11-21-2010, 07:37 PM | #1 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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map won't compile, no errors, WTF??
Man, i've been gone entirely to long i guess, i dunno wtf is going on but vvis will not compile. i get no errors and half of my texture lights in game do not emit light(as if i had a leak, but i don't).
Code:
** Executing... ** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\My maps\FF_Hollow_g\1d" Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: c:\program files\steam\steamapps\SourceMods\FortressForever\materials Loading C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\My maps\FF_Hollow_g\1d.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 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1844 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\My maps\FF_Hollow_g\1d.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt" Can't load skybox file skybox/sky_day01_09 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 (1) (830472 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 4338 texinfos to 2458 Reduced 53 texdatas to 45 (1617 bytes to 1251) Writing C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\My maps\FF_Hollow_g\1d.bsp 3 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\My maps\FF_Hollow_g\1d" Valve Software - vvis.exe (Nov 8 2007) 4 threads reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\my maps\ff_hollow_g\1d.bsp reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\my maps\ff_hollow_g\1d.prt 337 portalclusters 693 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 (1) Optimized: 12 visible clusters (0.00%) Total clusters visible: 25545 Average clusters visible: 75 Building PAS... Average clusters audible: 144 visdatasize:23058 compressed from 32352 writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\my maps\ff_hollow_g\1d.bsp 1 second elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\My maps\FF_Hollow_g\1d" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [9 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\my maps\ff_hollow_g\1d.bsp 4182 faces 288705 square feet [41573540.00 square inches] 0 displacements 0 square feet [0.00 square inches] 4182 patches before subdivision 40936 patches after subdivision 207 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (80) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16) transfers 5984028, max 951 transfer lists: 45.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(50821, 48487, 57911) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(6221, 5746, 6160) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(1747, 1619, 1711) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(487, 449, 475) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(162, 149, 159) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(56, 51, 55) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(20, 18, 20) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(7, 7, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(3, 3, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0307 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done 4 of 204 (1% 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 39/1024 1872/49152 ( 3.8%) brushes 2699/8192 32388/98304 (32.9%) brushsides 21614/65536 172912/524288 (33.0%) planes 6754/65536 135080/1310720 (10.3%) vertexes 8733/65536 104796/786432 (13.3%) nodes 1072/65536 34304/2097152 ( 1.6%) texinfos 2458/12288 176976/884736 (20.0%) texdata 45/2048 1440/65536 ( 2.2%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 4182/65536 234192/3670016 ( 6.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3774/65536 211344/3670016 ( 5.8%) leaves 1112/65536 35584/2097152 ( 1.7%) leaffaces 5468/65536 10936/131072 ( 8.3%) leafbrushes 4290/65536 8580/131072 ( 6.5%) areas 3/256 24/2048 ( 1.2%) surfedges 35224/512000 140896/2048000 ( 6.9%) edges 23001/256000 92004/1024000 ( 9.0%) LDR worldlights 207/8192 18216/720896 ( 2.5%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 783/32768 7830/327680 ( 2.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 14487/65536 28974/131072 (22.1%) cubemapsamples 6/1024 96/16384 ( 0.6%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 4018812/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 23058/16777216 ( 0.1%) entdata [variable] 11774/393216 ( 3.0%) LDR leaf ambient 1112/65536 26688/1572864 ( 1.7%) 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] 1/1076 ( 0.1%) pakfile [variable] 73005/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 830472/4194304 (19.8%) ==== Total Win32 BSP file data space used: 6432255 bytes ==== Total triangle count: 12188 Writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\my maps\ff_hollow_g\1d.bsp 1 minute, 41 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\My maps\FF_Hollow_g\1d.bsp" "c:\program files\steam\steamapps\SourceMods\FortressForever\maps\1d.bsp" ** Executing... ** Command: "c:\program files\steam\steamapps\c:\program files\steam\steamapps\robbhebert\source sdk base\hl2.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever" +map "1d"
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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11-21-2010, 08:48 PM | #2 |
WhenNailGrenWillOut?
Beta Tester
Join Date: May 2009
Gametype: mp_prematch Affiliations: [:)] - Frag Happy, babe| Posts Rated Helpful 29 Times
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What map is that? It looks absolutely sexy.
edit: hollow? Last edited by moosh; 11-21-2010 at 08:50 PM. |
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11-21-2010, 10:07 PM | #3 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
No clue. Never seen that happen before.
Maybe check if the pointfile exists/loads?
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#FF.Pickup ยค Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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11-21-2010, 11:19 PM | #4 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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Check to see if vvis.exe isn't locked up in your processes.
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11-21-2010, 11:58 PM | #5 |
D&A Member
Beta Tester Join Date: Sep 2007
Location: England , a small village outside dustbowl
Class/Position: Def: Sol/demo , Offy : Scout Gametype: CTF Affiliations: Leader of [:)] Fraghappy Posts Rated Helpful 0 Times
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SEXY
MAP |
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11-22-2010, 10:22 PM | #6 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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yes it is Hollow
no pointfile(no leak) vvis is not locked up i'm absolutely stumped by this. its not giving me any errors what so ever, vvis simply will not run, or will, but won't. lol i'm going to try something in a lil while, but i don't have any hope of it helping...
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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11-23-2010, 03:03 AM | #7 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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i've tried everything i can think of and everything suggested, and nothing worked.....
man it was turning out to be a beautiful map to, oh well
__________________
-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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11-23-2010, 03:06 AM | #8 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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It seems that vvis is running, albeit very quickly. If you use mat_wireframe, do walls stop vis like they should?
Try: copy and paste everything into a new file. Randomly cordon off parts of the map and compile run glview to see if the leaves look normal |
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11-23-2010, 03:12 AM | #9 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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do you want the vmf? i've literally been fighting this for about 5 days now. i worked nights this weekend and brought my laptop to work, 12 hours a night plus a few before i went back to work. i'm tired of messing with it.
__________________
-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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11-23-2010, 03:16 AM | #10 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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Yes, I'll give it a try.
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11-23-2010, 04:51 AM | #11 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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I see absolutely no problem with vvis. Yes, it runs for one second, but it seems to be getting the job done. All the texture lights seem to be working, except they don't all light up the walls around them (If you get close you can see your weapon light up, so they do work). I suggest you just use light entities, as those give you a lot more control and I don't think they will give you any trouble.
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11-23-2010, 05:32 PM | #12 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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them not lighting the walls was the main problem for me.
so what your saying is i have mad optimization skillz and it only takes vvis 1 second to do its job?? lol yea, now i have to clean the map back up, i messed up all kinds of crap trying to fix this problem. EDIT: i appreciate your help man!
__________________
-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- Last edited by GambiT; 11-23-2010 at 05:33 PM. |
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11-27-2010, 05:24 AM | #13 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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this sh*t is really pi$$ing me off now, wtf????
Code:
** Executing... ** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b" Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: c:\program files\steam\steamapps\SourceMods\FortressForever\materials Loading C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b.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 (1) Chop Details...done (0) Find Visible Detail Sides... Merged 1420 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt" Can't load skybox file skybox/sky_day01_09 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 (1) (1207441 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 5822 texinfos to 3201 Reduced 59 texdatas to 51 (1881 bytes to 1510) Writing C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b.bsp 4 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b" Valve Software - vvis.exe (Nov 8 2007) 4 threads reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.bsp reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.prt 642 portalclusters 1589 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 (4) Optimized: 283 visible clusters (0.00%) Total clusters visible: 76837 Average clusters visible: 119 Building PAS... Average clusters audible: 385 visdatasize:80129 compressed from 112992 writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.bsp 4 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\robbhebert\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever" "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [9 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.bsp 5774 faces 1 degenerate faces 345670 square feet [49776496.00 square inches] 0 displacements 0 square feet [0.00 square inches] 5773 patches before subdivision 46683 patches after subdivision 411 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (98) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (22) transfers 8289450, max 1085 transfer lists: 63.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(59862, 56069, 76308) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(8291, 7394, 11444) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(2404, 2145, 3496) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(703, 622, 1118) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(247, 218, 409) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(88, 77, 152) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(34, 29, 59) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(13, 11, 23) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(5, 4, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(2, 2, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(0, 0, 1) Build Patch/Sample Hash Table(s).....Done<0.0279 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 141 of 409 (34% 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 92/1024 4416/49152 ( 9.0%) brushes 3808/8192 45696/98304 (46.5%) brushsides 30480/65536 243840/524288 (46.5%) planes 9450/65536 189000/1310720 (14.4%) vertexes 11729/65536 140748/786432 (17.9%) nodes 2139/65536 68448/2097152 ( 3.3%) texinfos 3201/12288 230472/884736 (26.0%) texdata 51/2048 1632/65536 ( 2.5%) 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 5774/65536 323344/3670016 ( 8.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 5049/65536 282744/3670016 ( 7.7%) leaves 2232/65536 71424/2097152 ( 3.4%) leaffaces 7218/65536 14436/131072 (11.0%) leafbrushes 6814/65536 13628/131072 (10.4%) areas 3/256 24/2048 ( 1.2%) surfedges 47504/512000 190016/2048000 ( 9.3%) edges 30492/256000 121968/1024000 (11.9%) LDR worldlights 411/8192 36168/720896 ( 5.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 942/32768 9420/327680 ( 2.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 17640/65536 35280/131072 (26.9%) cubemapsamples 14/1024 224/16384 ( 1.4%) overlays 5/512 1760/180224 ( 1.0%) LDR lightdata [variable] 4637276/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 80129/16777216 ( 0.5%) entdata [variable] 23471/393216 ( 6.0%) LDR leaf ambient 2232/65536 53568/1572864 ( 3.4%) 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] 1/884 ( 0.1%) pakfile [variable] 153598/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 1207441/4194304 (28.8%) ==== Total Win32 BSP file data space used: 8180173 bytes ==== Total triangle count: 16307 Writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\mymaps\ff_hollow_g\1b.bsp 2 minutes, 9 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\sourcemods\FortressForever\maps\Mymaps\FF_Hollow_g\1b.bsp" "c:\program files\steam\steamapps\SourceMods\FortressForever\maps\1b.bsp" ** Executing... ** Command: "c:\program files\steam\steamapps\c:\program files\steam\steamapps\robbhebert\source sdk base\hl2.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\FortressForever" +map "1b" also, for some reason i now have a clock counting down under the map name, its the same LUA i've been using....
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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11-27-2010, 10:37 AM | #14 |
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
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Completely clutching at straws... Is it anything to do with the negative scale on the texture or something. As if the light is emitting in (to the brushes) rather than out (into the world) or something random like that...
Random thought. |
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11-27-2010, 03:50 PM | #15 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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your talking about the angles/slopes i have the lights at? if so i thought about that and was going to try something later to test that, but so far it doesnt appear to be the cause.
i'm also getting "141 of 409 (34% of) surface lights went in leaf ambient cubes." but nobody seems to know what it means or how to fix it. from what i gather it should be 0% as opposed to 34%
__________________
-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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11-27-2010, 05:30 PM | #16 |
WhenNailGrenWillOut?
Beta Tester
Join Date: May 2009
Gametype: mp_prematch Affiliations: [:)] - Frag Happy, babe| Posts Rated Helpful 29 Times
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Try asking the guys at Valve for help?
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[[ ff_hotfudge - bhop_theonlyone ]] "As the the new year approaches I await for it like an case of explosive fecalomania otherwise know as diareha or the massive shits. I am gripping the sides of the toilet as my stomach produces the first hollow thud out of the anus of the year to come." DarkeN_HellspawN |
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11-27-2010, 05:44 PM | #17 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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i am/have, they haven't responded but the other mappers haven't the slightest clue what the hell is going on..
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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11-27-2010, 06:50 PM | #18 |
NeoNL
Wiki Team
Beta Tester Join Date: Oct 2008
Location: Boston, Mass
Class/Position: Soldier, Medic Gametype: AvD Affiliations: +M|M+ -RS Posts Rated Helpful 170 Times
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This has happend to me once before. Try copy pasting the whole map into a new vmf file, for whatever reason it worked for me. I also don't know if it was suggested since I'm on my phone but try centering the origins . Otherwise I'd say redo it even though I know that sucks. Atleast it's just a port though. Hope that helps.
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11-27-2010, 07:05 PM | #19 |
Fortress Forever Staff
Join Date: Mar 2007
Location: Baton Rouge
Class/Position: Spy Affiliations: -=DoM=- Posts Rated Helpful 0 Times
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i tried centering origins, didn't work. and i was afraid i'd have to redo it, but oh well i guess.
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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11-27-2010, 09:06 PM | #20 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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Seriously--light_spot is your friend. However, I'm looking through the vrad source code and I'll post what I can find on the Steampowered forum.
Last edited by Crazycarl; 11-27-2010 at 09:07 PM. |
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