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Post by monkeywithagun on Mar 31, 2009 1:12:02 GMT
Hello there, i just made a nice surf map and decided to add lighting (for the first time), i dont usally do lighting but yeah, i cant compile atm because it gives me a error "Error trying to allocate <some random number> bytes" which means i dont have enough memory or something, i was wondering if you could compile my map for me as i dont have hte memory i think i made it too detail, or doing the lighting wrong or something. Here is the link to my map: rapidshare.com/files/215553268/Surf_monkeywithagun1c.rar.htmlIf you could compile it for me and zip / rar it up and upload it back, that would be a great help, thanks! nice site. and if your wondering why i got skyboxes around the levels its because i had a weird leak and i rq so i just got lazy and put skyboxes around the entire map
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Post by 3kliksphilip on Mar 31, 2009 11:02:22 GMT
Zero Area Child Patch
What a great error name... apparently it's something to do with displacements sticking out of the map slightly. I noticed that a lot of blocks in your map overlap each other. HOWEVER, I don't think that is the problem.
It's not nice having to check lazy maps where skyboxes have been put around the place just to cheaply fix another error.
I don't have time to go around and check to see where exactly the problem is, but it worked if I deleted the skybox on the left hand side of the grid.
What was the sort of leak you got before? You've made the mistake of adding and adding to try and get rid of a mistake, when you should have removed things until it worked again then carried on. This is why you should playtest regularly, it saves a lot of time.
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Post by monkeywithagun on Mar 31, 2009 11:49:54 GMT
Yes i know but weirdly, i did the load pointfilter, it showed a red line from a light THROUGH the ground, i checked around the ENTIRE area, there is possibly no leaks, its very weird, cause it goes STRAIGHT through the ground, and does it with most lights + Zero Area child patch, this is what i got from google:
"A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?"
so i put a NO Draw inside my surf ramps, around skyboxes, it seemed to clear the area patch BUT it just crashes RANDOMLY :\ I'll delete the skyboxes and ill let u know what happens
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Post by monkeywithagun on Mar 31, 2009 11:57:16 GMT
Yes, it just shows randomly their leaked through the walls, does this matter if the Walls etc are on func_detail? if so, how do i put it back to normal if you know what i mean. This is the logs when it has the skyboxes.
Executing... ** Command: "c:\games\steam\steamapps\vibe_\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\games\steam\steamapps\vibe_\counter-strike source\cstrike" "C:\Games\Steam\SteamApps\vibe_\sourcesdk_content\cstrike\mapsrc\surf_monkeywithagun"
Valve Software - vbsp.exe (Dec 11 2006) 1 threads materialPath: c:\games\steam\steamapps\vibe_\counter-strike source\cstrike\materials Loading C:\Games\Steam\SteamApps\vibe_\sourcesdk_content\cstrike\mapsrc\surf_monkeywithagun.vmf fixing up env_cubemap materials on brush sides... 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 694 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Games\Steam\SteamApps\vibe_\sourcesdk_content\cstrike\mapsrc\surf_monkeywithagun.prt...done (1) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_06*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt" Can't load skybox file skybox/sky_day01_06 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 (0) (382782 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 516 texinfos to 423 Reduced 65 texdatas to 50 (2965 bytes to 2101) Writing C:\Games\Steam\SteamApps\vibe_\sourcesdk_content\cstrike\mapsrc\surf_monkeywithagun.bsp 4 seconds elapsed
** Executing... ** Command: "c:\games\steam\steamapps\vibe_\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\games\steam\steamapps\vibe_\counter-strike source\cstrike" -fast "C:\Games\Steam\SteamApps\vibe_\sourcesdk_content\cstrike\mapsrc\surf_monkeywithagun"
Valve Software - vvis.exe (Nov 8 2007) fastvis = true 1 threads reading c:\games\steam\steamapps\vibe_\sourcesdk_content\cstrike\mapsrc\surf_monkeywithagun.bsp reading c:\games\steam\steamapps\vibe_\sourcesdk_content\cstrike\mapsrc\surf_monkeywithagun.prt 1354 portalclusters 3924 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4) WARNING: Cluster portals saw into cluster Optimized: 6049 visible clusters (0.00%) Total clusters visible: 473560 Average clusters visible: 349 Building PAS... Average clusters audible: 401 visdatasize:215246 compressed from 476608 writing c:\games\steam\steamapps\vibe_\sourcesdk_content\cstrike\mapsrc\surf_monkeywithagun.bsp 5 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Games\Steam\SteamApps\vibe_\sourcesdk_content\cstrike\mapsrc\surf_monkeywithagun.bsp" "c:\games\steam\steamapps\vibe_\counter-strike source\cstrike\maps\surf_monkeywithagun.bsp"
This is when i compile with VRAD on Off. If i delete 1 skybox anywhere, just says random leaks, and node fails.
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Post by Helix on Mar 31, 2009 12:18:00 GMT
I played your surf map, it's hard cant do stage 8
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Post by monkeywithagun on Mar 31, 2009 12:26:52 GMT
Which map?
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Post by monkeywithagun on Apr 1, 2009 2:54:09 GMT
Okay i have solved my problem. The leaks were the stupid wall was a func_detail, i didn't know that can cause leak, also i changed the "Lightmapscale" as i watched your video, makes alot of sense, now my map is nice and clean, sorry for bugging you Edit: Heres the link if you wanna check it out www.fpsbanana.com/maps/88438
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