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Dr.ParadoX

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  1. Greetings! I picked up 3D modelling and would like to model some characters. My plan is to make models of Gwen Tennyson (grown up version), Shaak Ti (and possibly other charracters from SWTCW), Kiva from Megas XLR, Possibly charracters from Supernatural. These models will be useable in SFM. But I can't model them unless I've got a Front/Side/Top plane wiev on each of them. And im not that good at drawing. They have to be proportianl and precise. I can't promise Money, just a little bit of possible fame once/If I publish.Anyone up for a challange?
  2. Dr.ParadoX

    Wintermaze V1, 2 ,3 Fightyard maps for CSS

    Made a few maps. V1 https://gamebanana.com/maps/202565 V2 https://gamebanana.com/maps/202774 V3 https://gamebanana.com/maps/203911
  3. Dr.ParadoX

    ''Brush anomalies''

    Fixed the problem thanks to Waldo
  4. Dr.ParadoX

    ''Brush anomalies''

    Starting a 'Fast' compile. Starting compilation of aim_Wintermaze_2016_V2 Valve Software - vbsp.exe (Jun 14 2017) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\aim_Wintermaze_2016_V2.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Can't find surfaceprop panel for material METAL/PRODVENTA, using default Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/aim_wintermaze_2016_v2/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/aim_wintermaze_2016_v2/ground/blendsnow_conc_wvt_patch Patching WVT material: maps/aim_wintermaze_2016_v2/ground/blendsnow_tracks_wvt_patch Patching WVT material: maps/aim_wintermaze_2016_v2/ground/blendsnow_asphault_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3660.8 246.1 1410.5) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 181309: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3646.6 286.8 1256.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 181309: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3655.7 257.4 1256.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 181309: ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3660.8 246.1 1410.5) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 181309: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3646.6 286.8 1256.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 181309: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3655.7 257.4 1256.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 181309: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 -302.5 1359.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 181318: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 -302.5 1595.5) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 181318: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1900 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (2) writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\aim_Wintermaze_2016_V2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/SnowyHills*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/SnowyHills*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. 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 (1) (1717035 bytes) Error! prop_static using model "models/props/cs_office/computer_caseb.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/computer_caseb.mdl"! Error! prop_static using model "models/items/item_item_crate.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/items/item_item_crate.mdl"! Error! To use model "models/items/ammocrate_smg1.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/items/ammocrate_smg1.mdl"! Error! To use model "models/items/ammocrate_rockets.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/items/ammocrate_rockets.mdl"! Error! To use model "models/items/ammocrate_grenade.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/items/ammocrate_grenade.mdl"! Error! To use model "models/items/ammocrate_ar2.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/items/ammocrate_ar2.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 4310 texinfos to 2367 Reduced 112 texdatas to 101 (2732 bytes to 2319) Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\aim_Wintermaze_2016_V2.bsp Wrote ZIP buffer, estimated size 177822, actual size 176268 9 seconds elapsed -0.012700 3.035300 0.000000 0.038100 3.035300 0.000000 1.536700 -0.063500 0.000000 1.536700 3.035300 0.000000 make_triangles:calc_triangle_representation: Cannot convert 0.038100 3.035300 0.000000 1.536700 3.035300 0.000000 -0.012700 3.035300 0.000000 -0.012700 -0.063500 0.000000 make_triangles:calc_triangle_representation: Cannot convert 0.038100 3.035300 0.000000 1.536700 3.035300 0.000000 -0.012700 3.035300 0.000000 -0.012700 -0.063500 0.000000 make_triangles:calc_triangle_representation: Cannot convert Valve Software - vvis.exe (Jun 14 2017) fastvis = true nosort = true 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\aim_Wintermaze_2016_V2.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\aim_Wintermaze_2016_V2.prt 4847 portalclusters 17567 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (23) Optimized: 857882 visible clusters (4.50%) Total clusters visible: 19061184 Average clusters visible: 3932 Building PAS... Average clusters audible: 4498 visdatasize:5426933 compressed from 5893952 writing c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\aim_Wintermaze_2016_V2.bsp 28 seconds elapsed Valve Software - vrad.exe SSE (Jun 14 2017) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\aim_Wintermaze_2016_V2.bsp Setting up ray-trace acceleration structure... Done (6.60 seconds) 24441 faces 5 degenerate faces 1762915 square feet [253859776.00 square inches] 10 Displacements 653 Square Feet [94149.13 Square Inches] 24436 patches before subdivision 24436 patches after subdivision 100 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (121) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (93) transfers 16243238, max 5599 transfer lists: 123.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(119595, 116006, 115105) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(20037, 18508, 19742) Build Patch/Sample Hash Table(s).....Done<0.0690 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (24) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 292/1024 14016/49152 (28.5%) brushes 4074/8192 48888/98304 (49.7%) brushsides 48035/65536 384280/524288 (73.3%) planes 46758/65536 935160/1310720 (71.3%) vertexes 37906/65536 454872/786432 (57.8%) nodes 10578/65536 338496/2097152 (16.1%) texinfos 2367/12288 170424/884736 (19.3%) texdata 101/2048 3232/65536 ( 4.9%) dispinfos 10/0 1760/0 ( 0.0%) disp_verts 810/0 16200/0 ( 0.0%) disp_tris 1280/0 2560/0 ( 0.0%) disp_lmsamples 2400/0 2400/0 ( 0.0%) faces 24441/65536 1368696/3670016 (37.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 17409/65536 974904/3670016 (26.6%) leaves 10871/65536 347872/2097152 (16.6%) leaffaces 30861/65536 61722/131072 (47.1%) leafbrushes 9215/65536 18430/131072 (14.1%) areas 3/256 24/2048 ( 1.2%) surfedges 191477/512000 765908/2048000 (37.4%) edges 109693/256000 438772/1024000 (42.8%) LDR worldlights 100/8192 8800/720896 ( 1.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 3961/32768 39610/327680 (12.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 60561/65536 121122/131072 (92.4%) VERY FULL! cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 3/512 1056/180224 ( 0.6%) LDR lightdata [variable] 5646412/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 5426933/16777216 (32.3%) entdata [variable] 268525/393216 (68.3%) LDR ambient table 10871/65536 43484/262144 (16.6%) HDR ambient table 10871/65536 43484/262144 (16.6%) LDR leaf ambient 39448/65536 1104544/1835008 (60.2%) HDR leaf ambient 10871/65536 304388/1835008 (16.6%) occluders 28/0 1120/0 ( 0.0%) occluder polygons 160/0 1920/0 ( 0.0%) occluder vert ind 648/0 2592/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/68898 ( 0.0%) pakfile [variable] 176268/0 ( 0.0%) physics [variable] 1717035/4194304 (40.9%) physics terrain [variable] 1988/1048576 ( 0.2%) Level flags = 0 Total triangle count: 71338 Writing c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\aim_Wintermaze_2016_V2.bsp 4 minutes, 16 seconds elapsed 'Fast' compile finished in 00:04:54 20 errors/warnings logged: 20 errors/warnings logged for aim_Wintermaze_2016_V2: ● 8x: Warning: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ([sub:1] [sub:2] [sub:3]) ● 2x: Caution: Error! prop_static using model &quot;[sub:1]&quot;, which must be used on a dynamic entity (i.e. prop_physics). Deleted. ● 6x: Caution: Error loading studio model &quot;[sub:1]&quot;! ● 3x: Warning: make_triangles:calc_triangle_representation: Cannot convert ● 1x: Info: fastvis = true
  5. Dr.ParadoX

    ''Brush anomalies''

    So im working on a map, ran it thru compile pal, seems like no trouble there, but when I test the map I see this: Geometric anomalies that shouldn't bee there. How do I fix this? And the only errors that the log showed me were related to a few models but they weren't suppose to affect the map like this!
  6. Dr.ParadoX

    Propper doesnt compile models.

    Managed to fix the problem....
  7. Dr.ParadoX

    Propper doesnt compile models.

    So I decided to create a map. Thou I was rather surprised when an error popped up saying that I got over the brush limit. A good fella suggested that I use propper to convert burshes into models. I added propper to hammer but now there is a problem. When I try to convert the brushes into models nothing happens. Compile log stops here: ** Executing... ** Command: propper ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\aim_wintermaze_2016_v2" Propper 0.32. Originally written by Carl Foust, fixed and compiled for SDK Base 2013 by tuxxi. Adapted from vbsp.exe by Valve Software. (May 25 2016) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\aim_wintermaze_2016_v2.vmf material "1default/toolsnodraw" not found. Material not found!: 1DEFAULT/TOOLSNODRAW ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "metal/industrialbellbottomon02" not found. Material not found!: METAL/INDUSTRIALBELLBOTTOMON02 Can't find surfaceprop panel for material METAL/PRODVENTA, using default material "/over" not found. Material not found!: /OVER Brush 222016: MAX_MAP_PLANES Side 5 Texture: 1DEFAULT/TOOLSNODRAW I restarted hammer but the brushes werent compiled. Problem with propper parameters?
  8. Dr.ParadoX

    Custom prop doesnt show in game

    Thanks for the help! The problem has been solved!
  9. Dr.ParadoX

    ERROR Model attempted to load one or more VMT's it can't find.

    I would like to thank all the participants for assisting me in this matter. Your help has been ivaluable. I now have a working pipe. Thank you all for your cooperation. I will not forget this... Turns out the last bit didnt work because I messed up. But I managed to fix it. And now my pipe works just fine! Thanks everyone!
  10. Dr.ParadoX

    ERROR Model attempted to load one or more VMT's it can't find.

    On the original I did smoothshade them. Just I didnt save the original...
  11. Dr.ParadoX

    ERROR Model attempted to load one or more VMT's it can't find.

    I managed to fix the pipe so that it is no longer hallow (thanks for that). But the physics mesh still closes up both ends of the pipe! How do I tell the compiler to recognize holes?
  12. Dr.ParadoX

    Custom prop doesnt show in game

    So If I wanted to make a pipe for source....How would I do that?
  13. Dr.ParadoX

    ERROR Model attempted to load one or more VMT's it can't find.

    IT WORKED! IT's vissible in game now!! But now.........there is another issue. The pipes were supposed to be hollow like. Like you were supposed to be able to go in them, however instead they seem to be like blocks, thou appearing like pipes. Also it seems to be possible to see in the pipe from sides, which is not that important. Right now I would like to make it possible to go in the pipe. I loaded the pipe into HLMV and it showed that the physics mesh ''closed'' up the holes. Why? How do I fix this? To see what I mean by being able to see thru the pipe please look at images.
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