Dec 14, 2012 1:13:04 GMT
this is one portion of the map, the whole map is about 4-5 times bigger.
I could take a screenshot of where it was but i have since fixed it.
I found another leak, i found that it was less then 1 unit in size, more like .2-.3 units apart. the point file didn't pick it up but was big enough to see it
|
|