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Flare Hal Post Noob

Joined: 02 May 2005 Posts: 17
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| Posted: Wed Jul 27, 2005 12:54 pm Post subject: why does hammer always sex up |
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| why does it never work nice i finally make something decent with nice water and windows and nice streamlined hills and as soon as i finish it it stops loading it up properly and just goes onto the normal css menu |
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Slackiller Site Admin


Joined: 22 Aug 2003 Posts: 693 Location: Pa. USA
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| Posted: Sat Jul 30, 2005 12:50 pm Post subject: |
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| show compile log |
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Flare Hal Post Noob

Joined: 02 May 2005 Posts: 17
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| Posted: Mon Aug 15, 2005 9:51 am Post subject: |
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| and also why the sex does it say sex up when i wrote sex up? |
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Flare Hal Post Noob

Joined: 02 May 2005 Posts: 17
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| Posted: Mon Aug 15, 2005 9:51 am Post subject: |
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| you made sex say sex? |
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Flare Hal Post Noob

Joined: 02 May 2005 Posts: 17
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| Posted: Mon Aug 15, 2005 12:14 pm Post subject: |
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here is an example of it compiling on one map where after it loaded it had some of the walls of something different from how i had made them and it had not included the spawnpoints for ts and cts
** Executing...
** Command: "c:\program files\valve\steam\steamapps\flare_hal\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\flare_hal\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\flare_hal\sourcesdk_content\cstrike\mapsrc\nadewater"
Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: c:\program files\valve\steam\steamapps\flare_hal\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\flare_hal\sourcesdk_content\cstrike\mapsrc\nadewater.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 (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\flare_hal\sourcesdk_content\cstrike\mapsrc\nadewater.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
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) (6320 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (6320 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.
Writing C:\Program Files\Valve\Steam\SteamApps\flare_hal\sourcesdk_content\cstrike\mapsrc\nadewater.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: "c:\program files\valve\steam\steamapps\flare_hal\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\flare_hal\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\flare_hal\sourcesdk_content\cstrike\mapsrc\nadewater"
Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:\program files\valve\steam\steamapps\flare_hal\sourcesdk_content\cstrike\mapsrc\nadewater.bsp
reading c:\program files\valve\steam\steamapps\flare_hal\sourcesdk_content\cstrike\mapsrc\nadewater.prt
14 portalclusters
24 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 196
Average clusters visible: 14
Building PAS...
Average clusters audible: 14
visdatasize:172 compressed from 224
writing c:\program files\valve\steam\steamapps\flare_hal\sourcesdk_content\cstrike\mapsrc\nadewater.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\flare_hal\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\flare_hal\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\flare_hal\sourcesdk_content\cstrike\mapsrc\nadewater"
Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\flare_hal\sourcesdk_content\cstrike\mapsrc\nadewater.bsp
58 faces
33401 square feet [4809807.50 square inches]
0 displacements
0 square feet [0.00 square inches]
58 patches before subdivision
1318 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 11814, max 129
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0014 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 19/8192 228/98304 ( 0.2%)
brushsides 122/65536 976/524288 ( 0.2%)
planes 66/65536 1320/1310720 ( 0.1%)
vertexes 102/65536 1224/786432 ( 0.2%)
nodes 55/65536 1760/2097152 ( 0.1%)
texinfos 15/12288 1080/884736 ( 0.1%)
texdata 6/2048 192/65536 ( 0.3%)
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 58/65536 3248/3670016 ( 0.1%)
origfaces 24/65536 1344/3670016 ( 0.0%)
leaves 57/65536 3192/3670016 ( 0.1%)
leaffaces 69/65536 138/131072 ( 0.1%)
leafbrushes 67/65536 134/131072 ( 0.1%)
surfedges 346/512000 1384/2048000 ( 0.1%)
edges 214/256000 856/1024000 ( 0.1%)
worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 3/32768 30/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 48/65536 96/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 34892/0 ( 0.0%)
visdata [variable] 172/16777216 ( 0.0%)
entdata [variable] 2087/393216 ( 0.5%)
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] 10083/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 6320/4194304 ( 0.2%)
==== Total Win32 BSP file data space used: 70806 bytes ====
Linux Specific Data:
physicssurface [variable] 6320/6291456 ( 0.1%)
==== Total Linux BSP file data space used: 70806 bytes ====
Total triangle count: 138
Writing c:\program files\valve\steam\steamapps\flare_hal\sourcesdk_content\cstrike\mapsrc\nadewater.bsp
1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\flare_hal\sourcesdk_content\cstrike\mapsrc\nadewater.bsp" "c:\program files\valve\steam\steamapps\flare_hal\counter-strike source\cstrike\maps\nadewater.bsp" |
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Slackiller Site Admin


Joined: 22 Aug 2003 Posts: 693 Location: Pa. USA
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| Posted: Mon Aug 15, 2005 5:10 pm Post subject: |
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check for errors in editor (alt+p)
check for errors in console?
check spawn points are not touching anything |
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Flare Hal Post Noob

Joined: 02 May 2005 Posts: 17
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| Posted: Tue Aug 16, 2005 4:07 pm Post subject: |
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also why is it that when i use that tool that moves verties and sides it sometimes draws a box i can't get rid of that makes it so i can't move any vertices?
and how come the last news on the frontpage is from ages ago?
not trying to piss you off or anything |
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Slackiller Site Admin


Joined: 22 Aug 2003 Posts: 693 Location: Pa. USA
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| Posted: Tue Aug 16, 2005 8:52 pm Post subject: |
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| Quote: | | also why is it that when i use that tool that moves verties and sides it sometimes draws a box i can't get rid of that makes it so i can't move any vertices? |
Just hit enter when it happens.
No new news
Nothing really to report as of yet. Still working on my maps. I could add images I guess |
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Flare Hal Post Noob

Joined: 02 May 2005 Posts: 17
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| Posted: Thu Aug 18, 2005 5:44 pm Post subject: |
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| hitting enter don't work |
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Flare Hal Post Noob

Joined: 02 May 2005 Posts: 17
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| Posted: Thu Aug 18, 2005 6:06 pm Post subject: |
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well i figured iut why the spawns didn't work
for some reaon only on that map it wanted me to make a normal spawnpoint as well as ct and t ones for no reason
do you know why? |
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Slackiller Site Admin


Joined: 22 Aug 2003 Posts: 693 Location: Pa. USA
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| Posted: Fri Aug 19, 2005 12:01 pm Post subject: |
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| nope but i usually do put 1 info_player start entity in map |
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