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aaaaasdasdasdasdasda

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Everything posted by aaaaasdasdasdasdasda

  1. By the way, I'm curious if anyone here has had a map published in an operation and used/uses Compile Pal. I know it has a certain place in the TF2 community but curious about CSGO.
  2. So with the new year a new version of Compile Pal is out. This is the version that has been long awaited - the one that really finalises everything we wanted Compile Pal to be. It's all about productivity here, with new tools to automatically generate cubemaps and navmeshes in the compilation process. This is paired with repack support to further compress the BSP's used for Team Fortress 2. Got a long compile and want some sleep? Just enable the 'shutdown' tool and you won't need to stay up to see it finish. On the back end, each compile step has been made modular! Meaning you can now create your own tools and share them with fellow mappers. (Also, in JSON, not CSV!) This along with the usual UI improvements that make Compile Pal a breeze to use. Download here!
  3. Maxime has fixed up the BSP packing so there's a new update. This should work perfectly with CS:GO models. https://github.com/ruarai/CompilePal/releases/latest Changes: Allow BSP packing of CSGO model filesFix for TF2 update that broke BSP packImprove detection of assets in BSP packFix input dialogs for adding and cloningImprove analyticsImprove update dialogAlso, there were a few obvious bugs that had managed to survive for a while in the last version. In case it was just a case of not knowing where to report them, you can always go here: https://github.com/ruarai/CompilePal/issues I'm striving to make this a quality application, so don't be misled by the fact that it's free that the bugs are warranted.
  4. Just spoke to the developer working on PACK - sounds like the issue is with the newer model formats that CS:GO has. Apparently it's got an easy fix, so there should be a new release with this resolved soon.
  5. The packing is the most complicated part, since it has to account for nearly every little edgecase within the Source asset pipeline. Currently it works by reading the output BSP and parsing it for any custom content. How is your content stored in your game directory? Is it just in /csgo/materials, or something like /csgo/custom/materials? It's possible the packer can't find it.
  6. It's certainly been a while since the last post in this thread, but I think there's been some big changes recently that I think will interest people: Error Fetching Compile Pal can detect and provide information relating to errors using the Interlopers error listings. This has everything from the Interlopers website, including community-reported errors. It's all done straight from the compile output, too: Improved Packing Thanks to the work of contributor Maxdup, the PACK feature has been far improved, and is now able to pack nearly all content, including: Materials Models Model Skins Skybox Textures Sprites Water Materials Color Correction Detail Files Menu Photos Soundscapes Soundscripts Particle Manifests Much more... As always, the latest version can be downloaded on GitHub. https://github.com/ruarai/CompilePal/releases/latest
  7. Are you sure you are using the latest version? There was an issue with the earlier one in some European areas. Otherwise, can you show me your debug.log file or any files in the ErrorLog folder? I'm sure yes, I followed the url you gave in your edited topic. My log : System.Windows.Markup.XamlParseException: L'invocation du constructeur sur le type 'CompilePalX.LaunchWindow' qui correspond aux contraintes de liaison spécifiées a levé une exception. ---> System.FormatException: Le format de la chaîne d'entrée est incorrect. à System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt) à CompilePalX.CompileProcess..ctor(String metadataFile) dans c:UsersRuaraiReposCompilePalCompilePalXCompilersCompileProcess.cs:ligne 24 à CompilePalX.ConfigurationManager.AssembleParameters() dans c:UsersRuaraiReposCompilePalCompilePalXConfigurationConfigurationManager.cs:ligne 32 à CompilePalX.MainWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXMainWindow.xaml.cs:ligne 46 à CompilePalX.LaunchWindow.Launch(GameConfiguration config) dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 68 à CompilePalX.LaunchWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 59 --- Fin de la trace de la pile d'exception interne --- à System.Windows.Markup.WpfXamlLoader.Load(XamlReader xamlReader, IXamlObjectWriterFactory writerFactory, Boolean skipJournaledProperties, Object rootObject, XamlObjectWriterSettings settings, Uri baseUri) à System.Windows.Markup.WpfXamlLoader.LoadBaml(XamlReader xamlReader, Boolean skipJournaledProperties, Object rootObject, XamlAccessLevel accessLevel, Uri baseUri) à System.Windows.Markup.XamlReader.LoadBaml(Stream stream, ParserContext parserContext, Object parent, Boolean closeStream) à System.Windows.Application.LoadBamlStreamWithSyncInfo(Stream stream, ParserContext pc) à System.Windows.Application.LoadComponent(Uri resourceLocator, Boolean bSkipJournaledProperties) à System.Windows.Application.DoStartup() à System.Windows.Application.<.ctor>b__1(Object unused) à System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) à MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)System.FormatException: Le format de la chaîne d'entrée est incorrect. à System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt) à CompilePalX.CompileProcess..ctor(String metadataFile) dans c:UsersRuaraiReposCompilePalCompilePalXCompilersCompileProcess.cs:ligne 24 à CompilePalX.ConfigurationManager.AssembleParameters() dans c:UsersRuaraiReposCompilePalCompilePalXConfigurationConfigurationManager.cs:ligne 32 à CompilePalX.MainWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXMainWindow.xaml.cs:ligne 46 à CompilePalX.LaunchWindow.Launch(GameConfiguration config) dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 68 à CompilePalX.LaunchWindow..ctor() dans c:UsersRuaraiReposCompilePalCompilePalXGameConfigurationLaunchWindow.xaml.cs:ligne 59 I mean there was another version that was released since this topic's creation that fixed the issue that you are having. You'll have to download it again. Sorry for not being clearer.
  8. Are you sure you are using the latest version? There was an issue with the earlier one in some European areas. Otherwise, can you show me your debug.log file or any files in the ErrorLog folder?
  9. Also, the tools that are used during a compile are completely customizable, for instance, you could make a second VRAD if you're in that weird situation where you need two passes of LDR and HDR. There's a bit of information on it here: https://github.com/ruarai/CompilePal/blob/master/CompilePalX/Parameters/.help.txt
  10. VBSP cubemap fix should work fine. Games are loaded from the last used hammer config but it will cache any previously loaded ones so you can choose when you launch.
  11. I've released the biggest update yet! It's a complete rewrite that targets some of the biggest issues people were having with the tool such as a lack of extensibility and numerous bugs. You can download it here: https://github.com/ruarai/CompilePal/releases/latest I've updated the OP so you can also see the new design.
  12. new train is beautiful
  13. is this source? Yep. Except I think half the reason it looks so good is because it's so inefficient - there's only 3 actual brush blocks with the rest being displacements. That means I end up with a stupid amount of polygons but also means I can add a lot more noise and smoothing than is typical. The joint between the sewer ceiling and gutter thing is a good example of how natural it can look. Except this approach is dangerous and I would be scared to put this in a playable map, solely for this reason: Over 15000 tris at the moment. Could be optimised down for sure, but I don't think I'll go too far with this anyway.
  14. The idea for a Blue Shift recreation is great, especially if we can use the Black Mesa content. It seems like a good first project since it's not too big. Although, wouldn't there be a bit of creative restraint if we're to keep the same theme as Black Mesa?
  15. Why not have it split a little. All the big binary stuff hosted on something simple like dropbox. The smaller data stuff on whatever version control needed. I figure the things like models and textures would have less collaborative work than the code or levels.
  16. Very elegant, simple and cool. I like it. Thanks! I've got some more detail done, and whilst the simplicity might be gone, I feel the mood is much better. And no, I don't know who decided to build all that in the bottom of a valley.
  17. Make sure not to put all hope into one project, there will probably need to be a good few attempts before there is a nice process.
  18. Doing some more small maps. Found out how to properly use displacements thanks to this: http://www.interlopers.net/tutorials/30687. Also using some nice composition stuff with the screenshots which seems to make them prettier. One day I'll make a real map, I swear.
  19. Another set piece this time inspired by a blurry google streetview image of a place near me. Would love to do a full project with the theme, but I don't think I can extend the standard content that far.
  20. Got plenty of work done on cs_seed/cs_biohazard/whatever it is. I think it is starting to reach the standard I wanted, which is great! There should be a playtest running soon too.
  21. You're probably right, it's very easy to get carried away with colour correction. I might try a small amount of blue since I still want some kind of colour theme to the map.
  22. So I just realised I was using f.lux when taking making my map so it looked better on my monitor at night than day. I've added colour correction to try and simulate this. Thoughts?
  23. Got some more work done. Entry to a passage that will go towards the hostages. Warehouse thing, tried not to fall into the yet-another-warehouse syndrome. Alternate path for rescuing CTs Room with some kind of machine. Other side of the path into CT spawn. Incomplete bit that will take you through to some snow-warehouse things. I'm liking what I've gotten done with the lighting, definitely has some mood to it.
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