[WIP] Touristas (now) de_xenos
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Check your compile log and / or share a pastebin of it here. Looks like a major problem that should show up in there.
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materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading n:\art\counterstrike map\maps\de_tour_v10.vmf Map revision 1546 Can't find surfaceprop WoodWood_Lowdensity for material TEST/TOURISTAS_WOOD_DETAIL_BLUE1, using default Can't find surfaceprop WoodWood_Lowdensity for material TEST/SIGN_CBL, using default Patching WVT material: maps/de_tour_v10/test/touristas_stone_floor_b10_blend_wvt_patch Patching WVT material: maps/de_tour_v10/test/touristas_stone_floor_wvt_patch Patching WVT material: maps/de_tour_v10/concrete/blend_blacktop_01_wvt_patch Patching WVT material: maps/de_tour_v10/stone/blend_building_sidewalk_wvt_patch Patching WVT material: maps/de_tour_v10/nature/hr_c/hr_dirt_mulch_blend_001_wvt_patch Patching WVT material: maps/de_tour_v10/brick/hr_brick/venice/brick_ground_a_blend_wvt_patch Patching WVT material: maps/de_tour_v10/hr_massive/survival_woodsiding_white_color_blend_wvt_patch 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 (1) Find Visible Detail Sides... Merged 3728 detail faces...done (2) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (2) writing n:\art\counterstrike map\maps\de_tour_v10.prt...Building visibility clusters... AutoVisClustering (threshold=-1) matched 0 leafs. done (0) Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (2019650 bytes) Error! To use model "models/props/de_inferno/hr_i/inferno_vintage_radio/inferno_vintage_radio.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props/de_inferno/hr_i/inferno_vintage_radio/inferno_vintage_radio.mdl"! Error! To use model "models/props/hr_massive/survival_windows/survival_window_small.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props/hr_massive/survival_windows/survival_window_small.mdl"! Error! prop_static using model "models/props/de_house/window_54x76_break05.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/de_house/window_54x76_break05.mdl"! Error! prop_static using model "models/props/cs_office/tv_plasma.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/tv_plasma.mdl"! Error! To use model "models/props/de_inferno/hr_i/inferno_ceiling_fan/inferno_ceiling_fan.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props/de_inferno/hr_i/inferno_ceiling_fan/inferno_ceiling_fan.mdl"! Error! prop_static using model "models/props/cs_office/phone.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/phone.mdl"! Error! prop_static using model "models/props/cs_office/trash_can.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/trash_can.mdl"! Error! prop_static using model "models/props/cs_office/computer_mouse.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/computer_mouse.mdl"! Error! prop_static using model "models/props/cs_office/coffee_mug.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/coffee_mug.mdl"! Error! prop_static using model "models/props/cs_office/water_bottle.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/water_bottle.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 15508 texinfos to 8784 Reduced 130 texdatas to 113 (3806 bytes to 3122) Writing n:\art\counterstrike map\maps\de_tour_v10.bsp MSG_FILEWRITE - Filesystem was asked to write to 'n:\art\counterstrike map\maps\de_tour_v10.bsp', but we don't own that location. Allowing... 8 seconds elapsed
12 threads reading n:\art\counterstrike map\maps\de_tour_v10.bsp reading n:\art\counterstrike map\maps\de_tour_v10.prt 1296 portalclusters 3925 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 11126 visible clusters (0.00%) Total clusters visible: 565210 Average clusters visible: 436 Building PAS... Average clusters audible: 1289 visdatasize:390843 compressed from 435456 writing n:\art\counterstrike map\maps\de_tour_v10.bsp MSG_FILEWRITE - Filesystem was asked to write to 'n:\art\counterstrike map\maps\de_tour_v10.bsp', but we don't own that location. Allowing... 31 seconds elapsed
[Reading texlights from 'lights.rad'] [17 texlights parsed from 'lights.rad']
Loading n:\art\counterstrike map\maps\de_tour_v10.bsp Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf Loaded alpha texture materials\models\props_foliage\flower_A.vtf Loaded alpha texture materials\models\props_foliage\flower_B.vtf Loaded alpha texture materials\models\props_foliage\flower_C.vtf Loaded alpha texture materials\models\props_foliage\flower_D.vtf Loaded alpha texture materials\models\props\de_nuke\hr_nuke\chainlink_fence_001\chainlink_fence_wire_001_mip0.vtf Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf Loaded alpha texture materials\models\props\de_dust\hr_dust\balcony_railing_set\balcony_railing_set_color.vtf Loaded alpha texture materials\metal\hr_metal\hr_metal_grating_001_color.vtf 20215 faces 7 degenerate faces 749613 square feet [107944336.00 square inches] 358 Displacements 98441 Square Feet [14175624.00 Square Inches] 20208 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch 137808 patches after subdivision 48 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 15986424, max 4225 transfer lists: 122.0 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(nan, nan, nan) 0...1...2...3...4...5...6...7...8...9...10 Bounce 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Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 22/1024 1056/49152 ( 2.1%) brushes 5143/8192 61716/98304 (62.8%) brushsides 42811/81920 342488/655360 (52.3%) planes 30740/65536 614800/1310720 (46.9%) vertexes 42134/65536 505608/786432 (64.3%) nodes 2721/65536 87072/2097152 ( 4.2%) texinfos 8784/12288 632448/884736 (71.5%) texdata 113/4096 3616/131072 ( 2.8%) dispinfos 358/0 63008/0 ( 0.0%) disp_verts 30662/0 613240/0 ( 0.0%) disp_tris 48896/0 97792/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 344153/0 344153/0 ( 0.0%) faces 20215/65536 1132040/3670016 (30.8%) hdr faces 20215/65536 1132040/3670016 (30.8%) origfaces 16965/65536 950040/3670016 (25.9%) facebrushes 1020/0 2040/0 ( 0.0%) facebrushlists 20215/0 80860/0 ( 0.0%) leaves 2744/65536 87808/2097152 ( 4.2%) leaffaces 28708/65536 57416/131072 (43.8%) leafbrushes 11947/65536 23894/131072 (18.2%) areas 4/1024 32/8192 ( 0.4%) surfedges 172528/512000 690112/2048000 (33.7%) edges 112195/256000 448780/1024000 (43.8%) LDR worldlights 0/8192 0/819200 ( 0.0%) HDR worldlights 48/8192 4800/819200 ( 0.6%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 2841/32768 28410/327680 ( 8.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 59088/65536 118176/131072 (90.2%) VERY FULL! cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 20/1024 7040/360448 ( 2.0%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 12756040/0 ( 0.0%) visdata [variable] 390843/16777216 ( 2.3%) entdata [variable] 99194/393216 (25.2%) LDR ambient table 2744/65536 10976/262144 ( 4.2%) HDR ambient table 2744/65536 10976/262144 ( 4.2%) LDR leaf ambient 2744/65536 76832/1835008 ( 4.2%) HDR leaf ambient 15734/65536 440552/1835008 (24.0%) 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] 1/79514 ( 0.0%) pakfile [variable] 9702832/0 ( 0.0%) physics [variable] 2019650/4194304 (48.2%) physics terrain [variable] 104556/1048576 (10.0%)
Level flags = 7e
Total triangle count: 62965 Writing n:\art\counterstrike map\maps\de_tour_v10.bsp MSG_FILEWRITE - Filesystem was asked to write to 'n:\art\counterstrike map\maps\de_tour_v10.bsp', but we don't own that location. Allowing... 5 minutes, 19 seconds elapsed
Quote from csWaldo10 hours ago, csWaldo said: Check your compile log and / or share a pastebin of it here. Looks like a major problem that should show up in there.
I see some errors in the above compile but am pretty sure the ones I recognize are fine. If anyone catches it please let me know!
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so i have been running the map with only world brushes and player starts and still having a rough time... started getting leaks without point files. I dont know how they are getting out ;/ I guess ill keep trucking
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All brushes are black because the vrad.exe crashes for some reason.
Quote from Donskioni22 hours ago, Donskioni said: zero area child patch
I guess this causes the problems. So there is probably some messed up brushwork.
- Check for invalid brushes (Press "Alt+P" or go to "Map" -> "Check for problems", then search for invalid solids).
- Check for misaligned brushes. Brushes which are not "on the grid" with small gaps between them.
- If you can't find them, try to compile parts of your map via cordon tool. So you can isolate the problematic brushes.
- There are also some errors with nodraw texture on displacements (select these faces with "Toggle texture application" (Shift+A) then go to "Displacements" -> "Destroy")
- Also some wrong usage of models (prop_static using a model, which must be used on a dynamic entity (i.e. prop_physics) )
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Hey peeps! Been at it in the dark over here still...
But have ran into another basic issue with lighting/ textures. The first image below shows what i am working up against.
The angled parts that reflect the sun are extremely bright... this happens on the floor at some spots as well. I have alot of white paint in this map to match the desired theme. Ive been playing with the lighting settings alot but it is extremely tedious to recompile after each lighting edit. The current light is 140 and ambiance 200 the hdr scale is 1. Could edit hdr scale down? or could be how im making my texture... maybe too white ? or my normal map being off? ... I make everything in photoshop... or there is too much white? idk If anyone has some lighting settings of thoughts please let me know! Below are some progress shots !
Cable Car Site a Lead up to site B
Gazebo Site B (Textures are still in heavy development
hence the lighting question)
Most up to date radar Ive put alot of planning into the layout. There is alot of thought into group play with many opportunity for information gathering, boost spots, and one way drops. (and for some reason I cant delete this duplicate image below)
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looks like i might need to delve into a tone map controller...Will be getting into that tonight as well.
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I love the current work, keep it up! Really looking forward to seeing this map complete
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Hey! been trying to dl the csgo sdk update... anyone else having trouble with the dl?
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Hey guys! if anyone knows the best way to trouble shoot problems lmk please!!! Ill start here... Big progress has been made on my map and i am very excited for the deadline..... but, I got to "too many t junctions" To start, im not completely sure what a t junction is. I thought it was func detail intersecting world brushes... but I dont think that is it... and then I thought it was func detial touching world blocks ... but I dont think that is it either. looked over reddit ect..... I have tried deleting different things to see how my number fluctuates.... 65547 of em atm. but this has only confused me more because the changes are not consistent. The thing that I thought was weird, was that if I hid all hint brushes I wouldn't get the problem and could compile normally. If I delete the largest hint brush... (across whole map cutting across a bunch of world blocks ) it would only remove 6 t junctions from my list. - on another note I have some no draw on some displacements .... and a couple props with the wrong prop type.... but I dont think these would be the problem and am saving them for later. Ill send a prayer to gaben, but if anyone can help! please! ? Then i will post some new screen shots lol
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Quote from Donskioni
54 minutes ago, Donskioni said: Hey guys! if anyone knows the best way to trouble shoot problems lmk please!!! Ill start here... Big progress has been made on my map and i am very excited for the deadline..... but, I got to "too many t junctions" To start, im not completely sure what a t junction is. I thought it was func detail intersecting world brushes... but I dont think that is it... and then I thought it was func detial touching world blocks ... but I dont think that is it either. looked over reddit ect..... I have tried deleting different things to see how my number fluctuates.... 65547 of em atm. but this has only confused me more because the changes are not consistent. The thing that I thought was weird, was that if I hid all hint brushes I wouldn't get the problem and could compile normally. If I delete the largest hint brush... (across whole map cutting across a bunch of world blocks ) it would only remove 6 t junctions from my list. - on another note I have some no draw on some displacements .... and a couple props with the wrong prop type.... but I dont think these would be the problem and am saving them for later. Ill send a prayer to gaben, but if anyone can help! please! ? Then i will post some new screen shots lol
Im guessing you just have too many func_details at this point, back when I first got into mapping I ran into this problem alot. For me it wasnt so much how many func_details were touching world geometry it was just that I had so many to begin with. the quick solution (though may be not the most acceptable one) would be to use propper to turn the most complex ones into props. Alternatively if you know how to model you could try and just make some high poly replacements for some of those func_details.
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Quote from fewseb
10 minutes ago, fewseb said: Im guessing you just have too many func_details at this point, back when I first got into mapping I ran into this problem alot. For me it wasnt so much how many func_details were touching world geometry it was just that I had so many to begin with. the quick solution (though may be not the most acceptable one) would be to use propper to turn the most complex ones into props. Alternatively if you know how to model you could try and just make some high poly replacements for some of those func_details.
fewseb thanks for the response! oh boy... and I was just about to add a hole slew more. looks like ill have a little more modeling/propper ahead of me ?
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Fellow mappers, today shal me marked in history. The day I finally create a prop and.... more importantly successfully get it in game. Haha ... this took so much effort... I made a extreme amount of mistakes along the way... but finally made it... below is the monstrosity haha I haven’t textured it or baked it’s uv yet.. just a random image. .... looks like I’ll have some killer props to come!
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You're learning modelling by yourself? That's awesome @Donskioni keep it up!!
Quote from Donskioni2 hours ago, Donskioni said: I haven’t textured it or baked it’s uv yet..
Oh shiet you're in for the worst ?
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Why are you taking photos with your phone? of the map, that's in-game, which has steam overlay running, that has a built in screenshot feature
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Quote from MikeGon
6 hours ago, MikeGon said: You're learning modelling by yourself? That's awesome @Donskioni keep it up!!
Oh shiet you're in for the worst ?
[Blocked Image: https://imgflip.com/s/meme/Brace-Yourselves-X-is-Coming.jpg]
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Hey Hey mappers! New workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=1918639849 the current workshop file has an old radar, but should be good enough to get you around
Being my first map I know this wont be perfect but am pretty stoked with everything I learned up to this point
next month I plan on.. - 12 textures (some normal maps are messed up!) - 6 new props - clipping - cubemaps - fixing those pesky string lights ( the move rope lines are not accurate if anyone knows if im doing something wrong ) - fine tune the lighting ( white spots ect... ) - adding back the hint brushes (optimize) - a new 3d sky box (yikes) - soundscapes - final nav mesh/nav map Hope everyone has a great holiday! good luck in the new year!And yesExternal Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
looks amazing
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Allllrighttt... so, having some fun with importing my props with a proper collision mesh. It seems no matter what I do it shrink wraps the collision. I would be posting my error log but this ass backwards studiomdl doenst hold the error log after compile... Ive tried to use a batch file but now that doesn't work either. Im pretty dam sure my batch file is incorrect. can anyone suggest a fix
other notes... im using blender and notepad ++ for my q script.C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\xenos_models>C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\xenos_models\bridge_fence-test.qc" 'C:\Program' is not recognized as an internal or external command, operable program or batch file.
C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\models\xenos_models>pause Press any key to continue
I just want this dam fence in game with proper F****** collision in my level going to pull the last few threads of my hair out by the end of the month... the pleasures of learning source engine. -
This would be something that could easily be fixed with the Wall Worm Model Tools, but if you don't have time to use/learn it, then I think what the problem is here is that the small tiny collision plane is smaller than 1 inch thick, which is unsupported by Source and thus will shrink-wrap the model as you describe it. If that is not the case, then it means some of the elements inside the collision object are not concave (also, don't forget to use the $concave tag if you aren't using it!).
If you truly cannot fix the problem after some suggestions, I'm willing to fix it for you with 3DS Max should you be willing to send it to me. I'll have it fixed in 2mins
let me know if the above suggestion helped! -
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