Creating Fire

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Creating Fire

Postby Tutorial on Mon Mar 07, 2005 10:09 pm

category
General Half-Life 2/Effects

description
Very basic effect and very easy to implement, light up your maps arson style.

keywords
fire, creating, env_fire.

This is a very simple process that can look very effective in maps.

First thing to do is create somewhere for the fire to burn, a few bits of wood and a scorch decal did the trick for me

Image

Now use the Entity Tool (Shift+E) and select env_fire from the list, place it neatly over the chosen burning area, like so:

Image

There is quite a lot to fiddle with in the options and flags, but what's important is the one named "Ignition Point". Set it to about 5 and you'll see why now.

The fire doesn't appear instantly, it needs to be lit so to speak, so we need another entity called env_firesource.
This basically generates a "heat" and all env_fires in it's radius will light as long as the heat provided by the env_firesource is high enough to trigger the Ignition Point.

So ensure the env_firesource covers the env_fire by changing the radius and set the Intensity / Damage to be higher then the ignition point in the env_fire, so 10 will do here for instance.

Image

So now the fire will burn and it will also produce smoke, but to add that little touch try using a brush-based entity called env_embers, it basically creates some ember effects for the flame.

To create it you need to place a block covered in the nodraw texture above the flame, and then make it an env_embers with Ctrl+T. You can set various things in the properties to get the right effect.

Image

I also added an orange light for that perfect touch.

Image

Easy.

Related:
Example Map

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Postby DrDoctor on Fri Apr 08, 2005 1:51 pm

Hey there !

It should also work if you only set the "InstantOn"-Flag of the env_fire to on.

In this case you don't need the env_firesource.

Anyway, please correct me if I'm wrong !

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Postby Deleter on Sun Apr 10, 2005 11:31 pm

yeah, that works, its a whole lot easier too :D the only reason id use a firesource is if its part of an explosion or some other effect.
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Postby Blink on Mon Apr 11, 2005 6:51 am

This was worked out back when cs:source SDK first came out, various things didn't work properly :)
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Postby DrDoctor on Mon Apr 11, 2005 10:28 pm

Hello Blink !

You are right, I didn't think about that point when i wrote the post before.

I also noticed that there are various tuts where something is described much more complicated than it actually is with a new version of Hammer...

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Postby -|Dizmas|- on Tue May 17, 2005 7:57 pm

Cool, this is great. Is there anyway to turn off the smoke??? I have a fire in a low roof tunnel and I can see the smoke coming out of the roof of the tunnel if I go above it. Maybe if its a plasma fire rather than a natural one it will not have smoke, cause i know in hl2 some of the fires dont have smoke. great tutorial
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Postby Freaky_KiLLer on Wed May 18, 2005 10:38 am

Go to properties ----> Flags and turn on smokeless :)
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Re: Creating Fire

Postby Grape on Fri Mar 28, 2008 11:02 pm

I have a problem with adding fire. Running the map causes the game to crash when I add fire. The same map without fire works fine. Following this tutorial to the letter still causes a crash. Using only env_fire there is a still a crash. Help!
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Re: Creating Fire

Postby Elv02 on Fri Mar 28, 2008 11:05 pm

Grape wrote:I have a problem with adding fire. Running the map causes the game to crash when I add fire. The same map without fire works fine. Following this tutorial to the letter still causes a crash. Using only env_fire there is a still a crash. Help!


Could you post a compile log please? That will be helpful in pinpointing the problem.
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Re: Creating Fire

Postby Grape on Fri Mar 28, 2008 11:09 pm

yes

Code: Select all
** Executing...
** Command: "c:\program files\steam\steamapps\***\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp" "C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp\materials
Loading C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_borealis01rt"
Can't load skybox file skybox/sky_borealis01 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) (25933 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 91 texinfos to 69
Reduced 12 texdatas to 9 (380 bytes to 206)
Writing C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02.bsp" "c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp\maps\training_barrels_02.bsp"
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Re: Creating Fire

Postby Grape on Fri Mar 28, 2008 11:11 pm

I didn't run VIS or RAD. I wonder...
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Re: Creating Fire

Postby Elv02 on Fri Mar 28, 2008 11:14 pm

Grape wrote:I didn't run VIS or RAD. I wonder...


Ya... That would really help as BSP only creates basic geometry... Just run VIS and RAD on fast until your final compile. They'll still work well enough for testing.
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Re: Creating Fire

Postby Grape on Sat Mar 29, 2008 12:10 am

Elv02 wrote:
Grape wrote:I didn't run VIS or RAD. I wonder...

Ya... That would really help as BSP only creates basic geometry... Just run VIS and RAD on fast until your final compile. They'll still work well enough for testing.

I'm still getting the crash after compiling with VIS and RAD (on fast). Here's the compile log, it took over half an hour to get!

Code: Select all
** Executing...
** Command: "c:\program files\steam\steamapps\***\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp" "C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp\materials
Loading C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_borealis01rt"
Can't load skybox file skybox/sky_borealis01 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) (25933 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 91 texinfos to 69
Reduced 12 texdatas to 9 (380 bytes to 206)
Writing C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\***\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp" -fast "C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02"

Valve Software - vvis.exe (Nov  8 2007)
fastvis = true
2 threads
reading c:\users\***\documents\hl2dm\maps\training\training_barrels_02.bsp
reading c:\users\***\documents\hl2dm\maps\training\training_barrels_02.prt
1153 portalclusters
3681 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 80971 visible clusters (0.00%)
Total clusters visible: 822545
Average clusters visible: 713
Building PAS...
Average clusters audible: 1152
visdatasize:334333  compressed from 350512
writing c:\users\***\documents\hl2dm\maps\training\training_barrels_02.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\***\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp" -noextra "C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02"

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

Loading c:\users\***\documents\hl2dm\maps\training\training_barrels_02.bsp
6767 faces
2 degenerate faces
9480691 square feet [1365219584.00 square inches]
0 displacements
0 square feet [0.00 square inches]
6765 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
463495 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (648)
transfers 133633608, max 1705
transfer lists: 1019.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (889)
   Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<20.3272 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (183)
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                 56/8192          672/98304    ( 0.7%)
brushsides            1349/65536       10792/524288   ( 2.1%)
planes                2812/65536       56240/1310720  ( 4.3%)
vertexes             10430/65536      125160/786432   (15.9%)
nodes                 2260/65536       72320/2097152  ( 3.4%)
texinfos                69/12288        4968/884736   ( 0.6%)
texdata                  9/2048          288/65536    ( 0.4%)
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                 6767/65536      378952/3670016  (10.3%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              249/65536       13944/3670016  ( 0.4%)
leaves                2264/65536       72448/2097152  ( 3.5%)
leaffaces             7809/65536       15618/131072   (11.9%)
leafbrushes           1711/65536        3422/131072   ( 2.6%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            35030/512000     140120/2048000  ( 6.8%)
edges                17605/256000      70420/1024000  ( 6.9%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
waterstrips           1171/32768       11710/327680   ( 3.6%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         14964/65536       29928/131072   (22.8%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]    37854952/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      334333/16777216 ( 2.0%)
entdata               [variable]       17670/393216   ( 4.5%)
LDR leaf ambient      2264/65536       54336/1572864  ( 3.5%)
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]       21064/0        ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics               [variable]       25933/4194304  ( 0.6%)
==== Total Win32 BSP file data space used: 39315452 bytes ====

Total triangle count: 20422
Writing c:\users\***\documents\hl2dm\maps\training\training_barrels_02.bsp
33 minutes, 30 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02.bsp" "c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp\maps\training_barrels_02.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp" +sv_lan 1 +map "training_barrels_02"

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Re: Creating Fire

Postby Elv02 on Sat Mar 29, 2008 12:46 am

Grape wrote:
Elv02 wrote:
Grape wrote:I didn't run VIS or RAD. I wonder...

Ya... That would really help as BSP only creates basic geometry... Just run VIS and RAD on fast until your final compile. They'll still work well enough for testing.

I'm still getting the crash after compiling with VIS and RAD (on fast). Here's the compile log, it took over half an hour to get!

Code: Select all
** Executing...
** Command: "c:\program files\steam\steamapps\***\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp" "C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp\materials
Loading C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_borealis01rt"
Can't load skybox file skybox/sky_borealis01 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) (25933 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 91 texinfos to 69
Reduced 12 texdatas to 9 (380 bytes to 206)
Writing C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\***\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp" -fast "C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02"

Valve Software - vvis.exe (Nov  8 2007)
fastvis = true
2 threads
reading c:\users\***\documents\hl2dm\maps\training\training_barrels_02.bsp
reading c:\users\***\documents\hl2dm\maps\training\training_barrels_02.prt
1153 portalclusters
3681 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 80971 visible clusters (0.00%)
Total clusters visible: 822545
Average clusters visible: 713
Building PAS...
Average clusters audible: 1152
visdatasize:334333  compressed from 350512
writing c:\users\***\documents\hl2dm\maps\training\training_barrels_02.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\***\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp" -noextra "C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02"

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

Loading c:\users\***\documents\hl2dm\maps\training\training_barrels_02.bsp
6767 faces
2 degenerate faces
9480691 square feet [1365219584.00 square inches]
0 displacements
0 square feet [0.00 square inches]
6765 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
463495 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (648)
transfers 133633608, max 1705
transfer lists: 1019.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (889)
   Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<20.3272 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (183)
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                 56/8192          672/98304    ( 0.7%)
brushsides            1349/65536       10792/524288   ( 2.1%)
planes                2812/65536       56240/1310720  ( 4.3%)
vertexes             10430/65536      125160/786432   (15.9%)
nodes                 2260/65536       72320/2097152  ( 3.4%)
texinfos                69/12288        4968/884736   ( 0.6%)
texdata                  9/2048          288/65536    ( 0.4%)
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                 6767/65536      378952/3670016  (10.3%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              249/65536       13944/3670016  ( 0.4%)
leaves                2264/65536       72448/2097152  ( 3.5%)
leaffaces             7809/65536       15618/131072   (11.9%)
leafbrushes           1711/65536        3422/131072   ( 2.6%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            35030/512000     140120/2048000  ( 6.8%)
edges                17605/256000      70420/1024000  ( 6.9%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
waterstrips           1171/32768       11710/327680   ( 3.6%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         14964/65536       29928/131072   (22.8%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]    37854952/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      334333/16777216 ( 2.0%)
entdata               [variable]       17670/393216   ( 4.5%)
LDR leaf ambient      2264/65536       54336/1572864  ( 3.5%)
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]       21064/0        ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics               [variable]       25933/4194304  ( 0.6%)
==== Total Win32 BSP file data space used: 39315452 bytes ====

Total triangle count: 20422
Writing c:\users\***\documents\hl2dm\maps\training\training_barrels_02.bsp
33 minutes, 30 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\***\Documents\HL2DM\maps\training\training_barrels_02.bsp" "c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp\maps\training_barrels_02.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\***\half-life 2 deathmatch\hl2mp" +sv_lan 1 +map "training_barrels_02"



Couldn't find much except the portal clusters warning. Anyway, I decided to chuck your log through the compile checker and it came up with the following:

WARNING: Cluster portals saw into cluster
Description:
(I think) vbsp.exe has made a concave leaf (or in other ways invalid) that can see into itself. I've also heard about this being caused by overlapping brushes or brushes that are off-grid (thuss causing offgrid visleafs). Allthough i find this unlikely, I am not sure if it isn't, so keep those possibilities open too.

Solution:
The solution is to simplify your leafs (func_detail) as much as possible to avoid this error, but usually (or sometimes) you will find no bad things come from it and your map runs as it should. If you got unexpected low FPS somewhere, this may be the cause. Finding it may be hard, and usually ends up in using cordon tools or just not doing it at all. First look at complicated parts of your map, try to use glview glview to find it.

and there were a few other things like your skybox doesn't have a proper texture or something and two others which can be ignored.
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Elv02
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Re: Creating Fire: Issue Resolved

Postby Grape on Sun Mar 30, 2008 6:00 am

Issue resolved: viewtopic.php?f=2&t=23621

thanks for all your help. :)
Grape
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