Jump to content

Dr.ParadoX

Members
  • Content Count

    25
  • Joined

  • Last visited

Everything posted by Dr.ParadoX

  1. 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?
  2. Dr.ParadoX

    Propper doesnt compile models.

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

    Custom prop doesnt show in game

    Made a custom prop (a simple pipe). Managed to fix a lot of problems with it. It shows up in hammer but not in the game! regardless of what prop type I choose! Map compile log and console didnt show any errors.... And now i dont know what to do! Here's the pipe model: https://files.fm/u/qpnczhr5#
  4. Dr.ParadoX

    Custom prop doesnt show in game

    Thanks for the help! The problem has been solved!
  5. This is the error that I got when loading my model in HLMV. My model doesnt show textures, and I dont know why... Any ideas as to why this is happeing and how to fix it?
  6. 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!
  7. 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...
  8. Dr.ParadoX

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

    Physiics mesh
  9. 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?
  10. Dr.ParadoX

    Custom prop doesnt show in game

    So If I wanted to make a pipe for source....How would I do that?
  11. 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.
  12. Dr.ParadoX

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

    I found one error in the compile log. Unable to load vertex data "models/compiled 0.34\pipe_test.vvd" How do I fix this error? Assuming that it is responsible for the model not showing up...
  13. Dr.ParadoX

    Custom prop doesnt show in game

    I didnt use wallworm. Forgot to mention that I made the model in Blender. Model compile log from crowbar. Compiling with Crowbar 0.34.0.0: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models\Pipes\pipe_test.qc" ... Compiling ".\pipe_test.qc" ... qdir: "c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\models\pipes\" gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\" g_path: "pipe_test.qc" Building binary model files... Working on "pipe_test.qc" SMD MODEL Pipe.smd SMD MODEL pipe-ref.smd SMD MODEL Pipe_phys.smd WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Error with convex elements of Pipe_phys.smd, building single convex!!!! Model has 1 convex sub-parts Collision model completed. --------------------- writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/compiled 0.34\pipe_test.mdl: bones 964 bytes (1) animation x y ips angle @idle 0.00 0.00 : 1.#J ( 90.00) 0.0 animations 112 bytes (1 anims) (1 frames) [0:00] sequences 220 bytes (1 seq) ik/pose 164 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures 72 bytes keyvalues 0 bytes bone transforms 0 bytes bone flex driver 0 bytes Collision model volume 2643056.50 in^3 collision 0 bytes total 1728 --------------------- writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/compiled 0.34\pipe_test.vvd: vertices 9216 bytes (192 vertices) tangents 3072 bytes (192 vertices) total 12352 bytes --------------------- Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/compiled 0.34\pipe_test.sw.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 1728 bytes indices: 768 bytes bone changes: 16 bytes everything: 2637 bytes --------------------- Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/compiled 0.34\pipe_test.dx80.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 1728 bytes indices: 768 bytes bone changes: 16 bytes everything: 2637 bytes --------------------- Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/compiled 0.34\pipe_test.dx90.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 1728 bytes indices: 768 bytes bone changes: 16 bytes everything: 2637 bytes Completed "pipe_test.qc" ... Compiling ".\pipe_test.qc" finished. Check above for any errors. ... Compiling with Crowbar 0.34.0.0: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models\Pipes\pipe_test.qc" finished. Map compile log: ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\Plane single test.vmf" 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 Global Offensive\sdk_content\maps\Plane single test.vmf material "boat/toolsinvisiblewood" not found. Material not found!: BOAT/TOOLSINVISIBLEWOOD ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "cs_black_hawk_down/toolsnodraw" not found. Material not found!: CS_BLACK_HAWK_DOWN/TOOLSNODRAW Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/plane single test/dev/dev_blendmeasure_wvt_patch 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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\Plane single test.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.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 (0) (22930 bytes) Unable to load vertex data "models/compiled 0.34\pipe_test.vvd" ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\Plane single test" Valve Software - vvis.exe (Jun 14 2017) 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Plane single test.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Plane single test.prt 132 portalclusters 241 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 17424 Average clusters visible: 132 Building PAS... Average clusters audible: 132 visdatasize:5548 compressed from 6336 writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Plane single test.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\Plane single test" 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 global offensive\sdk_content\maps\Plane single test.bsp Setting up ray-trace acceleration structure... Done (0.01 seconds) 2650 faces 1 degenerate faces 2988438 square feet [430335104.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 2649 patches before subdivision 175431 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11) transfers 153697451, max 2425 transfer lists: 1172.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(72644, 72033, 72033) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(6881, 6695, 6695) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(768, 738, 738) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(78, 74, 74) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(9, 8, GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.1010 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 8/1024 384/49152 ( 0.8%) brushes 46/8192 552/98304 ( 0.6%) brushsides 455/65536 3640/524288 ( 0.7%) planes 1194/65536 23880/1310720 ( 1.8%) vertexes 2808/65536 33696/786432 ( 4.3%) nodes 699/65536 22368/2097152 ( 1.1%) texinfos 74/12288 5328/884736 ( 0.6%) texdata 15/2048 480/65536 ( 0.7%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 2650/65536 148400/3670016 ( 4.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 221/65536 12376/3670016 ( 0.3%) leaves 708/65536 22656/2097152 ( 1.1%) leaffaces 2682/65536 5364/131072 ( 4.1%) leafbrushes 364/65536 728/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 11914/512000 47656/2048000 ( 2.3%) edges 6044/256000 24176/1024000 ( 2.4%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 5596820/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 5548/16777216 ( 0.0%) entdata [variable] 23481/393216 ( 6.0%) LDR ambient table 708/65536 2832/262144 ( 1.1%) HDR ambient table 708/65536 2832/262144 ( 1.1%) LDR leaf ambient 1749/65536 48972/1835008 ( 2.7%) HDR leaf ambient 708/65536 19824/1835008 ( 1.1%) 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] 1/12 ( 8.3%) pakfile [variable] 106050/0 ( 0.0%) physics [variable] 22930/4194304 ( 0.5%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 5698 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\Plane single test.bsp 28 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\Plane single test.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\Plane single test.bsp"
  14. Dr.ParadoX

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

    EUREKA!!! IT worked!!!!!! My model apeared textured!!! It has a few minor issues, but atleast it is there and textured!!! Thanks alot guys! And someone really need to make a decent blender to Source tutorial! But now there's another problem. The model show up in hammer but not in the game! Regardless of what prop type I assign to it! Fade distance is set to -1 so it should show up. .VMT syntax: "VertexLitGeneric" { "$basetexture" "models/Pipes/PipeUV" "$normalmapalphaenvmapmask" 1 "$envmapcontrast" 1 "$model" 1 "$selfillum" 1 "$surfaceprop" "Concrete" "$surfaceprop2" "Concrete" } .qc syntax: $modelname "compiled 0.34\pipe_test.mdl" $body "Pipe" "Pipe.smd" $staticprop $surfaceprop "PipeUV" $cdmaterials "\models\Pipes" $sequence idle "pipe-ref.smd" $collisionmodel "pipe_Phys.smd" { $concave }
  15. Dr.ParadoX

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

    I compiled using crowbar not the .bat file, because the bat file showed an error saying that the .qc couldnt be red, so I was advised to use crowbar instead and it worked. This is the .qc syntax. Located in: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\custom\my custom stuff\models\Pipes $modelname "models\pipe_test.mdl" $body mybody "Pipe.smd" $staticprop $surfaceprop concrete $cdmaterials "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\custom\my custom stuff\materials\models\Pipes" $sequence idle "pipe_idle.smd" $collisionmodel "Pipe-phys.smd" { $concave } I used the full adress for materials, thinking it would work but it still didnt. this is the .vmf syntax. Located in: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\custom\my custom stuff\materials\models\Pipes "LightmappedGeneric" { "$basetexture" "models/Pipes/PipeUV_textured" "$surfaceprop" "Concrete" "$surfaceprop2" "Concrete" "$translucent" 1 } Crowbar after compiling: Compiling with Crowbar 0.34.0.0: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\custom\my custom stuff\models\Pipes\pipe_test.qc" ... Compiling ".\pipe_test.qc" ... qdir: "c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\custom\my custom stuff\models\pipes\" gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\" g_path: "pipe_test.qc" Building binary model files... Working on "pipe_test.qc" SMD MODEL Pipe.smd SMD MODEL pipe_idle.smd SMD MODEL Pipe-phys.smd WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: Error with convex elements of Pipe-phys.smd, building single convex!!!! Model has 1 convex sub-parts Collision model completed. --------------------- writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/models\pipe_test.mdl: bones 964 bytes (1) animation x y ips angle @idle 0.00 0.00 : 1.#J ( 90.00) 0.0 animations 112 bytes (1 anims) (1 frames) [0:00] sequences 220 bytes (1 seq) ik/pose 164 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures 72 bytes keyvalues 0 bytes bone transforms 0 bytes bone flex driver 0 bytes Collision model volume 4636748.50 in^3 collision 0 bytes total 1848 --------------------- writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/models\pipe_test.vvd: vertices 6864 bytes (143 vertices) tangents 2288 bytes (143 vertices) total 9216 bytes --------------------- Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/models\pipe_test.sw.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 1287 bytes indices: 768 bytes bone changes: 16 bytes everything: 2196 bytes --------------------- Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/models\pipe_test.dx80.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 1287 bytes indices: 768 bytes bone changes: 16 bytes everything: 2196 bytes --------------------- Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\models/models\pipe_test.dx90.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 1287 bytes indices: 768 bytes bone changes: 16 bytes everything: 2196 bytes Completed "pipe_test.qc" ... Compiling ".\pipe_test.qc" finished. Check above for any errors. ... Compiling with Crowbar 0.34.0.0: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\custom\my custom stuff\models\Pipes\pipe_test.qc" finished.
  16. Dr.ParadoX

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

    Yes I am using blender. I tried everything. Eaven changed the materials and texture names to mach everywhere. Changed the .vmt syntax to what you suggested. But still nothing. I rly need to fix this. Those pipes are a crucial element of my project!
  17. Dr.ParadoX

    Map not compiling

    If there is a next time -_-
  18. Dr.ParadoX

    Map not compiling

    So I made a map, but its not compiling At first I tried compiling it on compilepal, but that program reported that compile was successfull. problem is that there was no .bsp. So I tried using hammer compiler set on normal. Ate the end I got the error saying that the system could not find path specificed. I know that this means that there is an error but i srysly dont know whats wrong. Here's my log: ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** 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\de_Wintermaze_2016_V1_0.01.vmf" 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\de_Wintermaze_2016_V1_0.01.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/de_wintermaze_2016_v1_0/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/de_wintermaze_2016_v1_0/ground/blendsnow_conc_wvt_patch Patching WVT material: maps/de_wintermaze_2016_v1_0/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) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 2062 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\de_Wintermaze_2016_V1_0.01.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) (1347703 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3716 texinfos to 2227 Reduced 78 texdatas to 72 (1795 bytes to 1613) Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\de_Wintermaze_2016_V1_0.01 Wrote ZIP buffer, estimated size 175909, actual size 174891 4 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** 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\de_Wintermaze_2016_V1_0.01" Valve Software - vvis.exe (Jun 14 2017) 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\de_Wintermaze_2016_V1_0.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\de_Wintermaze_2016_V1_0.prt 1779 portalclusters 5927 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2518) Optimized: 7280 visible clusters (0.45%) Total clusters visible: 1619808 Average clusters visible: 910 Building PAS... Average clusters audible: 1454 visdatasize:668888 compressed from 796992 writing c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\de_Wintermaze_2016_V1_0.bsp 42 minutes, 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** 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\de_Wintermaze_2016_V1_0.01" 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\de_Wintermaze_2016_V1_0.bsp Setting up ray-trace acceleration structure... Done (4.61 seconds) 18227 faces 7 degenerate faces 921166 square feet [132647984.00 square inches] 10 Displacements 653 Square Feet [94149.13 Square Inches] 18220 patches before subdivision zero area child patch 88818 patches after subdivision 63 direct lights BuildFacelights: 0...1...2...3.. warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced .4...5...6...7...8...9...10 (28) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (88) transfers 33585281, max 4014 transfer lists: 256.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(453254, 435933, 434015) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(125404, 128367, 143297) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(45071, 50177, 61728) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(17133, 21143, 28696) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(6855, 9324, 13826) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(2794, 4190, 6799) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1158, 1908, 3381) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(484, 876, 1699) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(204, 404, 857) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(87, 188, 436) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(37, 87, 222) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(16, 41, 114) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(7, 19, 59) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(3, 9, 30) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(1, 4, 16) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(1, 2, GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(0, 1, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #18 added RGB(0, 0, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(0, 0, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(0, 0, 1) Build Patch/Sample Hash Table(s).....Done<0.0337 sec> FinalLightFace: 0...1...2...3.. warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced SampleRadial: Punting, Waiting for fix warning - face vectors parallel to face normal. bad lighting will be produced . warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced 4...5...6...7...8...9...10 (18) 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 (12) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 220/1024 10560/49152 (21.5%) brushes 3135/8192 37620/98304 (38.3%) brushsides 42018/65536 336144/524288 (64.1%) planes 42852/65536 857040/1310720 (65.4%) vertexes 27243/65536 326916/786432 (41.6%) nodes 4487/65536 143584/2097152 ( 6.8%) texinfos 2227/12288 160344/884736 (18.1%) texdata 72/2048 2304/65536 ( 3.5%) 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 18227/65536 1020712/3670016 (27.8%) hdr faces 18227/65536 1020712/3670016 (27.8%) origfaces 14496/65536 811776/3670016 (22.1%) leaves 4708/65536 150656/2097152 ( 7.2%) leaffaces 22156/65536 44312/131072 (33.8%) leafbrushes 5628/65536 11256/131072 ( 8.6%) areas 3/256 24/2048 ( 1.2%) surfedges 151568/512000 606272/2048000 (29.6%) edges 85500/256000 342000/1024000 (33.4%) LDR worldlights 63/8192 5544/720896 ( 0.8%) HDR worldlights 63/8192 5544/720896 ( 0.8%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 2649/32768 26490/327680 ( 8.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 45411/65536 90822/131072 (69.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3019152/0 ( 0.0%) HDR lightdata [variable] 3019536/0 ( 0.0%) visdata [variable] 668888/16777216 ( 4.0%) entdata [variable] 165571/393216 (42.1%) LDR ambient table 4708/65536 18832/262144 ( 7.2%) HDR ambient table 4708/65536 18832/262144 ( 7.2%) LDR leaf ambient 17355/65536 485940/1835008 (26.5%) HDR leaf ambient 17373/65536 486444/1835008 (26.5%) 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] 1/15280 ( 0.0%) pakfile [variable] 1403495/0 ( 0.0%) physics [variable] 1347703/4194304 (32.1%) physics terrain [variable] 1988/1048576 ( 0.2%) Level flags = 0 Total triangle count: 54806 Writing c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\de_Wintermaze_2016_V1_0.bsp 2 minutes, 33 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\de_Wintermaze_2016_V1_0.01.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\de_Wintermaze_2016_V1_0.01.bsp" The command failed. Windows reported the error: "The system cannot find the file specified."
  19. Dr.ParadoX

    Map not compiling

    SRYSLY???? THATS THE WHOLE GODDAMN REASON FOR THIS ISSUE ??? Please shoot me now...
  20. Dr.ParadoX

    35hp_Sandstone_simple

    A simple map. The design is so simple its making me cry.... I made it in a single day. And it is meant for CSS. I hope that it's not atleast boring... https://gamebanana.com/maps/201115
  21. Dr.ParadoX

    A leak that shouldn't be there.

    I've got a leak in a map that compleatly sealed im 10000% sure of it. Even after boxing it in the leak still shows. I tried deleting the leaked entities but other things would leak instead. But the thing that is interesting is the fact that im able to compile and run the map which im guessing i shouldnt be able to do? Should I just ignore the leak? Because there is no reason for it to be there. My log: ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** 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\awp_wintermaze_v0.vmf" 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\awp_wintermaze_v0.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/awp_wintermaze_v0/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/awp_wintermaze_v0/ground/blendsnow_conc_wvt_patch Patching WVT material: maps/awp_wintermaze_v0/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 (1) **** leaked **** Entity func_breakable (2911.99 1633.03 1052.00) leaked! Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1302 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (1) 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) (1241435 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3439 texinfos to 2033 Reduced 71 texdatas to 65 (1619 bytes to 1443) Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0.bsp Wrote ZIP buffer, estimated size 175807, actual size 174789 5 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0" Valve Software - vvis.exe (Jun 14 2017) fastvis = true 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\awp_wintermaze_v0.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\awp_wintermaze_v0.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\awp_wintermaze_v0.prt ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** 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\awp_wintermaze_v0" 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\awp_wintermaze_v0.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (4.38 seconds) 18852 faces 15 degenerate faces 903861 square feet [130156000.00 square inches] 10 Displacements 653 Square Feet [94149.13 Square Inches] 66 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29) Build Patch/Sample Hash Table(s).....Done<0.0212 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9) 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 (14) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 213/1024 10224/49152 (20.8%) brushes 2969/8192 35628/98304 (36.2%) brushsides 39214/65536 313712/524288 (59.8%) planes 40524/65536 810480/1310720 (61.8%) vertexes 28846/65536 346152/786432 (44.0%) nodes 8861/65536 283552/2097152 (13.5%) texinfos 2033/12288 146376/884736 (16.5%) texdata 65/2048 2080/65536 ( 3.2%) 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 18852/65536 1055712/3670016 (28.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 13365/65536 748440/3670016 (20.4%) leaves 9075/65536 290400/2097152 (13.8%) leaffaces 24633/65536 49266/131072 (37.6%) leafbrushes 6420/65536 12840/131072 ( 9.8%) areas 3/256 24/2048 ( 1.2%) surfedges 149315/512000 597260/2048000 (29.2%) edges 82452/256000 329808/1024000 (32.2%) LDR worldlights 66/8192 5808/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 2388/32768 23880/327680 ( 7.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 40740/65536 81480/131072 (62.2%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2800512/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 163613/393216 (41.6%) LDR ambient table 9075/65536 36300/262144 (13.8%) HDR ambient table 9075/65536 36300/262144 (13.8%) LDR leaf ambient 28196/65536 789488/1835008 (43.0%) HDR leaf ambient 9075/65536 254100/1835008 (13.8%) 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] 1/13892 ( 0.0%) pakfile [variable] 174789/0 ( 0.0%) physics [variable] 1241435/4194304 (29.6%) physics terrain [variable] 1988/1048576 ( 0.2%) Level flags = 0 Total triangle count: 55821 Writing c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\awp_wintermaze_v0.bsp 56 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\awp_wintermaze_v0.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\awp_wintermaze_v0.bsp"
  22. Dr.ParadoX

    A leak that shouldn't be there.

    I solved the problem by deleting all walls and floors, and replacing them with normal skybox from all sides without nodraw. Somehow worked. This was probably one of the most annoying errors I've had the misfortune of encountering
  23. Dr.ParadoX

    A leak that shouldn't be there.

    I tried copying to new vmpf using map proporties but the hammer crashes every time. Entity origins are inside the map. I checked. I did use load pointfile. But am I to understand that i cannot use nodraw on the externals of map?
  24. Dr.ParadoX

    What I'm Working On, 2014-Forever

    The detail and the beauty of your map is amazing!
×