Having two problems... CSGO

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Having two problems... CSGO

Postby Larryhi on Wed Dec 18, 2013 7:37 pm

I'm having two weird problems. At first i wanted to make my whole map covered in light fog. I was playing around with the fog controller and the skyboxes. When i used the skybox "italy" it covered my entire map with fog, but didn't with the other skyboxes i used like jungle or Vietnam ... When i started the map, it compiled perfectly fine with the fog still covering my map. As the map progressed, the fog started to sometimes show up and sometimes not. It's like hammer forgot to compile the fog in. I have to recompile the map a couple times until the fog shows up again. Then hammer seems to forget to compile certain areas in like my starting area. I compiled my map, went in game, and fell through the map, because my starting area was basically invisible a long with the fog not covering my map .


Anyone have any idea what is going on?
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Re: Having two problems... CSGO

Postby LordDz on Wed Dec 18, 2013 7:48 pm

Do you have multiple env_fog_controllers on the map?
Hit entity report and checkout.
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Re: Having two problems... CSGO

Postby Larryhi on Wed Dec 18, 2013 7:52 pm

Nope, i only have one.
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Re: Having two problems... CSGO

Postby [Steve] on Wed Dec 18, 2013 7:56 pm

Strange, the texture applied to the skybox will have nothing to do with the issue. Could it be that you are cordoning off parts of the map when you compile?
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Re: Having two problems... CSGO

Postby Larryhi on Wed Dec 18, 2013 8:14 pm

Everything looks fine to me...

This is the compile logs

Code: Select all


materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading C:\Users\Lukas\Desktop\Empty.vmf
Map revision 154
ConVarRef gpu_level doesn't point to an existing ConVar
Patching WVT material: maps/empty/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 88 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Lukas\Desktop\Empty.prt...Building visibility clusters...
done (1)
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) (175575 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 345 texinfos to 245
Reduced 27 texdatas to 24 (1191 bytes to 1108)
Writing C:\Users\Lukas\Desktop\Empty.bsp
1 second elapsed



4 threads
reading c:\users\lukas\desktop\Empty.bsp
reading c:\users\lukas\desktop\Empty.prt
 385 portalclusters
1391 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1172 visible clusters (0.00%)
Total clusters visible: 95731
Average clusters visible: 248
Building PAS...
Average clusters audible: 385
visdatasize:40417  compressed from 43120
writing c:\users\lukas\desktop\Empty.bsp
1 minute, 38 seconds elapsed



[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\users\lukas\desktop\Empty.bsp
2390 faces
1 degenerate faces
824925 square feet [118789280.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2389 patches before subdivision
22001 patches after subdivision
11 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1626982, max 450
transfer lists:  12.4 megs
0...1...2...3...4...5...6...7...8...9...10   Bounce #1 added RGB(19931, 13930, 7605)
0...1...2...3...4...5...6...7...8...9...10   Bounce #2 added RGB(2198, 1117, 367)
0...1...2...3...4...5...6...7...8...9...10   Bounce #3 added RGB(228, 87, 19)
0...1...2...3...4...5...6...7...8...9...10   Bounce #4 added RGB(25, 7, 1)
0...1...2...3...4...5...6...7...8...9...10   Bounce #5 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10   Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0174 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.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  37/1024         1776/49152    ( 3.6%)
brushes                377/8192         4524/98304    ( 4.6%)
brushsides            3579/65536       28632/524288   ( 5.5%)
planes                4190/65536       83800/1310720  ( 6.4%)
vertexes              3604/65536       43248/786432   ( 5.5%)
nodes                 1405/65536       44960/2097152  ( 2.1%)
texinfos               245/12288       17640/884736   ( 2.0%)
texdata                 24/2048          768/65536    ( 1.2%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_multiblend          0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                 2390/65536      133840/3670016  ( 3.6%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             1870/65536      104720/3670016  ( 2.9%)
facebrushes            265/0             530/0        ( 0.0%)
facebrushlists        2390/0            9560/0        ( 0.0%)
leaves                1443/65536       46176/2097152  ( 2.2%)
leaffaces             2728/65536        5456/131072   ( 4.2%)
leafbrushes            657/65536        1314/131072   ( 1.0%)
areas                    2/1024           16/8192     ( 0.2%)
surfedges            19281/512000      77124/2048000  ( 3.8%)
edges                10751/256000      43004/1024000  ( 4.2%)
LDR worldlights         11/8192         1100/819200   ( 0.1%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            169/32768        1690/327680   ( 0.5%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          2814/65536        5628/131072   ( 4.3%)
cubemapsamples           9/1024          144/16384    ( 0.9%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      580223/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]       40417/16777216 ( 0.2%)
entdata               [variable]       29797/393216   ( 7.6%)
LDR ambient table     1443/65536        5772/262144   ( 2.2%)
HDR ambient table     1443/65536        5772/262144   ( 2.2%)
LDR leaf ambient      3232/65536       90496/1835008  ( 4.9%)
HDR leaf ambient      1443/65536       40404/1835008  ( 2.2%)
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]      753201/0        ( 0.0%)
physics               [variable]      175575/4194304  ( 4.2%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 4

Total triangle count: 6625
Writing c:\users\lukas\desktop\Empty.bsp
27 seconds elapsed


Also the texture applied to the skybox effects the fog. If its anything other than italy it won't cover the whole map. I'm not really sure how else to cover the map. Well i could probably think of something else, but I'm just wondering why this is happening, if it didn't happen before. The map is a lot bigger then it used to be and I've just been running into some problems lately.
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Re: Having two problems... CSGO

Postby [Steve] on Wed Dec 18, 2013 9:22 pm

That's because the other skybox materials use ""$nofog" 1" which stops the env fog from bleeding into the skybox. if you want fog with those you need to set fog parameters in your sky camera.
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Re: Having two problems... CSGO

Postby Larryhi on Thu Dec 19, 2013 1:47 pm

Well i have no idea what is going on. The map actually keeps crashing my game all of a sudden. Whenever i changelevel or do map "thenameofthemap" again it starts to restart the map but crashes my game...
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Re: Having two problems... CSGO

Postby [KIRBY] on Wed Dec 25, 2013 1:46 pm

save it as a new map
if that fails, try hiding fog entity and then running the map
if that fails again, hide sky camera and then run the map
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