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Old 11-16-2013, 07:35 AM   #1
KubeDawg
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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.
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Old 11-16-2013, 09:02 PM   #2
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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.
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Old 11-16-2013, 09:03 PM   #3
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Its still not great but it's better moving origins than recreating the entities!
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Old 11-16-2013, 11:16 PM   #4
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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"
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Old 11-17-2013, 03:49 AM   #5
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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.
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