help?

Discussion in 'Mapping' started by supaste, Feb 25, 2007.

  1. supaste

    supaste Member

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    why does everything always fuck upwhen i use vertex?
     
  2. Solokiller

    Solokiller Member

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    You need to make sure the edges don't go trough another face, and if you can draw a line between more than 2 faces it'll mean you have an invalid brush.
     
  3. supaste

    supaste Member

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    i fixed the problem and can you explain this a little more i dont fully understand
     
  4. Broccoli

    Broccoli Member

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    I think he means that all solids have to be convex (have no inward-facing vertices). If you're having trouble with vertex manipulation, I'm sure there's some tutorials out there that could help you with the basics. You'll pick it up pretty quick though.
     
  5. Solokiller

    Solokiller Member

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    If all brushes are triangles, you can't have a concave design.
     
  6. supaste

    supaste Member

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    well i know how to use it, it's just i have trouble because when i do occationaly it will decide that the thing i made is invalid.
     
  7. Slasher

    Slasher Member

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    Even 3D modelers need to make there physbox a convex shape, but there is still a ways you can get a concave shape.


    Take this for example


    to get that concave shape on the right to work, all you need to do is slice it from the vertex nearest to the center to either the bottom left or bottom right vertex.


    Therefore the concave shape is made out of 2 convex brush, just remember to put a nodraw on all double faces.


    BUT STILL this should not have course the “useing the old map instead of the new map problem”
    I once had a problem like this too, don't know what course it and don't know how it got fix.


    I manage to workaround this, before compiling do not tick “run game” one compiling is finish,
    open the game through steam and load the map that way.​
     
  8. supaste

    supaste Member

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    ok i think i get it now..

    + slasher check your inbox
     
    Last edited: Mar 2, 2007
  9. pickjaoe

    pickjaoe Member

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    ok so I have a problem. When I try and load my map it crashes Empires with no error message. I believe it crashes at 'loading resources' or just after that. Its a flag map like escort and I just fixed all my spawns so I don't believe that is the problem. I will post the compile log in a minute.

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\nidders\sourcesdk\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\Empires" "C:\Program Files\Steam\SteamApps\SourceMods\Empires\mapsrc\emp_encore_v1"

    Valve Software - vbsp.exe (Aug 4 2006)
    1 threads
    materialPath: c:\program files\steam\SteamApps\SourceMods\Empires\materials
    Loading C:\Program Files\Steam\SteamApps\SourceMods\Empires\mapsrc\emp_encore_v1.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing C:\Program Files\Steam\SteamApps\SourceMods\Empires\mapsrc\emp_encore_v1.prt...done (0)
    Creating default cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    Run buildcubemaps in the engine to get the correct cube maps.

    No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
    Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Warning: overflowed 3 displacement corner-neighbor lists.Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (374532 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1751 texinfos to 1367
    Reduced 51 texdatas to 47 (1463 bytes to 1260)
    Writing C:\Program Files\Steam\SteamApps\SourceMods\Empires\mapsrc\emp_encore_v1.bsp
    13 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\SteamApps\SourceMods\Empires\mapsrc\emp_encore_v1.bsp" "c:\program files\steam\SteamApps\SourceMods\Empires\maps\emp_encore_v1.bsp"


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\nidders\half-life 2\hl2.exe"
    ** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\Empires" +map "emp_encore_v1"



    -Found a displacement edge abutting multiple other edges.
    -Warning: overflowed 3 displacement corner-neighbor lists.
    How can I find where that is? is it a major problem?
     
    Last edited: Mar 8, 2007
  10. supaste

    supaste Member

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    um... im no good with errors....
     
  11. Solokiller

    Solokiller Member

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  12. pickjaoe

    pickjaoe Member

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    So all that did was make my entities disappear and part of my map disappear then hammer crashed. Also it said "out of memory".
     
    Last edited: Mar 8, 2007
  13. Jcw87

    Jcw87 Member

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    Last edited: Mar 8, 2007
  14. supaste

    supaste Member

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    ah but is it reli out of memory or is it just saying that..
     
  15. pickjaoe

    pickjaoe Member

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    I'm not sure. I have 1gig of RAM. But I did find out that my configuration was different than the one on the wiki. So I changed it to match the one on the wiki page. But it still crashes and I made a small room with a kingofthehill flag and it worked fine.

    New Compile log.


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\wranglermsu\sourcesdk\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\Empires" "C:\Program Files\Steam\steamapps\SourceMods\Empires\mapsrc\emp_encore_v1"

    Valve Software - vbsp.exe (Aug 4 2006)
    1 threads
    materialPath: c:\program files\steam\SteamApps\SourceMods\Empires\materials
    Loading C:\Program Files\Steam\steamapps\SourceMods\Empires\mapsrc\emp_encore_v1.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files\Steam\steamapps\SourceMods\Empires\mapsrc\emp_encore_v1.prt...done (1)
    Creating default cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    Run buildcubemaps in the engine to get the correct cube maps.

    No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
    Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
    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) (692940 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1520 texinfos to 1244
    Reduced 45 texdatas to 42 (1307 bytes to 1151)
    Writing C:\Program Files\Steam\steamapps\SourceMods\Empires\mapsrc\emp_encore_v1.bsp
    10 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\SourceMods\Empires\mapsrc\emp_encore_v1.bsp" "c:\program files\steam\SteamApps\SourceMods\Empires\maps\emp_encore_v1.bsp"


    NEW QUESTION - Is it possible to have a escort-type map with NF as the attackers? The reason for me asking is I was messing around with my room with a flag in it and decided to add two more flags to test and make sure I was making the flags and capture zones correctly. When I did this the first time it worked fine but I had the NF spawn entities mixed up with the BE spawn entites, they were backwards. So I went in and put them on the correct sides then tried again, it crashes now.
     
    Last edited: Mar 9, 2007
  16. Jcw87

    Jcw87 Member

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    And you are sure theres an emp_info_params in the map?
     
  17. pickjaoe

    pickjaoe Member

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    Yes there is a emp_info_params. Also if anybody would like to take a look at it and see if they can find anything wrong with it you can download it here.
    http://www.hlrse.net/empiresvhe/Pickajoe/

    -Problems fixed:
    Flag points having wrong number.
    Ammo boxes not being tied to the right number.
     
    Last edited: Mar 9, 2007
  18. Broccoli

    Broccoli Member

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    A reverse escort gameplay is totally possible, and shouldn't present any problems.

    I'll take a look at it when I have the time. I can almost guarantee that memory is not a problem: I only have 512mb and I have compiled some huge maps before. Just make sure windows is allowed to expand your page file when it needs to.

    EDIT: Well, I've looked at it, and what can I say. There are quite a few problems, which may not be the cause of the errors you are getting, but are certainly not good mapping practice.
    • No skybox. Even if this is a work in progress, you should seal it as you go. It will be a much bigger task if you leave it until the level is finished, and you won't get the horrible infinite mirrors effect on the sky if you do.
    • Ropes should be made from keyframe_rope entities, not brushes. If you were going to create brushes this small, you would certainly at least make them a func_detail.
    • No emp_info_params, or entities of any kind for that matter. I'm beginning to get suspicious that there are no entities at all in your map. Is it a corrupt file, or am I reading this correctly?
    Have you uploaded the wrong file?
     
    Last edited: Mar 9, 2007
  19. pickjaoe

    pickjaoe Member

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    What happened was I had features turned off on the bottom right menu when I saved it. I think its called VIS, all you have to do is put a check by everything and you will see my skybox and the entities.
    Also Im going to upload a updated version of it. NEW VERSION UP

    I also made the small room with 4 flags to test to see if I was doing the flags right and it worked.
     
    Last edited: Mar 9, 2007
  20. Solokiller

    Solokiller Member

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    It's called Visgroups.
    NF as attackers is possible, just check the wiki to see how you need to set everything up and you'll be fine.
     

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