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Exacto-Be
20 Jan 2010, 05:10am
<fieldset><div align="center"><blink><b class="blue"><font size="3">
ba_N00bz0rz
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<fieldset><div align="center"><b class="green">Whats the Map about?</b>


It's a prison, which contains a pool, soccer, cellblock, 'disco', garden, infermary, some simple games ...
Didnt really care to give it a theme yet ... perhaps later
extra; there will be a maze (actually a vent) that leads to armory ... 1 of the 2 ways for a t to enter armory :happy:
</div></fieldset>

<fieldset><div align="center"><b class="green">Total Hours Spent Making the Map</b>

I lost count ... it's my first map ... sdk hammer says: 209hrs </div></fieldset>

<fieldset><div align="center"><b class="green">Completion Percentages</div></b

<div align="center">Basicly the map is done, but it just won't work (some problem with the vertexes)
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<fieldset><div align="center"><b class="green">Currently Working On</b>

Fixing the vertexes</div></fieldset>

<fieldset><div align="center"><b class="green">Screenshots</b>
<div align="center">

ARMORY

http://img532.imageshack.us/img532/539/armory0007.jpg
http://img202.imageshack.us/img202/3809/armory0012.jpg


DISCO/OUTSIDE/ART-GALLERY

http://img138.imageshack.us/img138/2193/armory0020.jpg
http://img391.imageshack.us/img391/8364/armory0026.jpg
http://img580.imageshack.us/img580/7038/armory0008.jpg
http://img687.imageshack.us/img687/6415/armory0024.jpg
http://img405.imageshack.us/img405/1424/armory0022.jpg
http://img682.imageshack.us/img682/8518/armory0023.jpg


CELLBLOCK

http://img526.imageshack.us/img526/9808/armory0049.jpg
http://img217.imageshack.us/img217/6753/armory0002.jpg
http://img202.imageshack.us/img202/7936/armory0003.jpg
http://img188.imageshack.us/img188/1739/armory0050.jpg
http://img717.imageshack.us/img717/7013/armory0000.jpg
http://img227.imageshack.us/img227/7093/armory0005.jpg
http://img395.imageshack.us/img395/4774/armory0004.jpg
http://img339.imageshack.us/img339/5123/armory0001.jpg
http://img714.imageshack.us/img714/7646/armory0006.jpg


MAIN-AREA/HEAL

http://img338.imageshack.us/img338/9742/armory0010.jpg
http://img202.imageshack.us/img202/4266/armory0013.jpg
http://img682.imageshack.us/img682/664/armory0018.jpg
http://img59.imageshack.us/img59/9243/armory0017.jpg


MAZE

http://img44.imageshack.us/img44/6427/armory0047.jpg
http://img528.imageshack.us/img528/5576/armory0046.jpg
http://img710.imageshack.us/img710/8849/armory0044.jpg
http://img59.imageshack.us/img59/2229/armory0042.jpg
http://img526.imageshack.us/img526/7522/armory0043.jpg
http://img362.imageshack.us/img362/8394/armory0045.jpg


POOL

http://img357.imageshack.us/img357/1406/armory0030.jpg
http://img215.imageshack.us/img215/631/armory0037.jpg
http://img697.imageshack.us/img697/5373/armory0032.jpg
http://img42.imageshack.us/img42/9791/armory0040.jpg
http://img339.imageshack.us/img339/9798/armory0038.jpg
http://img401.imageshack.us/img401/9441/armory0036.jpg
http://img263.imageshack.us/img263/8820/armory0035.jpg
http://img687.imageshack.us/img687/7894/armory0034.jpg

</div align">

</div></fieldset>

Exacto-Be
22 Jan 2010, 03:42am
spamm

Exacto-Be
10 Feb 2010, 10:23am
have some problems with the map,:mmph:

1- i can't find how to give the guns in armory more ammo

2- i can't find how to make a door that can only be opened by ct's

3- i can't make those damn divingboards

4- i can't make a door that looks like a bookcase

5- i wan't to make a river that pushes ppl back ... so that if u want to cross it u go very slow ... problem is the how

6- i've made all rooms in seperate files (so i can test faster)
people told me i can simply copy file 1 & paste it in file 2 ...
however when i try this nothing happens, any1 has an idea why?

Jaceur
10 Feb 2010, 10:50am
have some problems with the map,:mmph:

1- i can't find how to give the guns in armory more ammo

2- i can't find how to make a door that can only be opened by ct's

3- i can't make those damn divingboards

4- i can't make a door that looks like a bookcase

5- i wan't to make a river that pushes ppl back ... so that if u want to cross it u go very slow ... problem is the how

6- i've made all rooms in seperate files (so i can test faster)
people told me i can simply copy file 1 & paste it in file 2 ...
however when i try this nothing happens, any1 has an idea why?

1 - In the top right-hand corner there should be a smart edit. Untick it. Press add. Type ammo and then the number of ammo you want.

2 - It's very advanced pm if you want help.

3 - trigger push.

4 - Parent a bookcase to a door

5 - Trigger push

6 - Select all, copy, paste

Exacto-Be
10 Feb 2010, 10:52am
1 - In the top right-hand corner there should be a smart edit. Untick it. Press add. Type ammo and then the number of ammo you want.

2 - It's very advanced pm if you want help.

3 - trigger push.

4 - Parent a bookcase to a door

5 - Trigger push

6 - Select all, copy, paste

... err the select all, copy, paste doesn't work & i dunno why

& u make this sound simple -.-

thx there's some +rep waiting for u :thumb:

Karnivor
10 Feb 2010, 10:53am
have some problems with the map,:mmph:

1- i can't find how to give the guns in armory more ammo

2- i can't find how to make a door that can only be opened by ct's

3- i can't make those damn divingboards

4- i can't make a door that looks like a bookcase

5- i wan't to make a river that pushes ppl back ... so that if u want to cross it u go very slow ... problem is the how

6- i've made all rooms in seperate files (so i can test faster)
people told me i can simply copy file 1 & paste it in file 2 ...
however when i try this nothing happens, any1 has an idea why?


1, Open the guns properties menu (alt+p) click smart eddit, Add tag "Ammo" value "how much ammo you want"
2. Never got it to work for me
3. It is a push trigger right off the end, speed will be how high and fast they are thrown, make push direction up.
4. Make a small func_detail, then make it into a func_movelinear, Name it something like casemover, now go to the bookcases properties, where you see the parent option put what you named the func_movelinear, setup the move linear to move the correct direction and distance, then make a button to open and close it.
6. Im not sure, it always seems to work for me.

If you need help with anything else feel free to drop me a pm. I will also keep an eye on the thread, looks like it will be fun :)

mapper
10 Feb 2010, 10:55am
have some problems with the map,:mmph:

1- i can't find how to give the guns in armory more ammo
Double click on your gun, press on smart edit, Add: ammo ;quantity: 90

2- i can't find how to make a door that can only be opened by ct's
Make filters for the ct team. I think it's something like filter_team =P
Allow ct team.
Then in your button properties, you should be able to see somewhere filter; click it and enter the name of your filter_team.

3- i can't make those damn divingboards
I believe they just used trigger_push; direction: up

4- i can't make a door that looks like a bookcase
Make your bookcase a model_dynamic (if you use a model) and parent it to a func door maybe.

5- i wan't to make a river that pushes ppl back ... so that if u want to cross it u go very slow ... problem is the how
Again.
Use a trigger_push and speed: 30-40.

6- i've made all rooms in seperate files (so i can test faster)
people told me i can simply copy file 1 & paste it in file 2 ...
however when i try this nothing happens, any1 has an idea why?
Select everything in your map file in your top view press enter; ctrl +c; goto your other map file and ctrl+v


That should answer eveything. I didn't explain it in detail tho because I'm always busy xP

Whazaaaaa
10 Feb 2010, 02:11pm
I cant see screenshots Q_Q

Prez
10 Feb 2010, 03:12pm
He used googlegroups to make the pictures.

Exacto, use imageshack.us to upload your pics :]

Exacto-Be
11 Feb 2010, 03:35am
fixed the screenshots :wave:

Mainroom


ct-spawn/armory

http://img32.imageshack.us/img32/5467/sg0000.jpg

where the guns are/armory

http://img168.imageshack.us/img168/8669/sg0001.jpg

overview point/armory (aka campersheaven)

http://img691.imageshack.us/img691/9717/sg0002.jpg

Main room view (big cage/ medic / vip-room<next to armory>)

here you see the big cage/medic

http://img695.imageshack.us/img695/8520/sg0004.jpg

same room from the otherside/you see the big cage/SG-room (don't know what i'll put in there yet)

http://img22.imageshack.us/img22/6821/sg0005.jpg


Cells



this will be where you open the cells

http://img718.imageshack.us/img718/192/sgcelbock0000.jpg

here you see the cells (normal cells below, vip above)

http://img10.imageshack.us/img10/662/sgcelbock0001.jpg

this is what's in the cells (not much yet i know)
there will come 3 teleports out of cells (they will activate at 4:00)

http://img200.imageshack.us/img200/8681/sgcelbock0002.jpg

here will come a hallway to the main room (u can climb on the fence to get to a vent)

http://img22.imageshack.us/img22/7086/sgcelbock0003.jpg

this is where u climb to

http://img3.imageshack.us/img3/609/sgcelbock0004.jpg


Pool



ct-area watching the pool

http://img109.imageshack.us/img109/442/sgpool0000.jpg

there's a cage that hangs above the pool for the ct's ... just watch ur steps

http://img190.imageshack.us/img190/6118/sgpool0001.jpg

this is the pool ... there is a little island in the middle

http://img522.imageshack.us/img522/1469/sgpool0003.jpg

in the back there are 2 little pools ... 1 heals (slowly) & 1 goes real deep

http://img688.imageshack.us/img688/2091/sgpool0004.jpg

you can get to this house by using a secret at pool (& who knows what secrets there are in this house?

http://img246.imageshack.us/img246/6590/sgpool0005.jpg

Whazaaaaa
11 Feb 2010, 09:09am
I would say make the rooms not that high and add add light but i think u wil do that in end :)

Exacto-Be
26 Mar 2010, 03:54pm
started on the soccer/lr-room & it's starting to get shape :dance:

Some screenys:


here u see the knife arena & quiz. the quiz will become so that the first 1 to press his button gets number 1 the second to press gets number 2 etc....
on the back (against the wall) u also see a platform for shot for shot.
http://img98.imageshack.us/img98/4914/v10001.jpg

this is a house (duh) for ct's only. they can get deagles there to deagletoss or s4s or whateva.
below the house there is an infermary.
http://img232.imageshack.us/img232/8509/v10000.jpg

The big (red/blue/green) thing, is the race, it's with obstacles.
on the right (behind the house) there is a deagletoss.
http://img515.imageshack.us/img515/5202/v10002.jpg

random sodamachine
& a wire that insta-kills u when u touch it (gonna call it the suicide help line)
http://img440.imageshack.us/img440/4089/v10004.jpg

and here we have the soccer and vip rooms.
http://img267.imageshack.us/img267/787/v10006.jpg

the inside from the vip (4 vip rooms all the same interior but other secretz)
http://img408.imageshack.us/img408/6869/v10007.jpg

yes, there is an invissible track leading to a (nearly) invissible teleport [watch out, falling = death]
http://img256.imageshack.us/img256/5571/v10008.jpg

this is where the teleport leads to, it'll give u a scout to go headhunting :boxing:
http://img2.imageshack.us/img2/5394/v10010.jpg

problem fixed thanks to mapper

Intelligence
26 Mar 2010, 07:28pm
thats a cool map!

mapper
27 Mar 2010, 04:45am
started on the soccer/lr-room & it's starting to get shape :dance:
[SIZE="4"]

I'm up to help find that leak if you haven't found it yet. Altho, I don't see anything in your compile log. And i'm gonna retexture it a bit too. I don't need any credits with anything btw.

Exacto-Be
27 Mar 2010, 06:07am
I'm up to help find that leak if you haven't found it yet. Altho, I don't see anything in your compile log. And i'm gonna retexture it a bit too. I don't need any credits with anything btw.

i'll pm u a link :biggrin:

-----------------------------------------------------

some second thing ...
i have some problems with making some stuff, some people already explained to me how to do it but it seems to be i always forget about something or do something wrong.

therefor i ask some1 to download this file
http://uploading.com/files/m8ddfb86/problem.vmf/
& make those things. this way i can see how it's to be done & prolly find the things i'm doing wrong.

http://img138.imageshack.us/img138/2172/problemf.jpg

:hail: Thank You

Zaraki
27 Mar 2010, 09:10am
Keep on doing the work exacto ;)

Looks like a fun map wich is going to be played many times, but i would choose another name, because in my experience, the maps that are named after are being chosen less because of such names.

Just find a cewl name and it's a hit

Exacto-Be
27 Mar 2010, 10:16am
Keep on doing the work exacto ;)

Looks like a fun map wich is going to be played many times, but i would choose another name, because in my experience, the maps that are named after are being chosen less because of such names.

Just find a cewl name and it's a hit

i don't have a name for the map yet ...
named the thread here "exacto's map" cuz i had to call it something :thumb:

suggestions are always welcome :lol:

mapper
27 Mar 2010, 10:39am
So here ya go. http://uploading.com/files/95ea26mf/exacto.vmf/
Alright. So you think you have a leak but obl not ^^
Compile vvis in order to let water work correctly.
Also I did the things you asked, what you didn't knew, retextured a little little bit.
And merged those 2 maps in one.

Although, your visleafs are really fucked up. Please NEVER EVER carve again. I know it goes sligthly faster, but it fucks your map up. You already had 66% enddata in such a small map, your compile time for VVIS is a bitch.
So remake those buildings and others where you used carve.

Please take a look at my optimization tutorial wich I posted on the forums.
http://www.steamgamers.com/forum/showthread.php?t=26872 I think it maximum takes around 30-40 min to read.
It can help you a lot.

Exacto-Be
27 Mar 2010, 10:54am
So here ya go. http://uploading.com/files/95ea26mf/exacto.vmf/
Alright. So you think you have a leak but obl not ^^
Compile vvis in order to let water work correctly.
Also I did the things you asked, what you didn't knew, retextured a little little bit.
And merged those 2 maps in one.

Although, your visleafs are really fucked up. Please NEVER EVER carve again. I know it goes sligthly faster, but it fucks your map up. You already had 66% enddata in such a small map, your compile time for VVIS is a bitch.
So remake those buildings and others where you used carve.

Please take a look at my optimization tutorial wich I posted on the forums.
http://www.steamgamers.com/forum/showthread.php?t=26872 I think it maximum takes around 30-40 min to read.
It can help you a lot.

ok, thanks :thumb:

Exacto-Be
1 Apr 2010, 11:52am
hey, i want to insert a deathgame into my map.

i'm doubting between 2 things:

headhunters

in this room a t & ct will enter. it will be a pretty small room with some boxes etc.
there will be healing every where so that u only can die by a shot that does more than 100 damage. choice of weapons would be:
-deagle
-m3
-awp (for the lolz)
-knife

or
lasers

in this room some t's or ct's will enter. it will be a pretty small room with laser which move around the whole time.
the game will be simple ... cross over & survive as long as possible.
(lasers will do either 60 or 120 damage)

my question is now, what do u guise want most?

Captain Sparrow
1 Apr 2010, 12:05pm
Map looks great =3

I vote for lasers because if you put headhunters with newbs in then it will never end !

Exacto-Be
4 Apr 2010, 07:48am
i decided to give the laser-room a try, but have some problems with making it.

i can make lasers with no problem :laugh:
i can make moving brushes with no problem :nuts:

but!

i can't make moving lasers :sad2:

i tryed to parent the laser to a func_tracktrain but whenever i do this the train dissapears & the laser still doesnt move.
i've been searching the internetz for a tutorial about this but didnt find any ... some1 can help?

Exacto-Be
8 Apr 2010, 04:18am
Well my map kinda got slowed down because of a lovely crashed (i promise i'll never try to fix lags with taskkill again)

& because of this i lost basicly 50% of what i had ... including the armory & the cell area


i tryed to parent the laser to a func_tracktrain but whenever i do this the train dissapears & the laser still doesnt move.
i've been searching the internetz for a tutorial about this but didnt find any ... some1 can help?

Nasu
9 Apr 2010, 06:39am
Well my map kinda got slowed down because of a lovely crashed (i promise i'll never try to fix lags with taskkill again)

& because of this i lost basicly 50% of what i had ... including the armory & the cell area

Zing.

Windows

Exacto-Be
9 Apr 2010, 08:19am
Zing.

Windows

meh already remade most of it ... shit goes fast if u know how & what :rlol:

Exacto-Be
14 Apr 2010, 07:56am
ARMORY____________________________________________ ____

http://img532.imageshack.us/img532/539/armory0007.jpg
http://img202.imageshack.us/img202/3809/armory0012.jpg


DISCO/OUTSIDE/ART-GALLERY______________________________

http://img138.imageshack.us/img138/2193/armory0020.jpg
http://img391.imageshack.us/img391/8364/armory0026.jpg
http://img580.imageshack.us/img580/7038/armory0008.jpg
http://img687.imageshack.us/img687/6415/armory0024.jpg
http://img405.imageshack.us/img405/1424/armory0022.jpg
http://img682.imageshack.us/img682/8518/armory0023.jpg


CELLBLOCK_________________________________________ ____

http://img526.imageshack.us/img526/9808/armory0049.jpg
http://img217.imageshack.us/img217/6753/armory0002.jpg
http://img202.imageshack.us/img202/7936/armory0003.jpg
http://img188.imageshack.us/img188/1739/armory0050.jpg
http://img717.imageshack.us/img717/7013/armory0000.jpg
http://img227.imageshack.us/img227/7093/armory0005.jpg
http://img395.imageshack.us/img395/4774/armory0004.jpg
http://img339.imageshack.us/img339/5123/armory0001.jpg
http://img714.imageshack.us/img714/7646/armory0006.jpg


MAIN-AREA/HEAL_________________________________________

http://img338.imageshack.us/img338/9742/armory0010.jpg
http://img202.imageshack.us/img202/4266/armory0013.jpg
http://img682.imageshack.us/img682/664/armory0018.jpg
http://img59.imageshack.us/img59/9243/armory0017.jpg


MAZE______________________________________________ _____

http://img44.imageshack.us/img44/6427/armory0047.jpg
http://img528.imageshack.us/img528/5576/armory0046.jpg
http://img710.imageshack.us/img710/8849/armory0044.jpg
http://img59.imageshack.us/img59/2229/armory0042.jpg
http://img526.imageshack.us/img526/7522/armory0043.jpg
http://img362.imageshack.us/img362/8394/armory0045.jpg


POOL______________________________________________ ______

http://img357.imageshack.us/img357/1406/armory0030.jpg
http://img215.imageshack.us/img215/631/armory0037.jpg
http://img697.imageshack.us/img697/5373/armory0032.jpg
http://img42.imageshack.us/img42/9791/armory0040.jpg
http://img339.imageshack.us/img339/9798/armory0038.jpg
http://img401.imageshack.us/img401/9441/armory0036.jpg
http://img263.imageshack.us/img263/8820/armory0035.jpg
http://img687.imageshack.us/img687/7894/armory0034.jpg


there ya go ... a whole bunch of pictures of my map
you can see most of the map, the only gap is the lr/soccer space ... couldnt show that 1 yet because there appeared an error when i tryed to run the map:amuse:

i'll explain what u see on the pictures later ...:wave:

Nasu
14 Apr 2010, 08:02am
Hmm, just an idea, add more colorful textures, it a pretty boring looking map atm

Exacto-Be
16 Apr 2010, 11:10am
i ran into another problem ...

so i made my lr-room / pool / cellblocks / main-room ... all in another .vmf file

all parts work good when i load them appart ... but when i put everything into 1 .vmf file it fails ... pool, cell block & main-room all work fine, but the lr-room never shows up.

when i load the map it just starts the map as it was before i made changes & so also the lr-room stays out ...

the textfile :



** Executing...
** Command: "c:\program files\steam\steamapps\doeway_be\sourcesdk\bin\ep1\ bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\doeway_be\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\doeway_be\sourcesdk_content\ cstrike\mapsrc\jailmap\ARMORY"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\doeway_be\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\SteamApps\doeway_be\sourcesdk_content\ cstrike\mapsrc\jailmap\ARMORY.vmf
material "models/player/dipsy_css/green" not found
Material not found!: MODELS/PLAYER/DIPSY_CSS/GREEN
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (7)
**** leaked ****
Entity func_water_analog (2375.50 -1523.50 -1700.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7168.0, 3584.0, -318.0)
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 (6656.0, 4096.0, -318.0)
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 (5632.0, 4096.0, -318.0)
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 (7168.0, 2560.0, -318.0)
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 (7168.0, 1536.0, -318.0)
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 (5120.0, 1536.0, -1498.0)
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 (5120.0, 1536.0, 427.0)
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 (5120.0, 1536.0, 1607.0)
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 (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 6 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up!


** Executing...
** Command: "c:\program files\steam\steamapps\doeway_be\sourcesdk\bin\ep1\ bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\doeway_be\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\doeway_be\sourcesdk_content\ cstrike\mapsrc\jailmap\ARMORY"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\doeway_be\sourcesdk_content\ cstrike\mapsrc\jailmap\ARMORY.bsp
reading c:\program files\steam\steamapps\doeway_be\sourcesdk_content\ cstrike\mapsrc\jailmap\ARMORY.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\doeway_be\sourcesdk_content\ cstrike\mapsrc\jailmap\ARMORY.prt


** Executing...
** Command: "c:\program files\steam\steamapps\doeway_be\sourcesdk\bin\ep1\ bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\doeway_be\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\doeway_be\sourcesdk_content\ cstrike\mapsrc\jailmap\ARMORY"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\doeway_be\sourcesdk_content\ cstrike\mapsrc\jailmap\ARMORY.bsp
No vis information, direct lighting only.
29342 faces
50 degenerate faces
2016183 square feet [290330432.00 square inches]
3 displacements
45801 square feet [6595372.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.2645 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 98/1024 4704/49152 ( 9.6%)
brushes 5036/8192 60432/98304 (61.5%)
brushsides 35748/65536 285984/524288 (54.5%)
planes 16620/65536 332400/1310720 (25.4%)
vertexes 41013/65536 492156/786432 (62.6%)
nodes 17897/65536 572704/2097152 (27.3%)
texinfos 3860/12288 277920/884736 (31.4%)
texdata 87/2048 2784/65536 ( 4.2%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 867/0 17340/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 46779/0 46779/0 ( 0.0%)
faces 29342/65536 1643152/3670016 (44.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 15377/65536 861112/3670016 (23.5%)
leaves 17996/65536 575872/2097152 (27.5%)
leaffaces 34646/65536 69292/131072 (52.9%)
leafbrushes 11487/65536 22974/131072 (17.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 202678/512000 810712/2048000 (39.6%)
edges 116716/256000 466864/1024000 (45.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 2953/32768 29530/327680 ( 9.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 49653/65536 99306/131072 (75.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 9948780/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 167063/393216 (42.5%)
LDR leaf ambient 17996/65536 431904/1572864 (27.5%)
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] 1/2400 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/4496 ( 0.0%)
pakfile [variable] 24380/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 1856606/4194304 (44.3%)
==== Total Win32 BSP file data space used: 19104370 bytes ====

Total triangle count: 81529
Writing c:\program files\steam\steamapps\doeway_be\sourcesdk_content\ cstrike\mapsrc\jailmap\ARMORY.bsp
19 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\doeway_be\sourcesdk_content\ cstrike\mapsrc\jailmap\ARMORY.bsp" "c:\program files\steam\steamapps\doeway_be\counter-strike source\cstrike\maps\ARMORY.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\doeway_be\counter-strike source\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\doeway_be\counter-strike source\cstrike" +map "ARMORY"



:rant::rant::rant::rant::rant::rant:

Exacto-Be
28 Apr 2010, 03:09am
due to the many problems in my map i have decided to just give it a total restart ... i'm not really planning on changing anything on the map ... so u can already see on the screenshots how it eventually should look like.

hope it'll work this time :blink1:

Micro
28 Apr 2010, 03:40pm
I liked the map and you're doing very well in making it, hope to be playing on it soon :D.

Exacto-Be
5 May 2010, 07:38am
map is 90% done ... :dance:

things to do:
- add music
- add paintings etc in the art-room
- fix the watertexture in maze
- fix minor problems

questions:

does some1 know a good website to upload the map-file with? :biggrin:

Exacto-Be
7 May 2010, 03:17pm
some new lovely problems showed up ...
i'm done with mapping

Failer
18 May 2010, 04:54am
looks awsome