bandora

bandora

User name
bandora
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Assigned post color
#88cc77
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Registration date
2008 September 24
Post count
80
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0 ₧
Location
Michigan, US
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Bandora = tomato in arabic.. GOT IT? :)

And don't ask why I picked this nickname.. LOONG STORY!
Timezone
America/Detroit
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Recent posts by bandora

Recent posts by bandora

2009 Jun 13 at 03:45 UTC
Thanks! I am glad that you like my mario map! :) I am doing an update on it, since I forgot to add a sound on it.. and also I want to make correct skies for the arenas other than the main one (cuz the main arena has the "good" skybox)..

Just wondering have you checked out everything on the mario map?? Like the dungeon part and the secret/buy room?
2009 Jun 8 at 20:17 UTC
Hey guys,

I have three maps done and I thought that I would share them with you guys..

Aim_marioland:
http://www.fpsbanana.com/maps/97265


Deathrun_fs-facility:
http://www.fpsbanana.com/maps/85960


Aim_kinetic:
http://www.fpsbanana.com/maps/85524


I hope you guys would try them and enjoy them. And if you have any feedback for me, tell me (good or bad) I like getting feedbacks.

Enjoy!

BaNdOrA

P.S: In aim_marioland, in order to go to the secret buy room (as shown in picture 3 & 4 in FPSBanana), you will need two people or low gravity to jump on the big question box (the triboxes located in each spawn in the main arena), then when you're on top of the question box you will need to run towards the other spawn (there will be an invisible stairs and platform) then look down once you reach the first box (on the ground) and then just jump in your place.
2009 Jun 5 at 04:19 UTC
So which one should I choose? the -sparse? or the -chop? I think superjer was talking about the -chop? And what value should I put there?

http://superjer.com/bb/viewtopic.php?p=17410#17410

Also I will compile it again using the batch file and see what errors it gives me other than the exceeded max_patches..

Also will see what error it gives me when I do hlrad -chop 256 mapname
2009 Jun 4 at 02:01 UTC
@ KD.. Well here's the what's going on... When I compile with this version of ZHLT, it works fine (i.e. it doesn't give me the Exceeded MAX_CLIPNODES error)... with the newest ZHLT it gives me that..

But with the ZHLT that I am currently using gives me the Exceeded MAX_PATCHES error when I run hlrad.. when I don't run hlrad it does compile.. But the fps is terrible! (I did expect that btw)..

I saw a post that superjer made one time about this..

He says: "To make the lighting less detailed, change your hlrad line like this:

hlrad -chop 256 mapname "

I did that and it gave me an error.. do I need to change the 256 number? make it less.. more...??


@ Vita: And about the wads yes I know it's too much I am only testing it now.. What I am going to do so people don't have to download so many unnecessary wads.. I am going to take out all the textures that this map uses and put them in one (de_dusterno.wad). That will make the download MUCH easier for people. I mean tfc2.wad is 11MB! so that's not good.

P.S. I don't use a batch file to compile the map.. I do it directly from VHE.. For some odd reason it works for me that way better than using a batch file.. But I have a feeling I am going to need to compile this map using a batch file. :D

P.P.S.: KD that webpage you gave me says this: "then the #1 fix is running HLRAD with the -sparse flag - but compile will be slower." How do I do that?? what's the -sparse flag-?

P.P.S.(1): Should I post the rmf/map with the wads and you guys can look at it and if u can make a quick fix if you see something wrong with it? Like can you guys do that for me? Maybe there's something that I am doing wrong? And btw the textures etc on those decompiled maps, I will redo them and make them better.. but I am talking about the outter walls, skies.. etc. Btw what I have now is a lot different than the first rmf.. in fact I am going to take that link off.
2009 Jun 3 at 05:01 UTC
Yes! I fixed this error! I tied a couple of things to the func_wall entity.. And made some "good" skyboxes on the the FY and the Awp maps... but then it gave me another error.. it's this one..

Exceeded MAX_PATCHES

Here's the new log:

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlcsg.exe "C:Program FilesValve Hammer Editormapsproject combo"
Entering C:Program FilesValve Hammer Editormapsproject combo.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

65 brushes (totalling 390 sides) discarded from clipping hulls
CreateBrush:
(12.80 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(9.52 seconds)

Using Wadfile: program filesvalve hammer editorwadshalflife.wad
- Contains 21 used textures, 22.11 percent of map (3116 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscstrike.wad
- Contains 6 used textures, 6.32 percent of map (123 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsbandora.wad
- Contains 0 used textures, 0.00 percent of map (6 textures in wad)
Including Wadfile: program filesvalve hammer editortoolszhltzhlt.wad
- Contains 1 used texture, 1.05 percent of map (3 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsitsitaly.wad
- Contains 0 used textures, 0.00 percent of map (99 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_storm.wad
- Contains 1 used texture, 1.05 percent of map (74 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsitsmemario.wad
- Contains 0 used textures, 0.00 percent of map (33 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_piranesi.wad
- Contains 0 used textures, 0.00 percent of map (160 textures in wad)
Using Wadfile: program filesvalve hammer editorwadstfc2.wad
- Contains 43 used textures, 45.26 percent of map (395 textures in wad)
Using Wadfile: program filesvalve hammer editorwadscs_dust.wad
- Contains 20 used textures, 21.05 percent of map (28 textures in wad)
Using Wadfile: program filesvalve hammer editorwadsde_dusterno.wad
- Contains 3 used textures, 3.16 percent of map (5 textures in wad)

Warning: More than 8 wadfiles are in use. (11)
This may be harmless, and if no strange side effects are occurring, then
it can safely be ignored. However, if your map starts exhibiting strange
or obscure errors, consider this as suspect.


added 9 additional animating textures.
Texture usage is at 2.65 mb (of 4.00 mb MAX)
26.89 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlbsp.exe "C:Program FilesValve Hammer Editormapsproject combo"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:Program FilesValve Hammer Editormapsproject combo.prt'
31.31 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlvis.exe "C:Program FilesValve Hammer Editormapsproject combo"
3623 portalleafs
10813 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
(14.84 seconds)
LeafThread:
(672.47 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 3380 and 3395:
(-475.000 10.000 -2474.938)
(-475.000 7.869 -2475.337)
(-697.882 -161.000 -2507.000)
(-699.000 -161.000 -2507.000)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 3387 and 3389:
(-639.533 -115.604 -2500.056)
(-541.882 -41.057 -2487.010)
(-541.984 -40.988 -2486.998)

average leafs visible: 187
g_visdatasize:246260 compressed from 1641219
687.75 seconds elapsed [11m 27s]

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:PROGRA~1VALVEH~1Toolszhlthlrad.exe "C:Program FilesValve Hammer Editormapsproject combo"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
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 falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

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 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


25933 faces
Create Patches : 94158 base patches
0 opaque faces
784344 square feet [112945576.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem


----- END hlrad -----


2009 Jun 1 at 04:47 UTC
but I am not a guy that gives up on this! O.o and I know that it can be done since there's a map that's the same exact idea as mine that's called de_duztec..

Now I didn't understand what fedex was talking about.. like who's Empyre and what does he mean by try to compile the map with different nodes.. and I still don't understand what clipnodes are exactly?? Like maybe if I understand what it is, I could then reduce those clipnodes that the error is talking about.. Also, should I convert a couple of walls, boxes on the maps to func_wall?? will that work?
2009 May 31 at 05:14 UTC
textures in Hammer Mapping
Best program that does that IMO is BSPTwoMAP

You can get it from here:

http://www.slackiller.com/hlprograms/BSP2Map.zip
2009 May 30 at 21:49 UTC
By the way.. What is causing this error.. the sky textures on my map?? or the brushes that are on the maps themselves?? I am asking this so I can know from where to start.. if the sky boxes are fine or not.. etc.
2009 May 30 at 21:36 UTC
@ Down Rodeo

Look at the rmf that I provided in the post so you can see what I am talking about..

Also fedex_ I have no idea what you're talking about haha.. If you could tell me what you mean exactly and tools are you referring to that would be awesome..
2009 May 30 at 05:47 UTC
No that gives you a different error.. forgot what it was tho.