water

that wasnt it...he attached a hallway that went through the skybox. kind of hard to explain, but he more or less treated the skybox like it was just another wall.
 
... You lost me.

If there are leaks, water won't work. If everything's a func_detail, there will be leaks. Corollary: the map that produced the last mentioned log file will have broken water.
 
I think what he means by "everything" is everything except the skybox, and you may be thinking everything inlcuding the skybox. You have to, at the very least, leave a box of solid brushes around your map to seal it. This would include your skybox.
 
Hey War, I fixed the skybox and some of the other things. Did you get my updated map? I had already fixed some of the things you talked about before your comment :)

Also, what is wrong with 60 explosive barrels :)
:flame:
:flame::flame:
:flame::flame::flame:
:flame::flame::flame::flame:
:flame::flame::flame::flame::flame:
Also, I would love to hear your ideas for better, more organized mapping. Also, for optimizing framerate.

Thanks again for everyones comments. If it seems like I am ignoring something, I probably am not. Im probably just too dumb to figure out how to make your suggestions work.

Most important, I fixed the one detail bursh that was causing a leak.

update: water working now! I figured out how to use the point file. It is awesome!!!! I dont fully understand why the line goes through the leak and to an object nearby? Like it is going to be sucked out into space :)
Code:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 842 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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 (1) (375025 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (375025 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 6

** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp
reading c:\program files\valve\steam\steamapps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.prt
  48 portalclusters
 120 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 896
Average clusters visible: 18
Building PAS...
Average clusters audible: 19
visdatasize:953  compressed from 768
writing c:\program files\valve\steam\steamapps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\rex64\sourcesdk_content\hl2mp\mapsrc\dm_siege.bsp" "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp\maps\dm_siege.bsp"


** Executing...
** Command: "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\rex64\half-life 2 deathmatch\hl2mp" -dev -console +sv_lan 1 -windowed +map "dm_siege"
 
im afraid to post it.

Also, is there a way to send just one wall back to the world? CTRL-SHIFT-W does not seem to do the trick?
 
if your problem is that you can't select one individual wall... click the 'ig' button on the top toolbar. That's 'ignore groups' it will let you select individual brushes that are bound together by grouping/being tied to an entity.
(The selection level thingy in the top corner lets you do that too, select 'solid.')

Then you can move that brush to world. (from menus, right click, hot-key).
 
vis slow

My vis is going real slow again. I have almost everything green (detail). What else would make VIS slow? I dont have any leaks.

Also, it says I have like 5000+ portals. How can this be if I changed almost everything to detail.
 
ok there was a leak....but it wasnt the kind of leak that was picked up by the pointfile. imagine this....his map is basically a box with a castle in the middle (which should indeed be a func_detail in his case since it is more like a jungle gym type of place). the floor is made out of grass and the other brushes out of skybox brushes. now, he created a passage that goes through the skybox into another room. outside of the skybox. this is wrong because he treated the skybox brush like it was some sort of brick wall. the way i fixed the map was raising the bottom part of the skybox up and leveling it off above this passage way, and filling in the empty space with a concrete wall. so the final product would be a box; with 5 skybox brushes (1 ceilng 4 walls), and below the skybox "walls" 4 concrete wall segments (2 of which have holes in them to lead to passageways into another room, which was previously just a wall with the skybox texture), and of course the remaining block of grass would remain. as for the map taking 17 hours to compile, that was a direct result of the func_details, which you seem to have corrected. good luck with the rest of the map, i hope you decide to clean it up a bit - especially most of the stairs (spirals especially)
 
map

I fixed the skybox thing already. What else could be causing it to VIS slow. Almost everythingis green (a detail brush). There are no leaks. Why would there be 5000+ portals if everything is green almost? I left the walls blue.
 
It could be the world brushes you do have are splitting up your entire "room" to make the vis leaves. If this is the case you could use hint brushes to sort of "seal in" your castle. I know this just might confuse you more, but thats my suggestion. Ill try and find a tutorial that has a good example of this, Ive seen one out there.
 
it is very possible you have too many overlapping brushes. it looks like you applied func_detail to the appropriate brushes though (got your updated map). you do have alot of frigging objects in this map, and it seems alot of them overlap eachother. you should put an end to this, even if they are func_details. i think a rule goes something like....two brushes should never overlap (slow compile), two func_details should never overlap (slow compile), and having a func_detail overlap a brush is legal (faster compile, relatively speaking). that being said, i notice ALOT of your func_details overlap eachother. like i said, fix that and see what happens. you made your level really sloppy it seems, and your slow compile is the result of it. lesson learned? i sure hope so. like i said before, this project should be a learning experience for you.

Edit: get rid of that antlion. no npcs (in HL2DM)!
Edit2: get rid of the 'alyxgun' pickups too. that isnt a real gun. do i hear an echo?
 
antlion

Actually, I got the antlion to work perfect in HL2 DM (multiplayer). It is pretty fun.

I have been working on fixing overlaps...
 
im just sayin this. your antlion *may* cause the game to crash. this is why i advise you not to use it in MP. your call though i suppose.
 
respawn

As long as it does not die?

No, I figured out how to respawn them. And make them attack players and everything.
 
If an NPC dies, the server crashes.

I'd love to see how you magically implemented nonexistent AI into your map.
 
schedule

We can schedule a time for me to show you sometime. It is really cool. I got the antlions working perfect. Also, one of the gunships. Still working on dog...
 
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