Map Battle 37 - Template

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Re: Map Battle 37 - Template

Postby Deathbagel on Thu Aug 13, 2009 2:05 am

Oooh, somebody modified the gray brushes....naughty naughty tsk tsk
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Re: Map Battle 37 - Template

Postby ThePain on Thu Aug 13, 2009 2:32 am

Deathbagel wrote:Oooh, somebody modified the gray brushes....naughty naughty tsk tsk

I assure you it is completely unchanged.

Also- Again, what happened to my avatar D:<
No I don't have a backup of it, I lost it when my HD died D:
Last edited by ThePain on Thu Aug 13, 2009 4:26 am, edited 2 times in total.
It's quite simple really. I want to be a professional level designer. I want this to be my job.
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Re: Map Battle 37 - Template

Postby The Trooper on Thu Aug 13, 2009 2:34 am

I'm fairly sure the tops ones are just textured as glass with the bottom ones textured with nodraw every other brush. That's how I think he's doing it at least. Could be wrong, or he could be ignoring the rules, there's always that.

Edit: Damn, you got it before me Pain. XD
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Re: Map Battle 37 - Template

Postby nub on Thu Aug 13, 2009 4:30 am

The "clear" pieces are obviously glass. You can see the citizen standing on one of the glass parts.
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Re: Map Battle 37 - Template

Postby no00dylan on Thu Aug 13, 2009 5:49 am

CONSPIRACY! SCANDAL I SAY! SCANDAL!
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Re: Map Battle 37 - Template

Postby ThePain on Thu Aug 13, 2009 5:56 am

no00dylan wrote:CONSPIRACY! SCANDAL I SAY! SCANDAL!

No no no, people are actually commenting on my map this time, I don't want it to stop.
It's quite simple really. I want to be a professional level designer. I want this to be my job.
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Re: Map Battle 37 - Template

Postby Deathbagel on Thu Aug 13, 2009 3:27 pm

Oh, my bad, I didn't notice. This is why I usually don't comment on other people's maps, because I end up looking like a moron.

However, while I now know that this is glass, it still doesn't look like it. Are you perhaps using glasswindow070c? That texture is very transparent and often looks like there's nothing there at all, something that really bugs me. I'd recommend changing the texture used or modifying it (hey....maybe I should do that too....:)).

I'm going to try this!
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Re: Map Battle 37 - Template

Postby ReservoirWOLF on Fri Aug 14, 2009 3:39 am

doesnt leave me much time, but i'll try something, does it have to be a full working map? or can it just be a pretty picture?
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Re: Map Battle 37 - Template

Postby Zipfinator on Fri Aug 14, 2009 3:50 am

ReservoirWOLF wrote:doesnt leave me much time, but i'll try something, does it have to be a full working map? or can it just be a pretty picture?


The only thing you submit is a picture.
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Re: Map Battle 37 - Template

Postby The Doctor on Fri Aug 14, 2009 4:41 am

ReservoirWOLF wrote:doesnt leave me much time, but i'll try something, does it have to be a full working map? or can it just be a pretty picture?


It has to be enough to allow you to compile so it looks like a working map.
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Re: Map Battle 37 - Template

Postby ReservoirWOLF on Fri Aug 14, 2009 5:30 am

k cool thanks.
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Re: Map Battle 37 - Template

Postby The Doctor on Fri Aug 14, 2009 7:36 am

Code: Select all
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\pine_hollow\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\pine_hollow\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\pine_hollow\sourcesdk_content\ep2\mapsrc\battle37"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\pine_hollow\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\pine_hollow\sourcesdk_content\ep2\mapsrc\battle37.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 (2)
Find Visible Detail Sides...
Merged 3990 detail faces...done (6)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (11)
writing C:\Program Files (x86)\Steam\steamapps\pine_hollow\sourcesdk_content\ep2\mapsrc\battle37.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_01_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_01_hdr*.vmt
 ! 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 (2) (2658513 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 12086 texinfos to 11584
Reduced 55 texdatas to 47 (1453 bytes to 1110)
Writing C:\Program Files (x86)\Steam\steamapps\pine_hollow\sourcesdk_content\ep2\mapsrc\battle37.bsp
29 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\pine_hollow\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\pine_hollow\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\pine_hollow\sourcesdk_content\ep2\mapsrc\battle37"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files (x86)\steam\steamapps\pine_hollow\sourcesdk_content\ep2\mapsrc\battle37.bsp
reading c:\program files (x86)\steam\steamapps\pine_hollow\sourcesdk_content\ep2\mapsrc\battle37.prt
1282 portalclusters
4004 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (5)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (1022)
Optimized: 5676 visible clusters (0.00%)
Total clusters visible: 629422
Average clusters visible: 490
Building PAS...
Average clusters audible: 1281
visdatasize:393816  compressed from 430752
writing c:\program files (x86)\steam\steamapps\pine_hollow\sourcesdk_content\ep2\mapsrc\battle37.bsp
17 minutes, 7 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\pine_hollow\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\pine_hollow\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\pine_hollow\sourcesdk_content\ep2\mapsrc\battle37"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\pine_hollow\sourcesdk_content\ep2\mapsrc\battle37.bsp
Setting up ray-trace acceleration structure... Done (14.27 seconds)
31278 faces
10 degenerate faces
2138376 square feet [307926144.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
31268 patches before subdivision
357974 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (131)
BuildVisLeafs:       0...1...2...3...4..
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\pine_hollow\sourcesdk_content\ep2\mapsrc\battle37.bsp" "c:\program files (x86)\steam\steamapps\pine_hollow\half-life 2 episode two\ep2\maps\battle37.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\pine_hollow\half-life 2 episode two\ep2"  +map "battle37"



What the hell happened to my vrad? It stopped at 4.

EDIT: After some deleting of many brushes, I managed to get a full compile and then I was greeted with this error after the game crashed.

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Re: Map Battle 37 - Template

Postby ErikKiller on Fri Aug 14, 2009 11:19 am

Well, tell a programmer then :D
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Re: Map Battle 37 - Template

Postby Surfa on Fri Aug 14, 2009 11:48 am

Dude too many vertices. You might need to delete some brushes or just open the code and up the vertex buffer limit (do we get access to this? can't remember).
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Re: Map Battle 37 - Template

Postby vcool on Fri Aug 14, 2009 12:02 pm

Surfa wrote:Dude too many vertices. You might need to delete some brushes or just open the code and up the vertex buffer limit (do we get access to this? can't remember).


Nop, we don't.

Otherwise we could all edit the code and make super ginormous maps.
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