What Happened To My Tetures!?

M

Moon Wolf

Guest
first two pics are of ingame and the last is of what it SHOULD look like PLEASE i Really need help
 
i know people are looking at this comeon someone help me pleeeeaaasee!!!!
 
i'd love to help, but i really have no idea. are you sure you haven't got any leaks?
 
im in the middle of the map in the first two just kinda loking around
 
this is what the compiler thingie says
"
** Executing...
** Command: "c:\program files\valve\steam\steamapps\meowmeow\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\meowmeow\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\meowmeow\sourcesdk_content\cstrike\mapsrc\Aim_Basic_ScoutMap"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: c:\program files\valve\steam\steamapps\meowmeow\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\meowmeow\sourcesdk_content\cstrike\mapsrc\Aim_Basic_ScoutMap.vmf
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:\Program Files\Valve\Steam\SteamApps\meowmeow\sourcesdk_content\cstrike\mapsrc\Aim_Basic_ScoutMap.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 (0) (6845 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (6845 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\meowmeow\sourcesdk_content\cstrike\mapsrc\Aim_Basic_ScoutMap.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "c:\program files\valve\steam\steamapps\meowmeow\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\meowmeow\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\meowmeow\sourcesdk_content\cstrike\mapsrc\Aim_Basic_ScoutMap"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:\program files\valve\steam\steamapps\meowmeow\sourcesdk_content\cstrike\mapsrc\Aim_Basic_ScoutMap.bsp
reading c:\program files\valve\steam\steamapps\meowmeow\sourcesdk_content\cstrike\mapsrc\Aim_Basic_ScoutMap.prt
255 portalclusters
643 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 (34)
Optimized: 13 visible clusters (0.00%)
Total clusters visible: 56068
Average clusters visible: 219
Building PAS...
Average clusters audible: 255
visdatasize:18439 compressed from 16320
writing c:\program files\valve\steam\steamapps\meowmeow\sourcesdk_content\cstrike\mapsrc\Aim_Basic_ScoutMap.bsp
34 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\meowmeow\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\meowmeow\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\meowmeow\sourcesdk_content\cstrike\mapsrc\Aim_Basic_ScoutMap"

Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\meowmeow\sourcesdk_content\cstrike\mapsrc\Aim_Basic_ScoutMap.bsp
675 faces
4483935 square feet [645686656.00 square inches]
0 displacements
0 square feet [0.00 square inches]
675 patches before subdivision
14763 patches after subdivision
44 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (21)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 524753, max 186
transfer lists: 4.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(21739, 19120, 12687)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1231, 932, 473)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(77, 50, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(5, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0201 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 27/8192 324/98304 ( 0.3%)
brushsides 173/65536 1384/524288 ( 0.3%)
planes 184/65536 3680/1310720 ( 0.3%)
vertexes 1021/65536 12252/786432 ( 1.6%)
nodes 657/65536 21024/2097152 ( 1.0%)
texinfos 36/12288 2592/884736 ( 0.3%)
texdata 13/2048 416/65536 ( 0.6%)
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 675/65536 37800/3670016 ( 1.0%)
origfaces 64/65536 3584/3670016 ( 0.1%)
leaves 659/65536 36904/3670016 ( 1.0%)
leaffaces 731/65536 1462/131072 ( 1.1%)
leafbrushes 398/65536 796/131072 ( 0.6%)
surfedges 3202/512000 12808/2048000 ( 0.6%)
edges 1710/256000 6840/1024000 ( 0.7%)
worldlights 44/8192 3872/720896 ( 0.5%)
waterstrips 42/32768 420/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 528/65536 1056/131072 ( 0.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 449456/0 ( 0.0%)
visdata [variable] 18439/16777216 ( 0.1%)
entdata [variable] 10616/393216 ( 2.7%)
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] 19996/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 6845/4194304 ( 0.2%)
==== Total Win32 BSP file data space used: 652616 bytes ====

Linux Specific Data:
physicssurface [variable] 6845/6291456 ( 0.1%)
==== Total Linux BSP file data space used: 652616 bytes ====

Total triangle count: 1596
Writing c:\program files\valve\steam\steamapps\meowmeow\sourcesdk_content\cstrike\mapsrc\Aim_Basic_ScoutMap.bsp
26 seconds elapsed

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

"
 
anyone wanna see the broken map first hand? see if its just me ofr if its like at to everyone?
 
ts a default invis texture so you can see the sky box....

u shouldn't need an invis texture... (should you?) you just place a box around the map with the skybox texture on that (thats what i was told to do. i might be wrong)
 
sigh...this doesnt help my original prblem but when i did was start with a small box and made my map to what i liked but i wanted it to have a open cieling so rather then mess around with onther hit i just applied nthe texture...it works fine...but my map is skrewed up and i dont know what to do so PLEASE i neede some serious help!
 
i should hit you asshole i know its fixable i just dont know how and neither do you obviously
 
We're not assholes we don't know what is wrong with your map dumbass. We're not here for the sole purpose of helping YOU.
 
i wasnt talking about all of ya
i was talking about the guy before "jmjneary"
 
I think your sky is the first problem... go to map on your top menu. Then go to map properties. A box will pop up. THen click on skybox texture. If you have not ever changed this, do it. Change it to Sky_dust just to see if that helps. There are other sky textures you can change it to, but the default is bad. Also make sure that your sky is using the skybox brush. See if that helps. Peace.
 
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