11-16-2013, 07:35 AM | #1 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
|
Pointfile leaks after mirroring my map
So today I finished my base. It is complete. So I saved it under a new name so I'd have a backup of it and proceeded to mirror the base.
First, I deleted the skybox at the front of the base, then went to map properties so the entire map would be highlighted. After that, I shift-dragged the base over to a good spot, hit Ctrl + M to rotate it on the Z axis 180 degrees, then lined it up with the other side of the base. Finally, I stretched the skybox/ground to connect the two bases. Verified no leaks were visible and every time I compile the map, I get leaks. I load the pointfile and it takes me to a brush until I replace it with a new one. Then it moves onto another one and so on and so forth until I just got fed up with replacing the brushes. So I save and exit the map and when I pull it up again in hammer, the mirrored side I just created is completely gone with the exception to those brushes I replaced manually. Am I just doing this wrong or am I going to have to remake the base from hand on the opposite side? I also tried a different method to mirror the map using Ctrl + L and Ctrl + I but that got a similar result. |
|
11-16-2013, 09:02 PM | #2 |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
|
Quick reply for a clue. Origins of brush entity's often don't get moved properly. It It might be you don't have have visibility of origins turned on. If you run your point file and select everything after making sure origins are visible you should find its pointing to an origin of a brush that hasn't been translated/mirrores properly.
|
|
11-16-2013, 09:03 PM | #3 |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
|
Its still not great but it's better moving origins than recreating the entities!
|
|
11-16-2013, 11:16 PM | #4 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
|
I'm not sure I follow. How do I turn on origin visibility? All my visgroups are on and when I zoom in to look at a brush entity, it's origin is always in the center of it.
Also, I can compile it now without any leaks after copying the base, but as soon as I exit/reopen hammer, it removes the copy I made. Here's my compile log: Code:
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\[my user directory]\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sourcemods\FortressForever" "C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\ff_plunder_b1" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files (x86)\steam\steamapps\sourcemods\FortressForever\materials Loading C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\ff_plunder_b1.vmf Can't find surfaceprop Stone for material BLUE_CUSTOM_CONTENT/VBD/PACK 1 FLOORS/VBD_TILE_W_STONE001, using default 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 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 132 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\ff_plunder_b1.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/mpa99*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/mpa99rt" Can't load skybox file skybox/mpa99 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) (382364 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1304 texinfos to 557 Reduced 102 texdatas to 71 (4883 bytes to 3355) Writing C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\ff_plunder_b1.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\[my user directory]\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sourcemods\FortressForever" "C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\ff_plunder_b1" Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\ff_plunder_b1.bsp reading c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\ff_plunder_b1.prt 617 portalclusters 1495 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 (12) Optimized: 625 visible clusters (0.00%) Total clusters visible: 105452 Average clusters visible: 170 Building PAS... Average clusters audible: 457 visdatasize:84229 compressed from 98720 writing c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\ff_plunder_b1.bsp 12 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\[my user directory]\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sourcemods\FortressForever" "C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\ff_plunder_b1" 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:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\ff_plunder_b1.bsp 3051 faces 242458 square feet [34914008.00 square inches] 8 displacements 1993 square feet [287009.13 square inches] 3051 patches before subdivision 26588 patches after subdivision 84 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (26) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7) transfers 3316080, max 581 transfer lists: 25.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(87832, 23719, 2688) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(13737, 3377, 218) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(2249, 515, 30) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(429, 95, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(80, 17, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(16, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(3, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0113 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 44/1024 2112/49152 ( 4.3%) brushes 961/8192 11532/98304 (11.7%) brushsides 8579/65536 68632/524288 (13.1%) planes 5872/65536 117440/1310720 ( 9.0%) vertexes 5809/65536 69708/786432 ( 8.9%) nodes 1563/65536 50016/2097152 ( 2.4%) texinfos 557/12288 40104/884736 ( 4.5%) texdata 71/2048 2272/65536 ( 3.5%) dispinfos 8/0 1408/0 ( 0.0%) disp_verts 2312/0 46240/0 ( 0.0%) disp_tris 4096/0 8192/0 ( 0.0%) disp_lmsamples 6743/0 6743/0 ( 0.0%) faces 3051/65536 170856/3670016 ( 4.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2307/65536 129192/3670016 ( 3.5%) leaves 1608/65536 51456/2097152 ( 2.5%) leaffaces 4112/65536 8224/131072 ( 6.3%) leafbrushes 2705/65536 5410/131072 ( 4.1%) areas 2/256 16/2048 ( 0.8%) surfedges 23481/512000 93924/2048000 ( 4.6%) edges 14283/256000 57132/1024000 ( 5.6%) LDR worldlights 84/8192 7392/720896 ( 1.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 218/32768 2180/327680 ( 0.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 3768/65536 7536/131072 ( 5.7%) cubemapsamples 22/1024 352/16384 ( 2.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 796612/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 84229/16777216 ( 0.5%) entdata [variable] 83915/393216 (21.3%) LDR leaf ambient 1608/65536 38592/1572864 ( 2.5%) 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] 1/1838 ( 0.1%) pakfile [variable] 138807/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 382364/4194304 ( 9.1%) ==== Total Win32 BSP file data space used: 2482590 bytes ==== Total triangle count: 7857 Writing c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\ff_plunder_b1.bsp 34 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\sourcemods\FortressForever\maps\ff_plunder_b1.bsp" "c:\program files (x86)\steam\steamapps\sourcemods\FortressForever\maps\ff_plunder_b1.bsp" ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\[my user directory]\sourcesdk\hl2.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sourcemods\FortressForever" +map "ff_plunder_b1" |
|
11-17-2013, 03:49 AM | #5 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
|
Looks like I finally got it copied. SD suggested moving it in sections so I split it into two sections and it works !!!! Thx for all the help.
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|