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goss343

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    Avery

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  1. goss343

    First Map de_Elysium

    I started making this map a couple months ago, and finally finished it. It looks a lot different than a typical rustic CSGO map and I wanted to hear your guys' thoughts on the map! It's still a minor work in progress but it's still very playable! I uploaded a sample of some screenshots from the workshop page. Enjoy! https://steamcommunity.com/sharedfiles/filedetails/?id=1397342061
  2. Hey everyone, thanks so much for the support and help. I finally got it working thanks to you guys!
  3. Okay, thanks I'll try that and get back to you.
  4. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading d:\csgomaps\de_station\de_station.vmf Map revision 34 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 (0) Find Visible Detail Sides...done (0) 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! 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 (1) writing d:\csgomaps\de_station\de_station.prt...Building visibility clusters... 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) (113660 bytes) Error! prop_static using model "models/props_junk/trashbin01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/trashbin01a.mdl"! Error! To use model "models/props_interiors/trashcankitchen01.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_interiors/trashcankitchen01.mdl"! Error! To use model "models/props_unique/jukebox01.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_unique/jukebox01.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1716 texinfos to 757 Reduced 121 texdatas to 99 (4630 bytes to 3822) Writing d:\csgomaps\de_station\de_station.bsp 7 seconds elapsed 4 threads reading d:\csgomaps\de_station\de_station.bsp reading d:\csgomaps\de_station\de_station.prt 600 portalclusters 1755 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 15576 visible clusters (0.00%) Total clusters visible: 219106 Average clusters visible: 365 Building PAS... Average clusters audible: 592 visdatasize:89551 compressed from 96000 writing d:\csgomaps\de_station\de_station.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [17 texlights parsed from 'lights.rad'] Loading d:\csgomaps\de_station\de_station.bsp 2252 faces 3 degenerate faces 1269516 square feet [182810352.00 square inches] 127 Displacements 113548 Square Feet [16351050.00 Square Inches] 2249 patches before subdivision 43193 patches after subdivision 55 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 2023885, max 366 transfer lists: 15.4 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(72534, 105257, 88862) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(18731, 28707, 22093) Build Patch/Sample Hash Table(s).....Done<0.0105 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 318/8192 3816/98304 ( 3.9%) brushsides 2316/65536 18528/524288 ( 3.5%) planes 1372/65536 27440/1310720 ( 2.1%) vertexes 3117/65536 37404/786432 ( 4.8%) nodes 1285/65536 41120/2097152 ( 2.0%) texinfos 757/12288 54504/884736 ( 6.2%) texdata 99/2048 3168/65536 ( 4.8%) dispinfos 127/0 22352/0 ( 0.0%) disp_verts 25471/0 509420/0 ( 0.0%) disp_tris 44288/0 88576/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 209101/0 209101/0 ( 0.0%) faces 2252/65536 126112/3670016 ( 3.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1122/65536 62832/3670016 ( 1.7%) facebrushes 253/0 506/0 ( 0.0%) facebrushlists 2252/0 9008/0 ( 0.0%) leaves 1287/65536 41184/2097152 ( 2.0%) leaffaces 2430/65536 4860/131072 ( 3.7%) leafbrushes 990/65536 1980/131072 ( 1.5%) areas 2/1024 16/8192 ( 0.2%) surfedges 14817/512000 59268/2048000 ( 2.9%) edges 8383/256000 33532/1024000 ( 3.3%) LDR worldlights 54/8192 5400/819200 ( 0.7%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 143/32768 1430/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2226/65536 4452/131072 ( 3.4%) cubemapsamples 9/1024 144/16384 ( 0.9%) overlays 36/1024 12672/360448 ( 3.5%) LDR lightdata [variable] 2531256/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 89551/16777216 ( 0.5%) entdata [variable] 31998/393216 ( 8.1%) LDR ambient table 1287/65536 5148/262144 ( 2.0%) HDR ambient table 1287/65536 5148/262144 ( 2.0%) LDR leaf ambient 6248/65536 174944/1835008 ( 9.5%) HDR leaf ambient 1287/65536 36036/1835008 ( 2.0%) 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] 1/81484 ( 0.0%) pakfile [variable] 14433608/0 ( 0.0%) physics [variable] 113660/4194304 ( 2.7%) physics terrain [variable] 22470/1048576 ( 2.1%) Level flags = 3d Total triangle count: 5825 Writing d:\csgomaps\de_station\de_station.bsp 7 minutes, 27 seconds elapsed Is this what you wanted? I found it with the actual map file itself. Sorry, this is my first map and I'm new to this.
  5. Hello, I am new to the site and I created this account to ask a question that has been bugging me for awhile now and cant seem to fix. Its not really a problem but I need advice on how to light the room below. As you can see I have some lights above that are far away from the ground. Using normal lights and light_spot have proved unsuccessful. I intend the environment to be day outside and was wondering if anybody could shed some light (no pun intended) on this topic. The room length wise is around 2300 units. I have lots of lights in that order as you see below.
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