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OMG NO WTF!!!
Help!
Posted 2 months ago, last post 2 months ago by [ROFL]PacoTaco
[ROFL]PacoTaco .
PACOOO TACOOO
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Ok, so i have spent about 12 hours on this map (well less then that, i took a few naps lol). But i went to compile it, and damn, it got fucked up, i didnt do a thing but this happened

http://s86.photobucket.com/albums/k109/Runescapegod98926/?action=view¤t=oemfg.jpg

Please help
If this helps any
__________________



materialPath: c:\program files\steam\steamapps\slayer98926\counter-strike source\cstrike\materials
Loading C:\Documents and Settings\Frogger\Desktop\zm_lila_panic_v2_d.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\Frogger\Desktop\zm_lila_panic_v2_d.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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) (140017 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 309 texinfos to 281
Reduced 16 texdatas to 16 (366 bytes to 366)
Writing C:\Documents and Settings\Frogger\Desktop\zm_lila_panic_v2_d.bsp
43 seconds elapsed



2 threads
reading c:\documents and settings\frogger\desktop\zm_lila_panic_v2_d.bsp
reading c:\documents and settings\frogger\desktop\zm_lila_panic_v2_d.prt
593 portalclusters
1830 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 15887 visible clusters (0.00%)
Total clusters visible: 247824
Average clusters visible: 417
Building PAS...
Average clusters audible: 558
visdatasize:86648 compressed from 94880
writing c:\documents and settings\frogger\desktop\zm_lila_panic_v2_d.bsp
1 second elapsed



Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps\slayer98926\sourcesdk\bin\ep1\bin\lights.rad.
Loading c:\documents and settings\frogger\desktop\zm_lila_panic_v2_d.bsp
2134 faces
210075 square feet [30250850.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2134 patches before subdivision
24996 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2253243, max 540
transfer lists: 17.2 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0239 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 392/8192 4704/98304 ( 4.8%)
brushsides 2412/65536 19296/524288 ( 3.7%)
planes 898/65536 17960/1310720 ( 1.4%)
vertexes 3735/65536 44820/786432 ( 5.7%)
nodes 1136/65536 36352/2097152 ( 1.7%)
texinfos 281/12288 20232/884736 ( 2.3%)
texdata 16/2048 512/65536 ( 0.8%)
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 2134/65536 119504/3670016 ( 3.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1166/65536 65296/3670016 ( 1.8%)
leaves 1144/65536 36608/2097152 ( 1.7%)
leaffaces 2470/65536 4940/131072 ( 3.8%)
leafbrushes 852/65536 1704/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 14952/512000 59808/2048000 ( 2.9%)
edges 8754/256000 35016/1024000 ( 3.4%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 183/32768 1830/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2943/65536 5886/131072 ( 4.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 587872/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 86648/16777216 ( 0.5%)
entdata [variable] 53661/393216 (13.6%)
LDR leaf ambient 1144/65536 27456/1572864 ( 1.7%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/2582 ( 0.0%)
pakfile [variable] 10030/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 140017/4194304 ( 3.3%)
==== Total Win32 BSP file data space used: 1380594 bytes ====

Total triangle count: 6022
Writing c:\documents and settings\frogger\desktop\zm_lila_panic_v2_d.bsp
21 seconds elapsed
PACOOO TACOOO
.
Buck. | Y2M
Posted 2 months ago
Its your lighting
Image and video hosting by TinyPic
[ROFL]PacoTaco .
PACOOO TACOOO | Y2M
Posted 2 months ago
But all i did was add a black light in one room....
PACOOO TACOOO
Jeffers .
The awesome police. | Y2M
Posted 2 months ago
Actually it's your textures.

Make sure you use textures that are in the right directory.
[ROFL]PacoTaco .
PACOOO TACOOO | Y2M
Posted 2 months ago
What do you mean?? I was editing a lila Panic map (V2) then i went to compile, i didnt mess with any textures or anything (i added carpeting and stuff like that)
PACOOO TACOOO
Cow Muffins .
Prepare for sarcasm | Y2M
Posted 2 months ago
Ok let's see here. Number one. If you add one light, that's the only light in the entire map, everything else will be black. You need to add lights to every area you want to be lit, or you need to add a sun. Number two, you need to add env_cubemap's to your map. Ok?
Watch this
Cow Muffins .
Prepare for sarcasm | Y2M
Posted 2 months ago
Yeah well, if you decompiled the map, you probably don't have the textures, was everything gray when you were looking at it in the 3D-Textured mode?
[ROFL]PacoTaco .
PACOOO TACOOO | Y2M
Posted 2 months ago
No, when i was editing it was as if i was in game, i made a room with dead bodys and stuff, and i wanted a black strobe light so i added it, compiled then it got like it is
PACOOO TACOOO
.
It's clearly Bree time baby!! | Y2M
Posted 2 months ago
Why did you decompile lila_panic_V2?

lol.
stupid internet lol nvm.
Cow Muffins .
Prepare for sarcasm | Y2M
Posted 2 months ago
Ok well, please try to read up on the subject more. You don't seem to know what I'm talking about, and you aren't making a whole lot of sense. There is no such thing as a black strobe light. If that's the only light it would basically be doing nothing at all.
[ROFL]PacoTaco .
PACOOO TACOOO | Y2M
Posted 2 months ago
No, i made an entity, made it "light" mad the color black (dark anyways) then went and made it strobe (somewhere in there).

And even better at this momet im typeing this, hammer gets a "fatal error" just my fucking luck.
PACOOO TACOOO
.
Lifetime Ripe! | Y2M
Posted 2 months ago
No...Here is the real error:
WARNING: Cluster portals saw into cluster

You need to turn some of your detail brushes into func_details.
[ROFL]PacoTaco .
PACOOO TACOOO | Y2M
Posted 2 months ago
Whats func_detail (up untill this point i had only been adding props and textures, some extra buildings too
PACOOO TACOOO
.
Buck. | Y2M
Posted 2 months ago
Posted by Jeffers

Actually it's your textures.

Make sure you use textures that are in the right directory.


Yeah, but he didnt have the log there when i posted.
Image and video hosting by TinyPic
[ROFL]PacoTaco .
PACOOO TACOOO | Y2M
Posted 2 months ago
So i reloaded Hammer, i can see my map, i deleted my light, what else should i do
PACOOO TACOOO
.
Lifetime Ripe! | Y2M
Posted 2 months ago
What I told you.
:
BAD WOLF | Y2M
Posted 2 months ago
While there may be some other problems, that image clearly shows you are missing textures.
iShot .
-.=. iShot Reviews: Reqruiting .=.- | Y2M
Posted 2 months ago
Yeah i think it's something with your textures mate










:
Daniel Jackson Death Count: 22 | Y2M
Posted 2 months ago
Don't decompile maps without permission for one, two, don't use decompiled maps. They are absolutely filled with errors and it would take weeks to fix it when your know what your doing.
[ROFL]PacoTaco .
PACOOO TACOOO | Y2M
Posted 2 months ago
Oh wait, im not allowed to edit till i get permision, whoops, i thought you just couldnt publish....ill take that into account for the future....sorry
PACOOO TACOOO
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Thread Stats on [ROFL]PacoTaco .
Submissions: 3
Total Views: 664
Total Feedback: 24 posts
Average Rating: -
Unrated Threads: 3
Total Favs: 0
First Submission: 3 months ago
Latest Submission: 2 months ago
Favorite Category: CS:S > Mapping (2 threads)
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