oc_jungle

Show off work in progress maps.
sgae
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Post by sgae »

Sonic wrote:yeah looks good cant wait for a release. and i hope you put like small pit falls with pun jee sticks made from bamboo at the bottom with leaves covering the hole now that would be funny..

player 1:
"hold up im lost!"

player 2:
"then just follow the path start jumping along!"

:sm1: _____
-------- l l l l

player 1:
"argh"

player 2:
"lol you were pwnz by trapzor"


anyway mmm yeah funny traps for mario = good :)
hey!!! that idea looks awesome and it's easy to do!!!

thanks for the idea ;)

about the map i fixed a little bug with some models and i changed the land texture for other, i added a 3dsky with sun and moving clouds (this looks nice on the map ;) ) and other things like continue the map...

regards

EDIT: i have one problem with one model :S

Image

where are the lights is suposed to be a apc behind the sprites (the apc is the human rusty apc of hl2, APC model and whels are prop static )
but when i tested the map the apc an her whels have disapeared...

¿someone knows the way to fix this stupid bug?

thanks to everywhere ;)

regards
Tono-Tako
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Post by Tono-Tako »

hablas español? ese xD te descubrio si es asi...
try the info tab in the world model viewer, there says the type of prop you need for the model (prop_static, prop_physics and prop_dynamic)
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FrostedBitesCereal
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Post by FrostedBitesCereal »

http://files.filefront.com/Obsidianrar/ ... einfo.html
Download that if you're using the models from de_jungle. It edits the detail.vbsp and will automaticly place plantation on textures (requires some editing though).
sgae
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Post by sgae »

Tono-Tako wrote:hablas español? ese xD te descubrio si es asi...
try the info tab in the world model viewer, there says the type of prop you need for the model (prop_static, prop_physics and prop_dynamic)
si, se que hablas español y eres de hl2spain XD ;)

about the vehicle i see in the model searcher that model supports prop static and phisics

but i don't know what's happening :?

regards
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Shana
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Post by Shana »

Make them prop_dynamic_override
sgae
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Post by sgae »

W0rf0x wrote:Make them prop_dynamic_override
thanks!!!

regards

EDIT: a new problem has been started...

i fixed the apc bug but when i added a new map section (a cave) in the spawn (see the first images) without reason the watter looks this:

Image

¿someon knows what the hell has been happened? and how to fix this?

it's strange the compile time adding new section has been increased from 3min to 12min and vis doesn't run (wireframe view)

can be for compiling map with fast vis and rad?

thanks and regards
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[FTA]c0m4ndo45
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Post by [FTA]c0m4ndo45 »

Well, thats lacky optimization i belive.

My map compilation takes about 5-6 mins with full (normal, not fast) compilation and its Highly detailed and pretty big right now. Im quite surprised with myself i never thought i had good optimization skills. :P When my map was that small on start of its creation it'd take no more then a few seconds.


Now straight to the point: Try to get detailed brushes and tie them to "Func_detail". Not walls tho. If your VIS is not running then your map is leaked. Make sure its 100% sealed and without leaks, if still leaking, open the pointfile and see where is the leak.

Use NODRAW textures on faces the player can not see, Try to make all exept the top face of the water brush "NODRAW". Try to increase lightmap scale (either on map properties, on EDIT menu, or on texture application tool --- I am using scale 64 on my map)

If all else fails, PM me with the vmf i might take a quick look to figure out whats going on.

I hope i helped. Good luck with your map.
<Proud to be a gamer>

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sgae
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Post by sgae »

[FTA]c0m4ndo45 wrote:Well, thats lacky optimization i belive.

My map compilation takes about 5-6 mins with full (normal, not fast) compilation and its Highly detailed and pretty big right now. Im quite surprised with myself i never thought i had good optimization skills. :P When my map was that small on start of its creation it'd take no more then a few seconds.


Now straight to the point: Try to get detailed brushes and tie them to "Func_detail". Not walls tho. If your VIS is not running then your map is leaked. Make sure its 100% sealed and without leaks, if still leaking, open the pointfile and see where is the leak.

Use NODRAW textures on faces the player can not see, Try to make all exept the top face of the water brush "NODRAW". Try to increase lightmap scale (either on map properties, on EDIT menu, or on texture application tool --- I am using scale 64 on my map)

If all else fails, PM me with the vmf i might take a quick look to figure out whats going on.

I hope i helped. Good luck with your map.
you have a PM xD

regards

EDIT

here is my last compile log... i modified some solid geometry and i reduced to 9 min the compile time...

Code: Select all

** Executing...
** Command: "c:\archivos de programa\steam\steamapps\nouwandi\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\archivos de programa\steam\steamapps\SourceMods\Obsidian" "C:\Archivos de programa\Steam\steamapps\nouwandi\sourcesdk_content\hl2\mapsrc\HL2NextGen\oc\mappp"

Valve Software - vbsp.exe (Aug  4 2006)
1 threads
materialPath: c:\archivos de programa\steam\steamapps\SourceMods\Obsidian\materials
Loading C:\Archivos de programa\Steam\steamapps\nouwandi\sourcesdk_content\hl2\mapsrc\HL2NextGen\oc\mappp.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity env_soundscape (218.00 2944.00 256.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15872.0, 8192.0, -5632.0)
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 (16384.0, 7680.0, -5632.0)
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 (16384.0, 6656.0, -5632.0)
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 (14848.0, 8192.0, -5632.0)
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 (13824.0, 8192.0, -5632.0)
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 (12800.0, 8192.0, -5632.0)
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 (16384.0, 5632.0, -5632.0)
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 (16384.0, 4608.0, -5632.0)
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: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
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) (25302 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 63 texinfos to 40
Reduced 13 texdatas to 9 (347 bytes to 196)
Writing C:\Archivos de programa\Steam\steamapps\nouwandi\sourcesdk_content\hl2\mapsrc\HL2NextGen\oc\mappp.bsp
2 seconds elapsed

** Executing...
** Command: "c:\archivos de programa\steam\steamapps\nouwandi\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\archivos de programa\steam\steamapps\SourceMods\Obsidian" "C:\Archivos de programa\Steam\steamapps\nouwandi\sourcesdk_content\hl2\mapsrc\HL2NextGen\oc\mappp"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\archivos de programa\steam\steamapps\nouwandi\sourcesdk_content\hl2\mapsrc\hl2nextgen\oc\mappp.bsp
reading c:\archivos de programa\steam\steamapps\nouwandi\sourcesdk_content\hl2\mapsrc\hl2nextgen\oc\mappp.prt
LoadPortals: couldn't read c:\archivos de programa\steam\steamapps\nouwandi\sourcesdk_content\hl2\mapsrc\hl2nextgen\oc\mappp.prt


** Executing...
** Command: "c:\archivos de programa\steam\steamapps\nouwandi\sourcesdk\bin\vrad.exe"
** Parameters:  -game "c:\archivos de programa\steam\steamapps\SourceMods\Obsidian" "C:\Archivos de programa\Steam\steamapps\nouwandi\sourcesdk_content\hl2\mapsrc\HL2NextGen\oc\mappp"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\archivos de programa\steam\steamapps\nouwandi\sourcesdk_content\hl2\mapsrc\hl2nextgen\oc\mappp.bsp
No vis information, direct lighting only.
1145 faces
6837304 square feet [984571904.00 square inches]
162 displacements
1035861 square feet [149164048.00 square inches]
5 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (531)
Build Patch/Sample Hash Table(s).....Done<0>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (38)
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                   5/1024          240/49152    ( 0.5%) 
brushes                 70/8192          840/98304    ( 0.9%) 
brushsides             420/65536        3360/524288   ( 0.6%) 
planes                 300/65536        6000/1310720  ( 0.5%) 
vertexes              1875/65536       22500/786432   ( 2.9%) 
nodes                 1840/65536       58880/2097152  ( 2.8%) 
texinfos                40/12288        2880/884736   ( 0.3%) 
texdata                  9/2048          288/65536    ( 0.4%) 
dispinfos              162/0           28512/0        ( 0.0%) 
disp_verts            4050/0           81000/0        ( 0.0%) 
disp_tris             5184/0           10368/0        ( 0.0%) 
disp_lmsamples     2491116/0         2491116/0        ( 0.0%) 
faces                 1145/65536       64120/3670016  ( 1.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              261/65536       14616/3670016  ( 0.4%) 
leaves                1846/65536       59072/2097152  ( 2.8%) 
leaffaces             1038/65536        2076/131072   ( 1.6%) 
leafbrushes            720/65536        1440/131072   ( 1.1%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges             5780/512000      23120/2048000  ( 1.1%) 
edges                 3139/256000      12556/1024000  ( 1.2%) 
LDR worldlights          5/8192          440/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips             41/32768         410/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           606/65536        1212/131072   ( 0.9%) 
cubemapsamples           4/1024           64/16384    ( 0.4%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    11329244/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        6739/393216   ( 1.7%) 
LDR leaf ambient      1846/65536       44304/1572864  ( 2.8%) 
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]           1/4684     ( 0.0%) 
pakfile               [variable]       50565/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       25302/4194304  ( 0.6%) 
==== Total Win32 BSP file data space used: 14341290 bytes ====

Total triangle count: 2446
Writing c:\archivos de programa\steam\steamapps\nouwandi\sourcesdk_content\hl2\mapsrc\hl2nextgen\oc\mappp.bsp
9 minutes, 31 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Archivos de programa\Steam\steamapps\nouwandi\sourcesdk_content\hl2\mapsrc\HL2NextGen\oc\mappp.bsp" "c:\archivos de programa\steam\steamapps\SourceMods\Obsidian\maps\mappp.bsp"

if someone knows what i need to do...

regards and thanks

EDIT2: lol i found the error is a leak and now is fixed xD

thanks and sorry for those esdits and stupid requests of help because i'm a newbie on this :roll:

regards and thanks to everywhere
FrostedBitesCereal
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Post by FrostedBitesCereal »

make sure you cover displacements from the endless black void.
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