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[WIP] Touristas (now) de_xenos


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7 hours ago, Donskioni said:

So, as of last night my sdk wont launch. I didn't change anything or do anything to my pc that I am aware of... but when trying to launch it it will say running... then syncing... and nothing. 

Ive tried to extensively google about it but cannot find the cure.... At this point I have uninstalled csgo ... deleted its folder... and reinstalled both csgo and its sdk twice to be sure... no dice. 

If anyone has any insight to this please for the love of god show me the way! ;) 

Cs go sdk should be fixed now. If not then you can still use the 1.37.1.1-a - beta from cs go as a temporary solution to this problem. (with this beta you wont be able to play online)

Edited by DutchCrazyGamer
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On 8/29/2019 at 7:25 PM, MikeGon said:

hmm my sdk also won't launch since last night... did someone at Valve trip on a cable again? ?

I know this was like a week ago, but if this ever happens again try going into csgo bin and launching "sdklauncher" and "hammer". These are also the way to launch the sdk if you have free to play in an alt account.

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  • 1 month later...

Hey! 

Have been lazy with the updates... but ran into a new problem if anyone out there has an idea whats wrong....

Final Compiling problems...

I can compile on fast and everything works peachy... but once I try to run a final compile, all my textures turn almost black.... but most of my props have correct lighting. Im not quite sure why this is happening.... 

I do have some area portals .... but I believe they are set up correctly.  I have a sun and light env.... I have mainly been detailing... so Im having a hard time finding the culprit. 

Any suggestions welcome! 

image2 (2).jpeg

image1 (20).jpeg

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So I was able to snap a picture of this weird lighting. Still working it out but if anyone has an idea let me know please! 

I was able to get it lit once by making the light env brighter and another setting change but it makes it too bright... hmmm 

A544713E-BA32-47ED-94BF-CDDA86F4D6F1.jpeg

Edited by Donskioni
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materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading n:\art\counterstrike map\maps\de_tour_v10.vmf
Map revision 1546
Can't find surfaceprop WoodWood_Lowdensity for material TEST/TOURISTAS_WOOD_DETAIL_BLUE1, using default
Can't find surfaceprop WoodWood_Lowdensity for material TEST/SIGN_CBL, using default
Patching WVT material: maps/de_tour_v10/test/touristas_stone_floor_b10_blend_wvt_patch
Patching WVT material: maps/de_tour_v10/test/touristas_stone_floor_wvt_patch
Patching WVT material: maps/de_tour_v10/concrete/blend_blacktop_01_wvt_patch
Patching WVT material: maps/de_tour_v10/stone/blend_building_sidewalk_wvt_patch
Patching WVT material: maps/de_tour_v10/nature/hr_c/hr_dirt_mulch_blend_001_wvt_patch
Patching WVT material: maps/de_tour_v10/brick/hr_brick/venice/brick_ground_a_blend_wvt_patch
Patching WVT material: maps/de_tour_v10/hr_massive/survival_woodsiding_white_color_blend_wvt_patch
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 (1)
Find Visible Detail Sides...
Merged 3728 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
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NODRAW on terrain surface!
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done (2)
writing n:\art\counterstrike map\maps\de_tour_v10.prt...Building visibility clusters...
AutoVisClustering (threshold=-1) matched 0 leafs.
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) (2019650 bytes)
Error! To use model "models/props/de_inferno/hr_i/inferno_vintage_radio/inferno_vintage_radio.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props/de_inferno/hr_i/inferno_vintage_radio/inferno_vintage_radio.mdl"!
Error! To use model "models/props/hr_massive/survival_windows/survival_window_small.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props/hr_massive/survival_windows/survival_window_small.mdl"!
Error! prop_static using model "models/props/de_house/window_54x76_break05.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/de_house/window_54x76_break05.mdl"!
Error! prop_static using model "models/props/cs_office/tv_plasma.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/tv_plasma.mdl"!
Error! To use model "models/props/de_inferno/hr_i/inferno_ceiling_fan/inferno_ceiling_fan.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props/de_inferno/hr_i/inferno_ceiling_fan/inferno_ceiling_fan.mdl"!
Error! prop_static using model "models/props/cs_office/phone.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/phone.mdl"!
Error! prop_static using model "models/props/cs_office/trash_can.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/trash_can.mdl"!
Error! prop_static using model "models/props/cs_office/computer_mouse.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/computer_mouse.mdl"!
Error! prop_static using model "models/props/cs_office/coffee_mug.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/coffee_mug.mdl"!
Error! prop_static using model "models/props/cs_office/water_bottle.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/water_bottle.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 15508 texinfos to 8784
Reduced 130 texdatas to 113 (3806 bytes to 3122)
Writing n:\art\counterstrike map\maps\de_tour_v10.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'n:\art\counterstrike map\maps\de_tour_v10.bsp', but we don't own that location. Allowing...
8 seconds elapsed

12 threads
reading n:\art\counterstrike map\maps\de_tour_v10.bsp
reading n:\art\counterstrike map\maps\de_tour_v10.prt
1296 portalclusters
3925 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 11126 visible clusters (0.00%)
Total clusters visible: 565210
Average clusters visible: 436
Building PAS...
Average clusters audible: 1289
visdatasize:390843  compressed from 435456
writing n:\art\counterstrike map\maps\de_tour_v10.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'n:\art\counterstrike map\maps\de_tour_v10.bsp', but we don't own that location. Allowing...
31 seconds elapsed

[Reading texlights from 'lights.rad']
[17 texlights parsed from 'lights.rad']

Loading n:\art\counterstrike map\maps\de_tour_v10.bsp
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf
Loaded alpha texture materials\models\props_foliage\flower_A.vtf
Loaded alpha texture materials\models\props_foliage\flower_B.vtf
Loaded alpha texture materials\models\props_foliage\flower_C.vtf
Loaded alpha texture materials\models\props_foliage\flower_D.vtf
Loaded alpha texture materials\models\props\de_nuke\hr_nuke\chainlink_fence_001\chainlink_fence_wire_001_mip0.vtf
Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf
Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03.vtf
Loaded alpha texture materials\models\props\de_dust\hr_dust\balcony_railing_set\balcony_railing_set_color.vtf
Loaded alpha texture materials\metal\hr_metal\hr_metal_grating_001_color.vtf
20215 faces
7 degenerate faces
749613 square feet [107944336.00 square inches]
358 Displacements
98441 Square Feet [14175624.00 Square Inches]
20208 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
137808 patches after subdivision
48 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 15986424, max 4225
transfer lists: 122.0 megs
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Build Patch/Sample Hash Table(s).....Done<0.0246 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                  22/1024         1056/49152    ( 2.1%) 
brushes               5143/8192        61716/98304    (62.8%) 
brushsides           42811/81920      342488/655360   (52.3%) 
planes               30740/65536      614800/1310720  (46.9%) 
vertexes             42134/65536      505608/786432   (64.3%) 
nodes                 2721/65536       87072/2097152  ( 4.2%) 
texinfos              8784/12288      632448/884736   (71.5%) 
texdata                113/4096         3616/131072   ( 2.8%) 
dispinfos              358/0           63008/0        ( 0.0%) 
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faces                20215/65536     1132040/3670016  (30.8%) 
hdr faces            20215/65536     1132040/3670016  (30.8%) 
origfaces            16965/65536      950040/3670016  (25.9%) 
facebrushes           1020/0            2040/0        ( 0.0%) 
facebrushlists       20215/0           80860/0        ( 0.0%) 
leaves                2744/65536       87808/2097152  ( 4.2%) 
leaffaces            28708/65536       57416/131072   (43.8%) 
leafbrushes          11947/65536       23894/131072   (18.2%) 
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surfedges           172528/512000     690112/2048000  (33.7%) 
edges               112195/256000     448780/1024000  (43.8%) 
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waterstrips           2841/32768       28410/327680   ( 8.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         59088/65536      118176/131072   (90.2%) VERY FULL!
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                20/1024         7040/360448   ( 2.0%) 
LDR lightdata         [variable]           0/0        ( 0.0%) 
HDR lightdata         [variable]    12756040/0        ( 0.0%) 
visdata               [variable]      390843/16777216 ( 2.3%) 
entdata               [variable]       99194/393216   (25.2%) 
LDR ambient table     2744/65536       10976/262144   ( 4.2%) 
HDR ambient table     2744/65536       10976/262144   ( 4.2%) 
LDR leaf ambient      2744/65536       76832/1835008  ( 4.2%) 
HDR leaf ambient     15734/65536      440552/1835008  (24.0%) 
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]           1/79514    ( 0.0%) 
pakfile               [variable]     9702832/0        ( 0.0%) 
physics               [variable]     2019650/4194304  (48.2%) 
physics terrain       [variable]      104556/1048576  (10.0%) 

Level flags = 7e

Total triangle count: 62965
Writing n:\art\counterstrike map\maps\de_tour_v10.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'n:\art\counterstrike map\maps\de_tour_v10.bsp', but we don't own that location. Allowing...
5 minutes, 19 seconds elapsed
 

10 hours ago, csWaldo said:

Check your compile log and / or share a pastebin of it here. Looks like a major problem that should show up in there.

 

I see some errors in the above compile but am pretty sure the ones I recognize are fine. If anyone catches it please let me know!

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All brushes are black because the vrad.exe crashes for some reason.

22 hours ago, Donskioni said:

zero area child patch

I guess this causes the problems. So there is probably some messed up brushwork.

  • Check for invalid brushes (Press "Alt+P" or go to "Map" -> "Check for problems", then search for invalid solids).
  • Check for misaligned brushes. Brushes which are not "on the grid" with small gaps between them.
    • If you can't find them, try to compile parts of your map via cordon tool. So you can isolate the problematic brushes.

 

- There are also some errors with nodraw texture on displacements (select these faces with "Toggle texture application" (Shift+A) then go to "Displacements" -> "Destroy")

- Also some wrong usage of models (prop_static using a model, which must be used on a dynamic entity (i.e. prop_physics) )

 

Edited by Radix
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  • 3 weeks later...

Hey peeps! 

Been at it in the dark over here still... ;) But have ran into another basic issue with lighting/ textures. The first image below shows what i am working up against. 
IMG_1413.jpg.58ff5d11f7248d97e29f316e83e56dab.jpg

The angled parts that reflect the sun are extremely bright... this happens on the floor at some spots as well. I have alot of white paint in this map to match the desired theme. Ive been playing with the lighting settings alot but it is extremely tedious to recompile after each lighting edit. The current light is 140 and ambiance 200 the hdr scale is 1. 

Could edit hdr scale down?
or could be how im making my texture... maybe too white ? or my normal map being off? ... I make everything in photoshop... or there is too much white? idk 

If anyone has some lighting settings of thoughts please let me know! Below are some progress shots ! 
image1.jpeg.1c4ddf0fcc55a8db26d8ea5d81d6accc.jpeg
Cable Car Site a

Lead up to site Bimage3.jpeg.985763face5d08ca1148b9d83a689181.jpeg
Gazebo Site B 
(Textures are still in heavy development ;) hence the lighting question) 
de_tour14-01.jpg.495f265fd4faf649681543aba425e959.jpg
Most up to date radar 
Ive put alot of planning into the layout. There is alot of thought into group play with many opportunity for information gathering, boost spots, and one way drops. 

(and for some reason I cant delete this duplicate image below)image2.jpeg

Edited by Donskioni
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  • 2 weeks later...
  • 3 weeks later...

Hey guys! if anyone knows the best way to trouble shoot problems lmk please!!!

Ill start here... Big progress has been made on my map and i am very excited for the deadline..... but, I got to "too many t junctions" 

To start, im not completely sure what a t junction is. I thought it was func detail intersecting world brushes... but I dont think that is it... and then I thought it was func detial touching world blocks ... but I dont think that is it either. looked over reddit ect..... 

I have tried deleting different things to see how my number fluctuates.... 65547 of em atm. but this has only confused me more because the changes are not consistent. 

The thing that I thought was weird, was that if I hid all hint brushes I wouldn't get the problem and could compile normally. If I delete the largest hint brush... (across whole map cutting across a bunch of world blocks ) it would only remove 6 t junctions from my list. 
- on another note I have some no draw on some displacements .... and a couple props with the wrong prop type.... but I dont think these would be the problem and am saving them for later. 

Ill send a prayer to gaben, but if anyone can help! please! ?

Then i will post some new screen shots lol 

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