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floffypus
22 Jul 2010, 10:42am
floffys_backally_run

This is my first map :P first time i ever try valve hammer! i hope you PAUL could take a look at the map when im done and see if things looks okay and test it! and maby add/change some thing if that is needed :P i cant run this map on css so i cant get any good screenshots but here is what i have:

http://img249.imageshack.us/img249/2884/10368077.jpg

http://img3.imageshack.us/img3/4410/39376655.jpg

http://img534.imageshack.us/img534/4624/85398192.jpg

http://img208.imageshack.us/img208/162/90465016.jpg

Prez
22 Jul 2010, 10:46am
I think you should post some pictures in-game, so purple boxes don't show up and we can see it with lighting etc. Looks cool though :D

floffypus
22 Jul 2010, 10:50am
i know but i cant run the map in css :S

Prez
22 Jul 2010, 11:16am
Why cant you? ;o

floffypus
22 Jul 2010, 11:26am
CModelLoader::Map_IsValid: No such map 'maps/backally.bsp'
map load failed: backally not found or invalid

mapper
22 Jul 2010, 11:27am
CModelLoader::Map_IsValid: No such map 'maps/backally.bsp'
map load failed: backally not found or invalid

There's a fault in your compile log, post it and I or another mapper will tell you what it is and how to fix it.

floffypus
22 Jul 2010, 11:40am
Here it is


** Executing...
** Command: "c:\program files\steam\steamapps\ssf945\sourcesdk\bin\orangeb ox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\ssf945\counter-strike source\cstrike" "C:\Users\stian\Desktop\my maps\backally run v3.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files\steam\steamapps\ssf945\counter-strike source\cstrike\materials
Loading C:\Users\stian\Desktop\my maps\backally run v3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files\steam\steamapps\ssf945\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/backally run v3/stone/blendstonefloor003asphalt_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\stian\Desktop\my maps\backally run v3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (34023 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 191 texinfos to 168
Reduced 48 texdatas to 43 (1226 bytes to 1063)
Writing C:\Users\stian\Desktop\my maps\backally run v3.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\ssf945\sourcesdk\bin\orangeb ox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\ssf945\counter-strike source\cstrike" "C:\Users\stian\Desktop\my maps\backally run v3"

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\users\stian\desktop\my maps\backally run v3.bsp
reading c:\users\stian\desktop\my maps\backally run v3.prt
479 portalclusters
1774 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (357)
Optimized: 1144 visible clusters (0.00%)
Total clusters visible: 161805
Average clusters visible: 337
Building PAS...
Average clusters audible: 478
visdatasize:60926 compressed from 61312
writing c:\users\stian\desktop\my maps\backally run v3.bsp
5 minutes, 57 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\ssf945\sourcesdk\bin\orangeb ox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\ssf945\counter-strike source\cstrike" "C:\Users\stian\Desktop\my maps\backally run v3"

Valve Software - vrad.exe SSE (Jul 7 2010)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\users\stian\desktop\my maps\backally run v3.bsp
Setting up ray-trace acceleration structure... Done (0.05 seconds)
1336 faces
1306692 square feet [188163680.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1336 patches before subdivision
48560 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 3037729, max 494
transfer lists: 23.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0293 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 95/8192 1140/98304 ( 1.2%)
brushsides 621/65536 4968/524288 ( 0.9%)
planes 730/65536 14600/1310720 ( 1.1%)
vertexes 2057/65536 24684/786432 ( 3.1%)
nodes 840/65536 26880/2097152 ( 1.3%)
texinfos 168/12288 12096/884736 ( 1.4%)
texdata 43/2048 1376/65536 ( 2.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1336/65536 74816/3670016 ( 2.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 390/65536 21840/3670016 ( 0.6%)
leaves 842/65536 26944/2097152 ( 1.3%)
leaffaces 1655/65536 3310/131072 ( 2.5%)
leafbrushes 401/65536 802/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8038/512000 32152/2048000 ( 1.6%)
edges 4251/256000 17004/1024000 ( 1.7%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 166/32768 1660/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2379/65536 4758/131072 ( 3.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3084728/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 60926/16777216 ( 0.4%)
entdata [variable] 47322/393216 (12.0%)
LDR ambient table 842/65536 3368/262144 ( 1.3%)
HDR ambient table 842/65536 3368/262144 ( 1.3%)
LDR leaf ambient 479/65536 13412/1835008 ( 0.7%)
HDR leaf ambient 842/65536 23576/1835008 ( 1.3%)
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] 212147/0 ( 0.0%)
physics [variable] 34023/4194304 ( 0.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3786
Writing c:\users\stian\desktop\my maps\backally run v3.bsp
14 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\stian\Desktop\my maps\backally run v3.bsp" "c:\program files\steam\steamapps\ssf945\counter-strike source\cstrike\maps\backally run v3.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\program files\steam\steamapps\ssf945\counter-strike source\cstrike" +map "backally run v3"

Paul
22 Jul 2010, 01:07pm
Isit because you have spaces inbetween your map name?

backally run v3.bsp

Should it not be backally_run_v3.bsp?

mapper
22 Jul 2010, 01:21pm
I hate it when im wrong.
Do you get this error for any custom map you try to start in css ?
Like just a box with spawn in or so ?

EDIT: Anyway, I googled around and he had just the same problem, this was his solution:

I did delete the file and also restarted steam and everything. I found a workaround though. I just saved the map as that name is was looking for and it loaded it up fine. Then I quite game and loaded the other map names and then all of a sudden they worked.

Just a wierd glitch - never seen that before.

Thanks though. Glad to know I am not the only one who saw this.

floffypus
22 Jul 2010, 01:53pm
okay il test that.. thanks :)

floffypus
22 Jul 2010, 03:02pm
that worked. now there is some problems. i cand find the exploding barrels and i used some other barrels but they explod before u spawn :S

Whazaaaaa
22 Jul 2010, 05:13pm
I beg you plz start with making another map first then come back to backally run because i don't want someone to fuck up backally run. And use another name because this is kinda copying the name of another map.

floffypus
22 Jul 2010, 05:37pm
im going to name it floffys backally run OR floffys city run OR city run xD

Whazaaaaa
22 Jul 2010, 05:50pm
Well okay and about the barrel visit...
http://www.fpsbanana.com/tuts/7343

thats the fastest i could find

floffypus
22 Jul 2010, 06:25pm
thanks

struki
23 Jul 2010, 04:39am
add something interesting something new,have you tried finding some custom textures?

floffypus
23 Jul 2010, 07:49am
i made that map the first time i ever tried hammer. i have no idea how to find costum texture and stuff. but im working on a zombie escape map :)

Neji
23 Jul 2010, 04:00pm
Lol, my first map was much worse. Paul remembers when we tested it LOL.


If you're making a ZE map, make it something like rooftop_runaway. It's so much win <3.


P.S: If you need anyhelp, just PM me on steam.

floffypus
23 Jul 2010, 07:38pm
im working on a zombie escape where you spawn under the ground in a military base. ur then walking up to the ground and out of the base. Then you will go up in the mountains and on the top of the biggest mountain there will come a chopper. il make a new thread and get some screenshots!

iNorris
24 Jul 2010, 11:29am
I hate to be the grammar Nazi, but it bugs me so much; it's spelled alley, not ally. Ally would imply friend or political companion of sorts.

Tweezy
25 Jul 2010, 09:13am
I hate to be the grammar Nazi, but it bugs me so much; it's spelled alley, not ally. Ally would imply friend or political companion of sorts.

I hate grammar Nazis...

Couldn't you just PM instead of taking the piss?

On topic

Good map so far, try and get some in-game pictures though please!

iNorris
25 Jul 2010, 10:26am
Yo bro, someone has to do it.

Also back on topic: just make sure that there is at least one good open space for each route. Otherwise, it's a piece of cake to just walk between barrels and then smoke the small open areas. It looks good so far, though. For the skybox and lighting I'd suggest a twilight setting, not unlike one of the previous backalley versions. And if the entities and such aren't too much trouble, I'd suggest going HDR.

Tweezy
25 Jul 2010, 11:28am
Yo bro, someone has to do it.

Also back on topic: just make sure that there is at least one good open space for each route. Otherwise, it's a piece of cake to just walk between barrels and then smoke the small open areas. It looks good so far, though. For the skybox and lighting I'd suggest a twilight setting, not unlike one of the previous backalley versions. And if the entities and such aren't too much trouble, I'd suggest going HDR.

First Reply - No...

Second Reply, I completely agree, also, make some secrets! you'll also need a logic timer so AFK's will die.

iNorris
25 Jul 2010, 11:51am
Ugh...I hate logic stuff. I can't wrap my mind around them. Unfortunately, the only alternative would be progressive, um, func_hurts? with delays, and those just get in the way and aren't precise.

Tweezy
25 Jul 2010, 01:04pm
Ugh...I hate logic stuff. I can't wrap my mind around them. Unfortunately, the only alternative would be progressive, um, func_hurts? with delays, and those just get in the way and aren't precise.

Suppose you could always do a trigger_hurt with a delay of around a minute, but with a logic timer you could do more "fancy" stuff :)

iNorris
25 Jul 2010, 01:22pm
Yup. But seeing as floffy here is an art fart, I'm sure he'll be very careful with details.

vorter
27 Jul 2010, 01:13pm
Actually, i like the purple :D
Makes it all stand out

floffypus
27 Jul 2010, 02:21pm
haha. well im working on a ze map and its full of details!