Thanks Vaya I'll try! But about this map, I think that there should be another path from T spawn to A, otherwise you have to go through a sniper fest. Meaning that you have to use precious smoke grenades way too early in my opinion, however I may be wrong!
Posts by laminutederire
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Quote from Vaya
What's your secret?eh?
How do you have such high fps? It runs at 30-40 fps in some areas while it is usually at 50-60 on my computer, but it is still playable, optimization is welcomed but it is nonetheless playable
I have to play it a little more, but it seems that T's do not have many options do they? -
When you draw the cordon, it will select brushes and entities just like the selection tool does, and everything will be as if only these are existent, allowing you to compile only parts of your map. In your case, if you click on toggle, it will hide or unhide brushes /entities which are not in the cordon, thus cleaning up your workspace.
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Quote from SpronyvanJohnson
Budget is one thing. But then you should say that the number of sales did not cover the expenses. Saying that 2 million is weak, especially for this kind of game, is ludicrous.
In addition, there are many Dlc's, proving they have faith in the game in a certain way

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Well it is a museum, inspired by the Kumu in Tallinn, in term of size it is roughly the size of Overpass, but since there is 3 or 4 level per building and that the plan is curvy. It's not that's it is impossible, it is just not suited for. Here's a rough overview of a version where I hadn't yet finished upper areas, that's why it seems empty, but each level of buildings has its story now.
The two last screenshots show the effect of the brush emitter, the second one was the case when it was way too bright and the second when it wasn't as bright as it should be

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Quote from AkatsukiUK
Just an idea but have you tried turning off specific layers in the visgroups 'Auto' layers bottom right. Such as func_details.
Couldn't see this mentioned by anyone but if a func_detail (green coloured mesh in the viewport), has its face to the black void it can cause leaks. If you made all your curved areas into func_details and not sealed them in using no draw bsp blocks this can cause lots of problems. When loading a point file it can sometimes be difficult to spot the red line that points to the leak if you have a lot of meshes in the way.
Might be completely off here, but just adding something else to check
.I checked yeah, but it happened to me one time with a pillar,and there was a point file, which doesn't exist with this issue.I'm just curious to know how will source 2 work, just to know if it would be best to wait and do this map in source 2

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Quote from VayaDisplay More
I think most things are possible in hammer to be honest (other than maybe MMOs or skyrim-sized maps
) Can you outline your plan though? I'm interested to see whats going wrong hereMaterial not found!: 0010_SNOW
Material not found!: 0056_YELLOW
Material not found!: COLOR_A01
Material not found!: WATER_POOL_LIGHT
Material not found!: COLOR_J01
Material not found!: TRANSLUCENT_GLASS_BLOCK_DARK
Material not found!: 0096_SKYBLUE
Material not found!: 0011_SEASHELL
Material not found!: 0076_GREEN
Material not found!: 0107_MIDNIGHTBLUE
Material not found!: MATERIAL2
Material not found!: COLOR_000
Material not found!: 0102_ROYALBLUE
Material not found!: 0108_INDIGO
How does Hammer manage missing textures? does it replace with stock ones or does it delete the brush?
It does shit, it's pitch black,there are no reflections, but it can still compilewuth these. This was because I do not model in hammer, and these are the textures of the other software. My plan? You mean the plan of my level?
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Quote from will2k
Load the pointfile and it should point you to the leak location.Make sure that no transparent/translucent materials/brushes are sealing the map.It's usually what I do in these cases but there isn't any pointfile, that's what bothering me.
I found a partial fix, with the cordon tool I can compile it with not so much issues, it is just very slow. Still off-topic, for indoor levels with rooms not rectangular at all, are hints the better way to optimize visleaves?
The cordon tool should be used to narrow down and pinpoint the location of your issue, not as a permanent solution for the potential "leak".
Start decreasing the cordon borders with each compile until you reach the smallest area possible that includes the "error"; you will then have a pretty good idea of what happened (brush, entity or prop issue).
For the pointfile not showing, this could be a glitch in your map that is causing the "leak"; try copying the map into a new empty vmf and test again.
For the optimization, hints are always your first line of defense especially indoors followed by areaportals on all your doorways and hallways ends.I think that my map is undoable with the source engine, too large and too many curves, I guess that's what is causing issues, it's possible right?
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Quote from Prico
but why on earth it's translated to white color within the VTFedit program? even before i get it in the game, when i finish the TGA file and i see it as a transparent file in photoshop, i "convert" it to VTF using the program and it's shown within VTFEdit (not CSGO) as as a white color.. this doesnt make sense

thanks for the help btw.
I'm not a pro, but what I understand was that the base texture doesn't matter for transparency, which is caused by other parameters, but what the vtf and later on the vmt will display is only this particular texture, so it makes sense in that way
Hope it is clear enough and helpful! -
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Quote from will2k
Load the pointfile and it should point you to the leak location.Make sure that no transparent/translucent materials/brushes are sealing the map.It's usually what I do in these cases but there isn't any pointfile, that's what bothering me.
I found a partial fix, with the cordon tool I can compile it with not so much issues, it is just very slow. Still off-topic, for indoor levels with rooms not rectangular at all, are hints the better way to optimize visleaves?
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Quote from 2d-chris
A good tip, if you can't make a scene with man made lights look cool, open up a natural source of light, we do this a lot. Skylights, holes in a cave ceiling, light shafts with mirrors if your going all mythical etc. The real trick to making a scene look cool is to have a key light, one main light, if you can make that natural you'll have a much easier time adding accent lights and of course game play focused ones.
Yeah I saw this particular fact thanks to "emitter-brushes", it is powerful enough to compensate a sky. For anyone who will read this topic for help on his own, you should listen to that tip! However this method makes compiling really slow... 2hours for a full compile whereas with less cool lightnings it takes less 45min-1hour. Sadly there doesn't seem to exist powerful ways to optimize that processus as there is for portalflow and other visibility - concerning matters.
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I checked my log on the same website apparently

I did, it's just that I apparently didn't copied the top of the log where it says it runs vbsp.
I think there is no solution to my problem, otherwise I would have found an answer during my afternoons

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CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_butterfly/knife_butterfly.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_bayonet/knife_bayonet.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ct/knife_ct.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_flip/knife_flip.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_gut/knife_gut.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_karam/karam.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_m9_bay/knife_m9_bay.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_t/knife_t.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_tactical/knife_tactical.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m249para/m249.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_negev/mach_negev.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_223/pist_223.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_cz_75/pist_cz_75.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_deagle/pist_deagle.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_elite/m9a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_fiveseven/fiveseven.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_glock18/pist_glock18.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_hkp2000/pist_hkp2000.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p250/p250.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_tec9/pist_tec9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak47/ak47.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_aug/rif_aug.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_famas/rif_famas.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_galilar/rif_galilar.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1/rif_m4a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1_s/rif_m4a1_s.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg556/rif_sg556.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_mag7/shot_mag7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_nova/shot_nova.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_sawedoff/shot_sawedoff_01.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_xm1014/shot_xm1014.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bizon/bizon.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mac10/smg_mac10_1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp7/smg_mp7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp9/smg_mp9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p90/smg_p90.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ump45/smg_ump45.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_awp/awp.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g3sg1/snip_g3sg1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_scar20/snip_scar20.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08_scope.vmt.
materialPath: C:Program Files (x86)SteamsteamappscommonCounter-Strike Global Offensivecsgomaterials
Loading C:UsersHugoDocumentsmuseum.vmf
Map revision 6
Material not found!: 0010_SNOW
Material not found!: 0056_YELLOW
Material not found!: COLOR_A01
Material not found!: WATER_POOL_LIGHT
Material not found!: COLOR_J01
Material not found!: TRANSLUCENT_GLASS_BLOCK_DARK
Material not found!: 0096_SKYBLUE
Material not found!: 0011_SEASHELL
Material not found!: 0076_GREEN
Material not found!: 0107_MIDNIGHTBLUE
Material not found!: MATERIAL2
Material not found!: COLOR_000
Material not found!: 0102_ROYALBLUE
Material not found!: 0108_INDIGO
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
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) (569382 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9044 texinfos to 4711
Reduced 16 texdatas to 14 (222 bytes to 176)
Writing C:UsersHugoDocumentsmuseum.bsp
4 seconds elapsedIt's a leak apparently, but the issue is that there is no entity leaking, so no way to determine where the problem is, in addition, there was no leak before, I've just added some details on my buildings and it starts leaking anyway. I've browsed the internet, and google is not my friend because I checked, all entities are in the map, their origin too, I do have an entity, there are no areaportals yet, so it cannot come from here. It must be something ridiculous, as it always is...
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Thank you all for your help, guess I've made people lost their time since the map I needed help with is now a cancerous bitch that won't compile without any reason (I'll resume it if source 2 stops fucking several hours worth of work any time it wants). So I'm sorry for that!
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Quote from pjw0
That may be the case (although my understanding was that the .rad files would be read in a predictable order), but if/when you start using something other than light002, that won't be a problem anymore.
I created another texture and it works fine, i'm now trying to determine the perfect brightness!
About the light bleeding through walls, it adds me 1500 numportals not to tie interior walls to func_detail since they do not follow a square plan, so I guess I'll tweak the lights to make lights bleeding unvisible
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Quote from pjw0
The place to find this out is to open csgo/lights.rad in Notepad (or other text editor) and see which materials are listed. In mine, all that appears are:
I haven't tried using crys_4b, but I can only assume that being a relatively strong red with brightness at 40,000 it's not especially useful.
You can define your own lights in this file, or make a map-specific .rad file (better idea, in case lights.rad gets overwritten by update).
I prefer not to imagine how crys_4b can be bright since I will have to drastically lower the brightness of white002. It was heavenlike, couldn't see anything ! However I will keep you posted on the matter of compiling time since it seems it causes compiling time to skyrocket, I hope that it is due to the overbrightness of the current texture.
Edit, I forgot to mention: I read that a map specific.rad could lead to some issues because it is said that the brightest light will be chosen if it appears in two .rad files

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I guess I did it wrong, mine appear glowing but it doesn't lit the room.
Maybe because it wasn't the right white texture. And I read the article, but it wasn't specified that only white002 worked with cs go, but I guess it is not the weirdest thing about hammer

However I can stress enough the fact that I am very grateful for your help!
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Quote from 3Dnj
For windows, you can also use a brush with an emissive on it, a bit more complexe but it can works very well.
Can't find a good tuto quickly but they talk about this here (old)
I'm trying that but I have trouble though, my reference would be this picture, don't know if it is too ambitious or not to try to achieve that!



