Just did a full "final" compile to see if it was just my fast settings; spoiler, it wasn't. Compiling in 'final' just made it worse. Now my whole fucking map is black! Seriously about to give up.
Posts by Plat
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Quote from 122jimbo
8 minutes ago, 122jimbo said: Try deleting and re adding the lights. Also make sure you are compiling in Full Compile (LDR Only). You also need this in your $lights_exe : copy and paste this into your $lights_exe in fast mode: -StaticPropLighting -StaticPropSampleScale 0.25 -bounce 2 -noextra -game $gamedir $path\$file
Did as you said and now my vrad keeps crashing. Here's what my compile screen shows after crashing:
Spoiler 4 threads 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_m 249para/m249.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_n egev/mach_negev.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_2 23/pist_223.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_c z_75/pist_cz_75.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_d eagle/pist_deagle.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_e lite/m9a1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_f iveseven/fiveseven.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_g lock18/pist_glock18.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_h kp2000/pist_hkp2000.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p 250/p250.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_t ec9/pist_tec9.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak 47/ak47.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_au g/rif_aug.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_fa mas/rif_famas.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ga lilar/rif_galilar.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4 a1/rif_m4a1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4 a1_s/rif_m4a1_s.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg 556/rif_sg556.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_m ag7/shot_mag7.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_n ova/shot_nova.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_s awedoff/shot_sawedoff_01.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_x m1014/shot_xm1014.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bi zon/bizon.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ma c10/smg_mac10_1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp 7/smg_mp7.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp 9/smg_mp9.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p9 0/smg_p90.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_um p45/smg_ump45.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_a wp/awp.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g 3sg1/snip_g3sg1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s car20/snip_scar20.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s sg08/snip_ssg08.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s sg08/snip_ssg08_scope.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_r evolver/pist_revolver.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ falchion_advanced/knife_falchion_advanced.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ push/knife_push.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ survival_bowie/knife_survival_bowie.vmt. materialPath: D:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\mat erials Loading d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.vmf Map revision 63 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 108 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.prt...Building visibility clusters... done (0) 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) (146385 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 614 texinfos to 534 Reduced 16 texdatas to 16 (363 bytes to 363) Writing d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.bsp 1 second elapsed CDynamicFunction: Closing library 'Kernel32.dll' (750F0000)
------------------------------------------------------------------------------- Running command: cd "D:\Steam\steamapps\common\Counter-Strike Global Offensive\b in" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "D:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\ vvis.exe" -fast -game "D:\Steam\steamapps\common\Counter-Strike Global Offensive \csgo" "d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3" -------------------------------------------------------------------------------
CDynamicFunction: Loading library 'Kernel32.dll' (750F0000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7733BE6 0 Valve Software - vvis.exe (Jun 28 2016) fastvis = true 4 threads reading d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.bsp reading d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.prt 640 portalclusters 1827 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 22008 visible clusters (0.00%) Total clusters visible: 308604 Average clusters visible: 482 Building PAS... Average clusters audible: 640 visdatasize:107664 compressed from 102400 writing d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.bsp 0 seconds elapsed CDynamicFunction: Closing library 'Kernel32.dll' (750F0000)
------------------------------------------------------------------------------- Running command: cd "D:\Steam\steamapps\common\Counter-Strike Global Offensive\b in" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "D:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\ vrad.exe" StaticPropLighting -StaticPropSampleScale 0.25 -bounce 2 -noextra -gam e "D:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" "d:\steam\ste amapps\common\counter-strike global offensive\sdk_content\maps\de_saluzzo_a3" -------------------------------------------------------------------------------
CDynamicFunction: Loading library 'Kernel32.dll' (750F0000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7733BE6 0 Valve Software - vrad.exe SSE (Jun 28 2016)
Valve Radiosity Simulator Command line: "D:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\vra d.exe" "StaticPropLighting" "-StaticPropSampleScale" "0.25" "-bounce" "2" "-noex tra" "-game" "D:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" "d :\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\de_sal uzzo_a3"
usage : vrad [options...] bspfile example: vrad c:\hl2\hl2\maps\test
Common options:
-v (or -verbose): Turn on verbose output (also shows more command -bounce # : Set max number of bounces (default: 100). -fast : Quick and dirty lighting. -fastambient : Per-leaf ambient sampling is lower quality to save compute t ime. -final : High quality processing. equivalent to -extrasky 16. -finitefalloff : use an alternative falloff model that falls off to exactly z ero at the zero_percent_distance. -extrasky n : trace N times as many rays for indirect light and sky ambien t. -low : Run as an idle-priority process. -mpi : Use VMPI to distribute computations. -rederror : Show errors in red.
-vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject.
Other options: -novconfig : Don't bring up graphical UI on vproject errors. -dump : Write debugging .txt files. -dumpnormals : Write normals to debug files. -dumptrace : Write ray-tracing environment to debug files. -threads : Control the number of threads vbsp uses (defaults to the # or processors on your machine). -lights <file> : Load a lights file in addition to lights.rad and the level lights file. -noextra : Disable supersampling. -debugextra : Places debugging data in lightmaps to visualize supersampling. -smooth # : Set the threshold for smoothing groups, in degrees (default 45). -dlightmap : Force direct lighting into different lightmap than radiosity. -stoponexit : Wait for a keypress on exit. -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers. -nodetaillight : Don't light detail props. -centersamples : Move sample centers. -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0). The number specified must be less than 1.0 or it will be ignored. -loghash : Log the sample hash table to samplehash.txt. -onlydetail : Only light detail props and per-leaf lighting. -maxdispsamplesize #: Set max displacement sample size (default: 512). -softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows. Recommended values are between 0 and 5. Default is 0. -FullMinidumps : Write large minidumps on crash. -chop : Smallest number of luxel widths for a bounce patch, used on edges -maxchop : Coarsest allowed number of luxel widths for a patch, used in f ace interiors -LargeDispSampleRadius: This can be used if there are splotches of bounced light on terrain. The compile will take longer, but it will gather light across a wider area. -StaticPropLighting : generate baked static prop vertex lighting -StaticPropLightingFinal : generate baked static prop vertex lighting (uses higher/final quality processing) -StaticPropPolys : Perform shadow tests of static props at polygon precision
-OnlyStaticProps : Only perform direct static prop lighting (vrad debug opti on) -StaticPropNormals : when lighting static props, just show their normal vector
-textureshadows : Allows texture alpha channels to block light - rays intersec ting alpha surfaces will sample the texture -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
-nossprops : Globally disable self-shadowing on static propFinished. Pres s a key to close.
Nevermind, I fixed the crashing issue, got it to recompile and the issue is still there. I'm so lost.
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Quote from 122jimbo
1 minute ago, 122jimbo said: Any Light Entity that has a name will cause this remove the name from the "light".
There aren't any names on any of my light entities.
Quote from TooProForYahoo1 minute ago, TooProForYahoo said: More than likely you have a leak, see if you do and fix it
No leaks either. The map is in it's very early stages so it's surrounded by a hollow skybox block.
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I was working on de_saluzzo, and I compiled it. When I went to test out my compiled map, this happened. I never had any issues previously with my compile. I need help because I have no clue whats causing this, as this is a first time error.
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This is a seriously gorgeous map. I have an itch for snowy maps and this one scratches it. Certainly operation material. Keep it up dude!
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T spawn looks far too close to B, and in fact it looks like you can see right into B from t spawn. That's a really bad sight line if so.
Your map also features a bunch of really long, straight, narrow pathways that look boring and difficult to fight in. The pathway outside of A seems a little too out of reach, and would probably be a chore just to access.
Also, as a last note, just judging from the overview it looks like your map is missing cover in a lot of areas, which is probably why it looks so empty. Add cover in key areas to add depth to your map.
Best of luck!
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Quote from RedHawk
2 hours ago, RedHawk said: M8, chill. The game is still running at 300fps (which is my max) when looking straight at them. I still have to tweek them a bit though too, and will certainly will have to work on the optimization when I need to.
The arch on the left is made choosing the "arch" option when creating a block.
You do realise that it's running at 300 fps because there's barely any brushwork there to begin with. No props, no textures, nothing. Of course it's going to run well, there's not much there!
Once all the detailing comes into place you'll realise how much those domes are going to affect your map. If you're so adamant on keeping the domes, I say go for it, but you will eventually realize why it's a bad idea and will probably scrap them in due time.
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I adore the look of this map! It looks awesome, doesn't look overly distracting, and nails the industrial theme really well. I can imagine this being very enjoyable to play. Can't wait for the full release if this is only beta 1!
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Quote from gamez7
22 hours ago, gamez7 said: I have done a few small tests already, and I doubt I will be changing the T Spawn area layout any more so I decided to start detailing it. I agree with you, though, and I'm not going to do any detailing around Mid or the Bombsites yet until a lot more testing has been done.
The spawn might change more than you'd think. Stick with a greybox, and once you have a viable layout, go into detailing. It's going to suck having to change the layout when you have a bunch of detail in the way.
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The 3 early released singles from PUP's "The Dream is Over" Album. I can tell it's going to be a great album. I'll put them down below. Currently my favourite one has got to be Doubts, which sadly is the only one without a music video.
PUP also has some of the most kick ass music videos of all time. My personal favourites were their "Dark Days" music video, and their "Guilt Trip" music video. Great band, really under-appreciated.
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A lot of the props you're using look extremely out of place. Such as the de_nuke-esque windows on the brown building, and the lime green light poles. The detailing just feels really inconsistent- It looks great in some places but others just look like a completely different location. It's really jarring. Come to think of it, mind I ask where this map takes place? It really isn't clear.
I feel like you aren't using reference photos, and I had a similar mistake on my de_decay map, causing me to restart the art pass. Mind if I see what references you're using?
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The detailing is actually pretty good for a first map. It definitely has a defined (generic) theme but it's well enforced. One thing that immediately occurs to me is the architecture, it's very blocky. The walls look too flat, everywhere. Generally speaking it's good to add things that jut in and out to give your map some depth and keep it from looking so flat. Another thing lacking from the map is verticle detail. A lot of the buildings have very similar heights and look very plain near the top.
Overall it's a pretty great first map, and I encourage you to continue working on it, adding details as you go. Keep it up man!
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Can we get screenshots of the updated version? I like the look of this map. Very impressive for a first map.
Also you mentioned the tint of the water being different; if the water is in the skybox, its going to be darker because skybox lighting isn't as accurate as the map's lighting itself. Hope that helps.
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Hey everyone. I haven't been on much lately but I want to thank all of your for you suggestions and support. I've decided to take a temporary break on mapping and regain my sanity. I'll begin work on the map once I start to feel good again. I just wanted to address 2 things:
Quote from blackdogOn 18/04/2016 at 4:31 PM, blackdog said: I remember DaveJ writing on his blog that something that helped with mapper's block was to start a side project with completely different theme, ie: sci-fi sp map when stuck on a CS map.
You could try that.
Or just take a break. If you are similar to me on mentality, it might be that you know you have to study something to progress, but you don't want to get outside your comfort zone. We talking art so I'd speculate that you can't be bothered going deep into 3DSMax and the likes.
Ankther good thing would be to get an artist help you out, he could very likely have a fresh take that will inspire you. And if he works on props than you can focus on gameplay and building, which, unless you need/want to learn, is probably what you like. Maybe even go back to a more blocky/non-textured version and get a concept artist to paint over some concept to feed your imagination with a new art direction?
Dunno how feasible it is but might as well try if you're taking a break anyway.
I'd love to do this, but I'm a no name mapper, no one would care enough to draw me concept art of make me some models. I've also tried making an aim map to get my mind of it, but I just couldn't find any motivation. I'm also not interested in restarting the art pass for the 6th time.
Quote from Radu9 hours ago, Radu said: If you don't enjoy working on it anymore then move on. I've ditched several levels because I just simply wasn't getting anywhere with them; it felt like a chore working on them. Sure, it's important to get your work out there and have people play your levels, but I think it's more important to test out ideas and keep working until you've got something that stands out.
While it may make sense to just abandon the project, I've abandoned every single defuse map project I've ever started. I seriously can't afford to keep abandoning projects. I need to stick to one and ride it out, I'll learn more that way. I also really like the layout of this map.
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Hey everyone. I'm struggling a lot, and this post may come off as desperate, and that's because it is.
Below is about all I've done in about 2 weeks. It isn't much. I'm concerned.
I'm really lacking the motivation to continue with this project, as I've had to restart the art pass over and over again. I'm not finding enjoyment in this, and frankly I'm not finding enjoyment in much any more. I'm honestly feeling depressed. I don't want to leave the project, but it seems that whenever I start up hammer, I try to get something done, and then I'll almost instantly close the program. I just can't bring myself to find motivation to do this. I'm really not sure what to do. I'm losing interest in everything, I'm not sure why I'm even feeling this way. It's almost out of my control.
If anyone can help me or motivate me in any way, please do so. I need it.
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I'm struggling with finding a theme for this map. In some areas it greatly resembles aztec, but in others it follows a more industrial style. I assume the artstyle isn't finalized or anything. Just basing this off what I am seeing in your screenshots.
Also, looking at the overview, the map appears to be missing a way to rotate quickly from mid to b. Could be an issue when the cts need to retake the site, and might even make a site irrelevant.
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Quote from Radu
9 hours ago, Radu said: Have you had a chance to work on the new version? I'm really curious to see if you've managed to improve it.
Yes I have actually. I have been using a combination of your pictures and a few from google images as image references. Here's a quick screenshot of what middle is turning into (in hammer). Progress has been slow due to lack of motivation and the majors which just passed.