09-05-2008, 02:36 PM | #1 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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Dunno how to fix this
http://dalila.paginas.sapo.pt/meh.jpg http://dalila.paginas.sapo.pt/meh2.jpg http://dalila.paginas.sapo.pt/meh3.jpg http://dalila.paginas.sapo.pt/meh4.jpg I´ve done the blue base wich is ready, now i copy paste it in the other side of the map, so i dont have to do 2 bases separatly, then i save it, but when i load the file it just shows one base not the other one that i ve copyed.. no idea whats hapening here.. |
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09-05-2008, 03:15 PM | #2 |
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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nice map! Dunno either
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09-05-2008, 03:47 PM | #3 |
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
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WOW this is probably the sexiest map I've seen you make so far, kudos on getting this issue fixed. I'd ask some of the seasoned mappers, mushy, squeek, etc.
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09-05-2008, 04:20 PM | #4 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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ty kubedawg, ill send the vmf, to anyone who can have a look at it to see whats wrong. Maybe its not very clear but its a remake of the tfc map voltage.
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09-05-2008, 05:09 PM | #5 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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Whenever you make a change and the change doesn't show up, it probably means the compile failed. Show your compile log. It's very likely that copying the base put you over the brush/face limits.
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09-05-2008, 06:23 PM | #6 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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its not only on compile, when i load the vmf in hammer it just shows one base, i´ve tried other maps, and the same problems happens too. The way i do it by selecting the entire base by clicking on map properties, it automatically selects all the map, then i press shift and drag the base, then i click on flip horizontally and vertically so it have the same positions as the original base. anyway here its on compile that suposly had 2 bases then i went to see it ingame and had just one
materialPath: c:\games\steam\steamapps\SourceMods\FortressForeve r\materials Loading C:\Documents and Settings\Moi\Desktop\New Folder (3)\meh97f4.vmf "materials/_rt_FullFrameFB.vtf": cached version doesn't exist fixing up env_cubemap materials on brush sides... 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 4 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Documents and Settings\Moi\Desktop\New Folder (3)\meh97f4.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/ff_sky_clearblue*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/ff_sky_clearbluert" Can't load skybox file skybox/ff_sky_clearblue 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) (381791 bytes) Error! To use model "models/lostcoast/fisherman/keys.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/lostcoast/fisherman/keys.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1552 texinfos to 716 Reduced 51 texdatas to 44 (1303 bytes to 1126) Writing C:\Documents and Settings\Moi\Desktop\New Folder (3)\meh97f4.bsp 4 seconds elapsed Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... [Reading texlights from 'c:\games\steam\steamapps\ruialmeidasoares@hotmail .com\sourcesdk\bin\ep1\bin\lights.rad'] [45 texlights parsed from 'c:\games\steam\steamapps\ruialmeidasoares@hotmail .com\sourcesdk\bin\ep1\bin\lights.rad'] Loading c:\documents and settings\moi\desktop\new folder (3)\meh97f4.bsp No vis information, direct lighting only. 4509 faces 4 degenerate faces 1262781 square feet [181840512.00 square inches] 18 displacements 3879 square feet [558616.88 square inches] 101 direct lights 0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0150 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLig htFace Done 4 of 8 (50% 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 16/1024 768/49152 ( 1.6%) brushes 961/8192 11532/98304 (11.7%) brushsides 7914/65536 63312/524288 (12.1%) planes 7094/65536 141880/1310720 (10.8%) vertexes 12492/65536 149904/786432 (19.1%) nodes 3999/65536 127968/2097152 ( 6.1%) texinfos 716/12288 51552/884736 ( 5.8%) texdata 44/2048 1408/65536 ( 2.1%) dispinfos 18/0 3168/0 ( 0.0%) disp_verts 1874/0 37480/0 ( 0.0%) disp_tris 3072/0 6144/0 ( 0.0%) disp_lmsamples 12108/0 12108/0 ( 0.0%) faces 4509/65536 252504/3670016 ( 6.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2347/65536 131432/3670016 ( 3.6%) leaves 4016/65536 128512/2097152 ( 6.1%) leaffaces 5367/65536 10734/131072 ( 8.2%) leafbrushes 3073/65536 6146/131072 ( 4.7%) areas 2/256 16/2048 ( 0.8%) surfedges 31391/512000 125564/2048000 ( 6.1%) edges 18953/256000 75812/1024000 ( 7.4%) LDR worldlights 101/8192 8888/720896 ( 1.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 501/32768 5010/327680 ( 1.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 8235/65536 16470/131072 (12.6%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 1/512 352/180224 ( 0.2%) LDR lightdata [variable] 1769136/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 65880/393216 (16.8%) LDR leaf ambient 4016/65536 96384/1572864 ( 6.1%) 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] 1/14140 ( 0.0%) pakfile [variable] 59149/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 381791/4194304 ( 9.1%) ==== Total Win32 BSP file data space used: 3741022 bytes ==== Total triangle count: 12682 Writing c:\documents and settings\moi\desktop\new folder (3)\meh97f4.bsp 37 seconds elapsed |
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09-05-2008, 07:43 PM | #7 |
UI Designer
Front-End Developer Fortress Forever Staff
Join Date: May 2008
Location: Winter Park, FL
Class/Position: D Eng Gametype: CTF 9v9 Affiliations: .gr , smr Posts Rated Helpful 46 Times
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Error! To use model "models/lostcoast/fisherman/keys.mdl"
with prop_static, it must be compiled with $staticprop! Error loading studio model "models/lostcoast/fisherman/keys.mdl"! remove those, then try. |
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09-05-2008, 09:44 PM | #8 |
Retired FF Staff
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Try selecting the whole map by dragging a rectangle all over your stuff with the mouse instead. Then hit Ctrl-C, Ctrl-V, Ctrl-M, rotate 180 on the Z and put in place.
If that doesn't work, select the whole map again the same way, open new empty vmf, paste your shit in and retry from there. |
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09-06-2008, 01:14 AM | #9 | |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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Quote:
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09-15-2008, 11:04 PM | #10 |
Nutcracker
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Edit - Select all should also work.
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09-16-2008, 01:22 AM | #11 |
PUTTIN' IN WORK!
Join Date: Jul 2008
Location: the810, Michigan
Class/Position: Soldier/Demo-(D) Scout/Medic-(O) Affiliations: fx. -RS Posts Rated Helpful 0 Times
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updates?
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09-23-2008, 09:02 PM | #12 |
Bark! I'm an elephant
Join Date: Mar 2007
Location: N. Ireland
Posts Rated Helpful 0 Times
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hmm...
I can't remember you asking me if you could remake my map, quite rude young sir.
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09-23-2008, 09:17 PM | #13 |
Community Member
Server Owner
Beta Tester Forum Moderator Join Date: Mar 2007
Location: Hawthorne, California
Class/Position: Soldier/Spy/Scout Gametype: AvD Affiliations: :e0:Eternal Order Leader Posts Rated Helpful 12 Times
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Hmm not this again *sigh
__________________
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09-23-2008, 09:26 PM | #14 |
Keep On Keepin' On
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/FACEPALM ROFL!!!!!!!!!!!!!
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09-23-2008, 10:01 PM | #15 |
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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Uh, so this was a port? What map did it port?
<= Newbie in CTF maps. |
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09-23-2008, 10:12 PM | #16 |
PUTTIN' IN WORK!
Join Date: Jul 2008
Location: the810, Michigan
Class/Position: Soldier/Demo-(D) Scout/Medic-(O) Affiliations: fx. -RS Posts Rated Helpful 0 Times
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09-23-2008, 10:17 PM | #17 | |
FF God
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Quote:
That's like what, the 4-5th time zE? Bad form, you've already been warned and everything
__________________
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09-23-2008, 11:17 PM | #18 | |
when ff will out?
D&A Member
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Quote:
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09-24-2008, 04:50 PM | #19 |
Its over nine thousands!!!
Join Date: Nov 2007
Location: Poland
Class/Position: midmap pyro / o spy Gametype: AvD Posts Rated Helpful 0 Times
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damnit, we were so close.
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09-24-2008, 06:21 PM | #20 | |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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Quote:
And btw i didnt released any map recently without permission. Gator u whiner ^^ |
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