SearchSearchPosts written by jovisst:User
Outcast said: You're welcome.By the way,I'm curious to what type of map it is.
It's christmas themed map. I do not believe in any sort of religion, I think they're all bull so don't mistake me for a pedophile or rapist lol. But I do enjoy the food. I never thought there was any good christmas map, and now, 10 years later I thought I'd give it a try, with huge details, a big mf map and alot of custom textures and sounds and models.. Too me it was a huge project that started in beginning of November but I got lazy after 3 weeks and then had to rush these last 2 weeks to get it done but.. These compile errors gave me too much shit. It's gonna be a Bomb/Defuse map and it has a little bit of everything in it. But now since I had to scale it and remove alot of stuff it's just.. BLAH. I do have 2 customs .WADS files to it, do I need to upload those 2 if you want to have a look at it? I can give you both the Original .RMF and the other version(the one that's playable now..) Even tho none of them has any lightning textures and spawns are too low et.c. This is not even beta-testable User
Outcast said: Cool,let me know if it worked.
Alright, abit late and it's Christmas over here lol(Ya in Europe we celebrate the 24th most parts I think). I got it to work tho, the size of the map is much nicer, but had to remove alot of shit. Will try and fix it before new years... Thanks alot tho you saved my life :) User
Outcast said: It looks fine,I think the more brushes there are the smaller you have to make it.
Try compiling it and check the amount of base patches you get. Note:If it looks shitty,save it as a new .rmf in case you wanna be able to have its previous state. Cool dude! Thanks alot for your help! You're problaby one of the few that knows this shit and still kicks ass doin' it! I'll try and compile it in a bit and I'll get back ASAP! Yeah I made a new .RMF already I was like.. "Yeah... I'm not gonna make everything look fucked up and not be able to change it back later" User
User
Outcast said: Ah just as I thought,your map is way too big.Try scaling it down to half maybe.And i just noticed that it exceeds the number of max base patches,which if i remember correctly is about 60k.Your map has 99732 base patches.
Ah fuck.. I Honestly thought you could make a map as big as the grid lines go. Well, thank you.. This has been bothering me for quite some time now. Is it possibles to mark everything within the map and just try and make it shorter/less wide or am I going to have to slash it into bits? User
User
Okay, I have gotten my compile time down with 50% on this map I'm making by me removing the solids that I left in the air with "NULL" on them(Great thing).
To the questions: ALLOCBLOCK? What do I do to remove the % of usage on it? Honestly, everyone that has written an answer is telling me it could be: WAD SIZE - I've only been using the huge wads because I wanted to have everything I could ever need ready for me. This problem will be removed for my next attempt to compile this map. Scaling of the textures that I've used in my map, I will be honest and say alot of the 256x256 are maybe 0,5-0,3 of their original scale. Even tho me personaly I think it should just have an effect on light/bounce. Amount of Entities? As in the picture I have right here: you can clearly see my entity use is not that great. BUT! I have binded plenty of solids into one func_illusionary - could this cause bugs? It shouldn't right? They are spread out on the map it's not just one big piece of solids. Are there any commands to be able to get the AllocBlock to get more space? CLIP brush usage? I always put it around my map because I think it's simple and very easy to block players from going wherever they are not allowed to. Will I need another program like QuArK to be able to remove this problem? Final question - for now: How do I get to these places? Like for example: Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at ---> (-2474,-3964,-16 )(-2467,-3963,24) <--- How do I get to these coordinates? Honestly theres just no way of finding out where the heck that is on my map? ---> in hull 0 of model 84 <-- Where the hell is my model 84 and how do I get to it aswell? (entity: classname "func_illusionary", origin "", targetname "") ******** COMPILE LOG ********* hlcsg v3.4 VL31 (Oct 14 2013) hlcsg v3.4 VL31 (Oct 14 2013) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (vluzacn@163.com) ----- BEGIN hlcsg ----- Command line: D:\Program\WORLDC~1\tools\hlcsg.exe d:\program\worldcraft\maps\BETATEST -texdata 8000 -wadinclude BETATEST.wad Arguments: d:\program\worldcraft\maps\BETATEST -texdata 8000 -wadinclude BETATEST.wad -low -wadautodetect Entering d:\program\worldcraft\maps\BETATEST.map Current hlcsg Settings Name | Setting | Default ---------------------|-----------|------------------------- threads [ 4 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] reset logfile [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 8192000 ] [ 33554432 ] max lighting memory [ 33554432 ] [ 33554432 ] priority [ Low ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ off ] [ off ] clip hull type [ simple ] [ simple ] onlyents [ off ] [ off ] wadtextures [ on ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] wad configuration file[ None ] [ None ] wad.cfg group name [ None ] [ None ] nullfile [ None ] [ None ] nullify trigger [ on ] [ on ] min surface area [ 0.000 ] [ 0.000 ] brush union threshold [ 0.000 ] [ 0.000 ] map scaling [ None ] [ None ] light name optimize [ on ] [ on ] UTF8 game_text [ on ] [ on ] Using mapfile wad configuration Wadfiles not in use by the map will be excluded Wadinclude list : [zhlt.wad] [betatest.wad] CreateBrush: (2.36 seconds) CSGBrush: (1.77 seconds) Using Wadfile: \program\worldcraft\wads\christmasultimatemaddafakka.wad - Contains 45 used textures, 23.32 percent of map (472 textures in wad) Including Wadfile: \program\worldcraft\wads\BETATEST.wad - Contains 141 used textures, 73.06 percent of map (246 textures in wad) Using Wadfile: \program\worldcraft\wads\chateau.wad - Contains 7 used textures, 3.63 percent of map (136 textures in wad) Wad files required to run the map: "christmasultimatemaddafakka.wad;chateau.wad;" added 30 additional animating textures. Texture usage is at 7.18 mb (of 7.81 mb MAX) 4.97 seconds elapsed ----- END hlcsg ----- hlbsp v3.4 VL31 (Oct 14 2013) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (vluzacn@163.com) ----- BEGIN hlbsp ----- Command line: D:\Program\WORLDC~1\tools\hlbsp.exe d:\program\worldcraft\maps\BETATEST Arguments: d:\program\worldcraft\maps\BETATEST -low -chart Current hlbsp Settings Name | Setting | Default -------------------|-----------|------------------------- threads [ 4 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ on ] [ off ] estimate [ off ] [ off ] max texture memory [ 33554432 ] [ 33554432 ] priority [ Low ] [ Normal ] noclip [ off ] [ off ] nofill [ off ] [ off ] noinsidefill [ off ] [ off ] noopt [ off ] [ off ] no clipnode merging [ off ] [ off ] null tex. stripping [ on ] [ on ] notjunc [ off ] [ off ] nobrink [ off ] [ off ] subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512) max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536) remove hull 2 [ off ] [ off ] SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...7693 (2.14 seconds) BSP generation successful, writing portal file 'd:\program\worldcraft\maps\BETATEST.prt' SolidBSP [hull 1] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-64,2887,1505)-(400,3280,1733) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (7,2352,1508)-(400,2832,1733) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "") 500...1000...1500...2000...2500...3000...3500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (128,1432,-232)-(129,1433,-148) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "") 4000...4500...5000...5500...6000...6374 (1.57 seconds) SolidBSP [hull 2] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-64,2903,1501)-(416,3296,1729) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (23,2336,1504)-(416,2848,1729) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "") 500...1000...1500...2000...2500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (112,1448,-228)-(113,1449,-152) in hull 2 of model 0 (entity: classname "worldspawn", origin "", targetname "") 3000...3500...4000...4500...5000...5249 (1.08 seconds) SolidBSP [hull 3] Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-64,2887,1487)-(400,3280,1715) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (7,2352,1490)-(400,2832,1715) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "") 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7083 (1.71 seconds) Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (38,2602,1050)-(44,2602,1092) in hull 1 of model 83 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-81,2585,975)-(-72,2585,993) in hull 2 of model 83 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (38,2602,1032)-(44,2602,1074) in hull 3 of model 83 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2474,-3964,-16)-(-2467,-3963,24) in hull 0 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2474,-3968,-16)-(-2467,-3967,24) in hull 0 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2490,-3948,-52)-(-2451,-3948,-36) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2551,-3947,-20)-(-2530,-3947,-12) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2614,-3948,-65)-(-2592,-3948,-42) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2614,-3948,-53)-(-2592,-3947,-2) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2598,-3984,-65)-(-2592,-3984,17) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2634,-3983,53)-(-2614,-3983,63) in hull 1 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2576,-3931,-16)-(-2563,-3931,-3) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2576,-3931,-9)-(-2566,-3931,1) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2506,-3932,-48)-(-2435,-3932,-32) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2618,-3931,-12)-(-2576,-3931,-8) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2618,-3931,-17)-(-2576,-3931,21) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2652,-3999,50)-(-2628,-3998,81) in hull 2 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2490,-3948,-34)-(-2451,-3948,-18) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2551,-3947,-2)-(-2530,-3947,6) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2467,-3984,-7)-(-2420,-3984,6) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2614,-3948,-47)-(-2592,-3948,-24) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2614,-3948,-35)-(-2592,-3947,16) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2598,-3984,-47)-(-2592,-3984,-4) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2634,-3983,35)-(-2614,-3983,45) in hull 3 of model 84 (entity: classname "func_illusionary", origin "", targetname "") Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2842,3085,-2375)-(-2827,3085,-2364) in hull 3 of model 85 (entity: classname "func_illusionary", origin "", targetname "") Reduced 26816 clipnodes to 23848 Reduced 2019 texinfos to 1849 Reduced 223 texdatas to 222 (5331156 bytes to 5330000) Reduced 33348 planes to 10043 FixBrinks: Increased 23848 clipnodes to 24213. Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 210/512 13440/32768 (41.0%) planes 10043/32768 200860/655360 (30.6%) vertexes 35069/65535 420828/786420 (53.5%) nodes 10416/32767 249984/786408 (31.8%) texinfos 1849/32767 73960/1310680 ( 5.6%) faces 25136/65535 502720/1310700 (38.4%) * worldfaces 20274/32768 0/0 (61.9%) clipnodes 24213/32767 193704/262136 (73.9%) leaves 6677/32760 186956/917280 (20.4%) * worldleaves 4396/8192 0/0 (53.7%) marksurfaces 31099/65535 62198/131070 (47.5%) surfedges 119535/512000 478140/2048000 (23.3%) edges 61067/256000 244268/1024000 (23.9%) texdata [variable] 5330000/33554432 (15.9%) lightdata [variable] 0/33554432 ( 0.0%) visdata [variable] 0/8388608 ( 0.0%) entdata [variable] 33683/2097152 ( 1.6%) * AllocBlock 81/64 0/0 (126.6%) 222 textures referenced === Total BSP file data space used: 7990741 bytes === Wad files required to run the map: "christmasultimatemaddafakka.wad;chateau.wad;" 15.97 seconds elapsed ----- END hlbsp ----- hlvis v3.4 VL31 (Oct 14 2013) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (vluzacn@163.com) ----- BEGIN hlvis ----- Command line: D:\Program\WORLDC~1\tools\hlvis.exe d:\program\worldcraft\maps\BETATESTe -full Arguments: d:\program\worldcraft\maps\BETATEST -full -low 4396 portalleafs 15364 numportals -= Current hlvis Settings =- Name | Setting | Default -------------------|-----------|------------------------- threads [ 4 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 33554432 ] [ 33554432 ] max vis distance [ 0 ] [ 0 ] priority [ Low ] [ Normal ] fast vis [ off ] [ off ] full vis [ on ] [ off ] BasePortalVis: (7.73 seconds) LeafThread: Warning: ChopWinding : rejected(1) due to too many points Warning: ChopWinding : rejected(1) due to too many points Warning: ChopWinding : rejected(1) due to too many points Warning: ChopWinding : rejected(1) due to too many points Warning: ChopWinding : rejected(1) due to too many points Warning: ChopWinding : rejected(1) due to too many points (2759.85 seconds) average leafs visible: 434 g_visdatasize:570488 compressed from 2417800 2767.95 seconds elapsed [46m 7s] ----- END hlvis ----- hlrad v3.4 VL31 (Oct 14 2013) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (vluzacn@163.com) ----- BEGIN hlrad ----- Command line: D:\Program\WORLDC~1\tools\hlrad.exe d:\program\worldcraft\maps\BETATEST -extra -sparse Arguments: d:\program\worldcraft\maps\BETATEST -extra -low -vismatrix sparse -= Current hlrad Settings =- Name | Setting | Default --------------------|---------------------|------------------------- threads [ 4 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 33554432 ] [ 33554432 ] max lighting memory [ 33554432 ] [ 33554432 ] priority [ Low ] [ Normal ] fast rad [ off ] [ off ] vismatrix algorithm [ Sparse ] [ Sparse ] oversampling (-extra)[ on ] [ off ] bounces [ 8 ] [ 8 ] ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ] light limit threshold[ 188.000 ] [ 188.000 ] circus mode [ off ] [ off ] smoothing threshold [ 50.000 ] [ 50.000 ] smoothing threshold 2[ no change ] [ no change ] direct threshold [ 10.000 ] [ 10.000 ] direct light scale [ 1.000 ] [ 1.000 ] coring threshold [ 0.001 ] [ 0.001 ] patch interpolation [ on ] [ on ] texscale [ on ] [ on ] patch subdividing [ on ] [ on ] chop value [ 64.000 ] [ 64.000 ] texchop value [ 32.000 ] [ 32.000 ] global fade [ 1.000 ] [ 1.000 ] global light scale [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ] global gamma [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ] global light scale [ 2.000 ] [ 2.000 ] global sky diffusion [ 1.000 ] [ 1.000 ] spread angles [ on ] [ on ] opaque entities [ on ] [ on ] sky lighting fix [ on ] [ on ] incremental [ off ] [ off ] dump [ off ] [ off ] colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ] monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ] custom shadows with bounce light [ off ] [ off ] rgb transfers [ off ] [ off ] minimum final light [ 0 ] [ 0 ] size of transfer [ 1 (16bit) ] [ 1 (16bit) ] size of rgbtransfer [ 2 (32bit) ] [ 2 (32bit) ] soft sky [ on ] [ on ] translucent depth [ 2.000 ] [ 2.000 ] block opaque [ on ] [ on ] ignore textures [ off ] [ off ] reflectivity gamma [ 1.760 ] [ 1.760 ] reflectivity scale [ 0.700 ] [ 0.700 ] blur size [ 1.500 ] [ 1.500 ] no emitter range [ off ] [ off ] wall bleeding fix [ on ] [ on ] Load Textures: Using Wadfile: d:\program\worldcraft\maps\BETATEST.wa_ 222 textures referenced Reading texlights from 'D:\Program\WORLDC~1\tools\lights.rad' 0 opaque models 0 opaque faces 25136 faces Create Patches : 99732 base patches 1520196 square feet [218908352.00 square inches] 1 direct lights and 16386 fast direct lights 1 light styles FindFacePositions: (12.61 seconds) BuildFacelights: (261.15 seconds) BuildVisLeafs: (261.93 seconds) visibility matrix : 129.2 megs MakeScales: (270.27 seconds) Transfer Lists : 388612874 : 388.61M transfers Indices : 115699972 : 110.34M bytes Data : 777507994 : 741.49M bytes Bounce 1 GatherLight: (9.04 seconds) Bounce 2 GatherLight: (9.12 seconds) Bounce 3 GatherLight: (9.11 seconds) Bounce 4 GatherLight: (9.08 seconds) Bounce 5 GatherLight: (9.02 seconds) Bounce 6 GatherLight: (9.09 seconds) Bounce 7 GatherLight: (9.06 seconds) Bounce 8 GatherLight: (9.07 seconds) AddPatchLights: (6.02 seconds) FinalLightFace: (0.12 seconds) 889.16 seconds elapsed [14m 49s] ----- END hlrad ----- User
Alright this is my question for you fellow gamers/mappers:
Does a sound just loop in normal cases? Because some of the guides I read through just says "You have to put a que and another que to be able to loop it around and around" via Audacity et.c. I'm guessing this is not correct at all tho. I would say "cutting" a sound from a certain song/clip should have the same ending/start perhaps, to make it sound more flowing(If it's going to loop). Gratefor for any answers! /R User
Hello there folks!
A question for SuperJer: Why is there no Password Recovery option?! I just had to make a new user to be able to ask you lol. Kinda annoying. I don't wish to make new users every time.(And NO I will not remember my password) Tried all my passwords on my other acc: LORDOFTHISWORLD but none seemed to work.. Grateful for any answers! /R |