Water

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Re: Water

Postby 1447 on Sat May 31, 2008 10:07 pm

Or much easier: Click Map -> Load pointfile, and follow the red line to find the leak.
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Re: Water

Postby Sleepydragn1 on Sat May 31, 2008 10:12 pm

Thanks, Interestingly enough though it says the coordinates don't exist but, I only have 2 func_breakables (that I know of) and I'll try to isolate the problem by trying to delete one of them and seeing if the water works then.

EDIT: Using the pointfile I think I isolated it
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Re: Water

Postby RawMeat3000 on Sat May 31, 2008 10:40 pm

Whoops, Ctrl+Shift+G is for the brush number. View>Go To Coordinates, is what I should have said.
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Re: Water

Postby Sleepydragn1 on Sat May 31, 2008 11:00 pm

Still having problems though I located where it is leaking.
Using Pointfiles It seems that the leak is going right through walls
Can anyone help me?

Screen URLs:
http://img341.imageshack.us/my.php?image=screen5pa3.png

EDIT: Also, I am unloading then reloading the pointfiles
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Re: Water

Postby 1447 on Sat May 31, 2008 11:39 pm

Is that wall an entity? If it is, click the 'To world' button next to the 'To entity' button to the right.

And btw, you don't have to delete the func_breakables. The only reason the log says that func_breakable leaked, is because that's the first entity Hammer could find when "tracing" the leak back into the world during compiling. Kinda messy explanation there, I'm tired. Sorry...

Point being: The entity mentioned in the compile log has (in most cases) nothing to do with the leak. That's only the place where the pointfile starts.
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Re: Water

Postby Sleepydragn1 on Sat May 31, 2008 11:46 pm

Ill try the func_wall designation but, also I didn't delete the func_destroyable objects

EDIT: I understand now, you weren't talking about func_wall you were talking about it being a entity. It's not, it's just a block
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Re: Water

Postby RawMeat3000 on Sun Jun 01, 2008 12:19 am

An entity is anything that isn't a world brush, meaning models, point entities like light_spots, and anything starting with "func_", "trigger_", etc, meaning your func_wall is an entity. If any of these touch the black void you have a leak and your map has problems. At least, that's the way I understand it.
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Re: Water

Postby 1447 on Sun Jun 01, 2008 12:25 am

Yeah, what RawMeat said. To sum it up: If your brush is an entity (as in not a regular world brush), a displacement (if you don't know what this is, then it's not a problem), or covered in a transparent texture (IE: you can see through it), it will cause a leak.

If you're having problems finding the cause of your leak, I'd be happy to go through the .vmf for you. Just upload it to Rapidshare or whatever, and I'll take a look;)
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Re: Water

Postby Sleepydragn1 on Sun Jun 01, 2008 12:33 am

Alright, right now I'm working on covering up the leak
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Re: Water

Postby Sleepydragn1 on Sun Jun 01, 2008 12:49 am

Well, I can fix the leak, I tried using a easy box cutting off the leak area and it worked but, it cuts off parts of my level so, it might take a while

EDIT: I'm probally going to just try to make a generic skybox to prevent any leaks

EDIT #2: I tried making a box around the leak area (like a huge one) but, it totally messed up my compile process (making it last around 45+ minutes then freezing up) so, i'm going to see if I can isolate it with Trigger Boxes that don't do anything

EDIT #3: Just found the best way ever to stop leaks. Use trigger boxes. Players won't see them and you can walk through them and they act as walls to fix leaks. I'm not done yet I still have one more leak

EDIT #4: I think I got all the leaks. Here's the new compile window text:

** Executing...
** Command: "e:\program files\steam\steamapps\sleepydragn1\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike" "E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.prt...done (0)
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) (40407 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 134 texinfos to 70
Reduced 15 texdatas to 10 (580 bytes to 318)
Writing E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp
1 second elapsed

** Executing...
** Command: "e:\program files\steam\steamapps\sleepydragn1\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike" "E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone"

Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp
reading e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.prt
232 portalclusters
699 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 (13)
Optimized: 71 visible clusters (0.00%)
Total clusters visible: 28457
Average clusters visible: 122
Building PAS...
Average clusters audible: 223
visdatasize:14595 compressed from 14848
writing e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp
13 seconds elapsed

** Executing...
** Command: "e:\program files\steam\steamapps\sleepydragn1\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike" "E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp
843 faces
279314 square feet [40221316.00 square inches]
0 displacements
0 square feet [0.00 square inches]
843 patches before subdivision
30817 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (19)
transfers 5529287, max 562
transfer lists: 42.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0579 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace 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 3/1024 144/49152 ( 0.3%)
brushes 434/8192 5208/98304 ( 5.3%)
brushsides 2721/65536 21768/524288 ( 4.2%)
planes 618/65536 12360/1310720 ( 0.9%)
vertexes 1539/65536 18468/786432 ( 2.3%)
nodes 562/65536 17984/2097152 ( 0.9%)
texinfos 70/12288 5040/884736 ( 0.6%)
texdata 10/2048 320/65536 ( 0.5%)
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 843/65536 47208/3670016 ( 1.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 260/65536 14560/3670016 ( 0.4%)
leaves 566/65536 18112/2097152 ( 0.9%)
leaffaces 1035/65536 2070/131072 ( 1.6%)
leafbrushes 502/65536 1004/131072 ( 0.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4828/512000 19312/2048000 ( 0.9%)
edges 2707/256000 10828/1024000 ( 1.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 44/32768 440/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 573/65536 1146/131072 ( 0.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 780488/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14595/16777216 ( 0.1%)
entdata [variable] 1494/393216 ( 0.4%)
LDR leaf ambient 566/65536 13584/1572864 ( 0.9%)
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] 1/12 ( 8.3%)
pakfile [variable] 21719/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 40407/4194304 ( 1.0%)
==== Total Win32 BSP file data space used: 1068293 bytes ====

Total triangle count: 2112
Writing e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp
21 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp" "e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike\maps\Deathmatch_Box_Redone.bsp"

EDIT #5 (Dang, lots of edits):
The trigger box doesn't work it actually shows the trigger texture, I guess I'll have to do it the hard and painfully slow way
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Re: Water

Postby Sleepydragn1 on Sun Jun 01, 2008 5:42 pm

Now I've got a different problem. I can tell where a leak is in the game when I compile it but, when I check in Hammer it shows a wall there. I've tried compiling it 2 times and I have saved it.

Screen URL's:
http://img220.imageshack.us/my.php?image=screen8nb4.png http://img242.imageshack.us/my.php?image=screen7pj3.png http://img218.imageshack.us/my.php?image=screen6gy5.png

EDIT: Sorry for the triple post, Second post is VERY full of edits already and this is a different problem
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Re: Water

Postby 1447 on Sun Jun 01, 2008 5:56 pm

Wait, I don't get it. Why won't you just seal the leak with the surrounding geometry? I think you're doing something wrong. Just prolong the wall/floor/ceiling, and seal the leak. No triggers, no giant boxes around your level. If I could take a look at your map it would've been a lot easier. Just upload it here, and I'll find out what's going on in there.
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Re: Water

Postby Sleepydragn1 on Sun Jun 01, 2008 6:05 pm

I would rather do it on a forum but, just to be more clear:

When I compile the map and run it in CS:S it shows a definite leak in the area (note the pictures with the big black type spot) but, when I check in hammer it shows a wall there. In CS:S the wall is totally gone. I have tried compiling it twice (It's saved and everything). Any idea why this is happening? Or is it just a leak somehow covering up the wall?
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Re: Water

Postby 1447 on Sun Jun 01, 2008 6:14 pm

No, I have no idea why it's acting like that. Try remaking the wall, that might fix it.

I'm 100% I'd find the cause if you'd let me take a look at the .vmf. I promise I won't steal your map ;) But, if you say no, I won't ask again.
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Re: Water

Postby Sleepydragn1 on Sun Jun 01, 2008 6:42 pm

I trust you it's just I like creating (and fixing) my own maps though, because I'm not very experienced I need indirect help sometimes.

Anyways, I'll try re-creating or replacing the wall.

EDIT: Alright, I fixed that leak by putting another wall there but, there is still some more leaks

Screen URL's for the EDIT: http://img228.imageshack.us/my.php?image=screen9gq2.png

EDIT #2: The leak seems to be through a solid box. Not sure what to do with that because even if I change the boxes size it still either stays the way it is or changes it's location slightly.

Also I have a weird error in my compile window, I used the interloper's compile window text analyzer and it said that it was a error that usually had to do with leaks. I checked the location of the Brush Number and it showed my water, which would make sense because it is pretty screwed up by the leaks

Screen URL's for EDIT #2:
http://img218.imageshack.us/my.php?image=screen12rx2.png http://img218.imageshack.us/my.php?image=screen11op8.png http://img105.imageshack.us/my.php?image=screen10ak6.png

Compile Window Text for EDIT #2:

** Executing...
** Command: "e:\program files\steam\steamapps\sleepydragn1\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike" "E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike\materials
Loading E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_player_terrorist (1188.00 416.00 -612.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-293.9, 746.7, -1330.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 8806:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-222.7, 746.6, -1330.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 8806:

Processing areas...done (0)
Building Faces...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
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) (42307 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 136 texinfos to 109
Reduced 14 texdatas to 11 (483 bytes to 340)
Writing E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp
1 second elapsed

** Executing...
** Command: "e:\program files\steam\steamapps\sleepydragn1\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike" "E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone"

Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp
reading e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.prt
LoadPortals: couldn't read e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.prt


** Executing...
** Command: "e:\program files\steam\steamapps\sleepydragn1\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike" "E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp
No vis information, direct lighting only.
1830 faces
2 degenerate faces
571217 square feet [82255304.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0795 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace 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 3/1024 144/49152 ( 0.3%)
brushes 434/8192 5208/98304 ( 5.3%)
brushsides 2718/65536 21744/524288 ( 4.1%)
planes 606/65536 12120/1310720 ( 0.9%)
vertexes 2465/65536 29580/786432 ( 3.8%)
nodes 1065/65536 34080/2097152 ( 1.6%)
texinfos 109/12288 7848/884736 ( 0.9%)
texdata 11/2048 352/65536 ( 0.5%)
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 1830/65536 102480/3670016 ( 2.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 456/65536 25536/3670016 ( 0.7%)
leaves 1069/65536 34208/2097152 ( 1.6%)
leaffaces 2168/65536 4336/131072 ( 3.3%)
leafbrushes 571/65536 1142/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10179/512000 40716/2048000 ( 2.0%)
edges 5557/256000 22228/1024000 ( 2.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 114/32768 1140/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1545/65536 3090/131072 ( 2.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1664796/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1524/393216 ( 0.4%)
LDR leaf ambient 1069/65536 25656/1572864 ( 1.6%)
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] 1/12 ( 8.3%)
pakfile [variable] 21270/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 42307/4194304 ( 1.0%)
==== Total Win32 BSP file data space used: 2101539 bytes ====

Total triangle count: 4706
Writing e:\program files\steam\steamapps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Program Files\Steam\SteamApps\sleepydragn1\sourcesdk_content\cstrike\mapsrc\Deathmatch_Box_Redone.bsp" "e:\program files\steam\steamapps\sleepydragn1\counter-strike source\cstrike\maps\Deathmatch_Box_Redone.bsp"
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