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Xuras

Author Topic: L4D_test (don't have a name lol)  (Read 732 times)

Paper-Burn

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L4D_test (don't have a name lol)
« on: 08 July, 2009, 11:00:00 am »
I started working on a map because I was bored, and I need suggestions for the extrior (outside)

I'll upload some pics later

Offline sleepy

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Re: L4D_test (don't have a name lol)
« Reply #1 on: 08 July, 2009, 11:18:13 am »
Erm need more than that paper. What you making the map for guessing L4D but what theme you want it for survival or what? Need more information to able to give suggestions.
Any problems contact me
sleepy@alflatters.co.uk




Paper-Burn

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Re: L4D_test (don't have a name lol)
« Reply #2 on: 08 July, 2009, 11:35:32 am »
I know that, and I made a video, need to upload though..
Or can it be done trough flash on this site?


You start in some kind of basement of a big house, and when you walk outside I want to have a great view over mountains or something

You have to cross a cliff with a bridge, after a while walking you get into some kind of town and there is safehouse + level change,

And I need suggestions how it must look like a bit, ideas that I can actually make into reality (Cause I'm not that good)
Also, I can't get breakable glass to show up in-game

EDIT: Any suggestions for the texturing is also welcome ;)
I got it dev textured atm

« Last Edit: 08 July, 2009, 16:53:45 pm by sleepy »

Paper-Burn

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Re: L4D_test (don't have a name lol)
« Reply #3 on: 08 July, 2009, 13:13:17 pm »
Video posted, look above

I numberd my questions, If you can, please answer them like this:

1. yes that because of...

2. Hmm Im not sure, but you could...

ect

Soul-Chicken

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Re: L4D_test (don't have a name lol)
« Reply #4 on: 08 July, 2009, 13:21:30 pm »
I posted my comment on the youtube Video :3
 :D

Christoffer395

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Re: L4D_test (don't have a name lol)
« Reply #5 on: 08 July, 2009, 13:31:35 pm »
Answered your questions :)

Paper-Burn

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Re: L4D_test (don't have a name lol)
« Reply #6 on: 08 July, 2009, 13:40:58 pm »
1. I have a env_fog_controller, just no fog enabled.

2. Kay

3. Func_breakable_surf...

And I used cubemaps(And yes I did buildcubemaps)

Offline sleepy

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Re: L4D_test (don't have a name lol)
« Reply #7 on: 08 July, 2009, 16:54:08 pm »
Can you follow the tutorial for youtube in future but i will watch the video in a bit.
Any problems contact me
sleepy@alflatters.co.uk




Paper-Burn

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Re: L4D_test (don't have a name lol)
« Reply #8 on: 10 July, 2009, 09:59:28 am »
Godammit, Everytime I want to play the map how it is rigth now, it fails to compile and I get to play an older version of the map...

Any idea how this comes?
I only did 'run the game on startup' twice or so

If that's the case, is it reversable?

EDIT: Here is the compile message:


Code: [Select]
** Executing...
** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test"

Valve Software - vbsp.exe (Jun 16 2009)
2 threads
materialPath: c:\program files\steam\steamapps\common\left 4 dead\left4dead\materials
Loading C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.vmf
Brush 7763: FloatPlane: bad normal
Side 0
Texture: DE_NUKE/NUKE_METALFLOOR_01


** Executing...
** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test"

Valve Software - vvis.exe (Jun 16 2009)
2 threads
reading c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.bsp
reading c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.prt


** Executing...
** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test"

Valve Software - vrad.exe SSE (Jun 16 2009)

      Valve Radiosity Simulator    
2 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.bsp
Setting up ray-trace acceleration structure... Done (0.27 seconds)
823 faces
210236 square feet [30274110.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
823 patches before subdivision
8857 patches after subdivision
8 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 619427, max 272
transfer lists:   4.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(16580, 16342, 14068)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4649, 4325, 2787)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1526, 1345, 686)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(499, 407, 154)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(177, 134, 39)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(64, 45, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(24, 15, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(9, 5, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(3, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0050 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  10/1024          480/49152    ( 1.0%)
brushes                216/8192         2592/98304    ( 2.6%)
brushsides            1321/65536       10568/524288   ( 2.0%)
planes                 518/65536       10360/1310720  ( 0.8%)
vertexes              1598/65536       19176/786432   ( 2.4%)
nodes                  661/65536       21152/2097152  ( 1.0%)
texinfos               217/12288       15624/884736   ( 1.8%)
texdata                 44/2048         1408/65536    ( 2.1%)
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                  823/65536       46088/3670016  ( 1.3%)
hdr faces              823/65536       46088/3670016  ( 1.3%)
origfaces              512/65536       28672/3670016  ( 0.8%)
leaves                 672/65536       21504/2097152  ( 1.0%)
leaffaces              934/65536        1868/131072   ( 1.4%)
leafbrushes            367/65536         734/131072   ( 0.6%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             6065/512000      24260/2048000  ( 1.2%)
edges                 3677/256000      14708/1024000  ( 1.4%)
LDR worldlights          8/8192          800/819200   ( 0.1%)
HDR worldlights          8/8192          800/819200   ( 0.1%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            110/32768        1100/327680   ( 0.3%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          1968/65536        3936/131072   ( 3.0%)
cubemapsamples           7/1024          112/16384    ( 0.7%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      821288/0        ( 0.0%)
HDR lightdata         [variable]      821288/0        ( 0.0%)
visdata               [variable]       21098/16777216 ( 0.1%)
entdata               [variable]       12469/393216   ( 3.2%)
LDR ambient table      672/65536        2688/262144   ( 1.0%)
HDR ambient table      672/65536        2688/262144   ( 1.0%)
LDR leaf ambient      2658/65536       74424/1835008  ( 4.1%)
HDR leaf ambient      2405/65536       67340/1835008  ( 3.7%)
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]           1/4356     ( 0.0%)
pakfile               [variable]     1152381/0        ( 0.0%)
physics               [variable]       78309/4194304  ( 1.9%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 2369
Writing c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.bsp
7 seconds elapsed
***VPK: FastFindFile Attempting to use full path with VPK file!
File: c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.rad
Valve Software - vrad.exe SSE (Jun 16 2009)

      Valve Radiosity Simulator    
2 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.bsp
Setting up ray-trace acceleration structure... Done (0.27 seconds)
823 faces
210236 square feet [30274110.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
823 patches before subdivision
8857 patches after subdivision
8 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 619427, max 272
transfer lists:   4.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(8284, 8165, 7029)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2322, 2161, 1392)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(762, 672, 343)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(249, 203, 77)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(88, 67, 19)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(32, 22, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(12, 8, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 3, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0052 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  10/1024          480/49152    ( 1.0%)
brushes                216/8192         2592/98304    ( 2.6%)
brushsides            1321/65536       10568/524288   ( 2.0%)
planes                 518/65536       10360/1310720  ( 0.8%)
vertexes              1598/65536       19176/786432   ( 2.4%)
nodes                  661/65536       21152/2097152  ( 1.0%)
texinfos               217/12288       15624/884736   ( 1.8%)
texdata                 44/2048         1408/65536    ( 2.1%)
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                  823/65536       46088/3670016  ( 1.3%)
hdr faces              823/65536       46088/3670016  ( 1.3%)
origfaces              512/65536       28672/3670016  ( 0.8%)
leaves                 672/65536       21504/2097152  ( 1.0%)
leaffaces              934/65536        1868/131072   ( 1.4%)
leafbrushes            367/65536         734/131072   ( 0.6%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             6065/512000      24260/2048000  ( 1.2%)
edges                 3677/256000      14708/1024000  ( 1.4%)
LDR worldlights          8/8192          800/819200   ( 0.1%)
HDR worldlights          8/8192          800/819200   ( 0.1%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            110/32768        1100/327680   ( 0.3%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          1968/65536        3936/131072   ( 3.0%)
cubemapsamples           7/1024          112/16384    ( 0.7%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      821288/0        ( 0.0%)
HDR lightdata         [variable]      821288/0        ( 0.0%)
visdata               [variable]       21098/16777216 ( 0.1%)
entdata               [variable]       12469/393216   ( 3.2%)
LDR ambient table      672/65536        2688/262144   ( 1.0%)
HDR ambient table      672/65536        2688/262144   ( 1.0%)
LDR leaf ambient      2658/65536       74424/1835008  ( 4.1%)
HDR leaf ambient      2405/65536       67340/1835008  ( 3.7%)
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]           1/4356     ( 0.0%)
pakfile               [variable]     1152381/0        ( 0.0%)
physics               [variable]       78309/4194304  ( 1.9%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 2369
Writing c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.bsp
7 seconds elapsed
***VPK: FastFindFile Attempting to use full path with VPK file!
File: c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.rad

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_test.bsp" "c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\l4d_test.bsp"

« Last Edit: 10 July, 2009, 11:51:22 am by thingshappen »

Offline sleepy

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Re: L4D_test (don't have a name lol)
« Reply #9 on: 10 July, 2009, 11:53:11 am »
* sleepy shouts thingshappen..
Any problems contact me
sleepy@alflatters.co.uk




Offline thingshappen

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Re: L4D_test (don't have a name lol)
« Reply #10 on: 10 July, 2009, 11:53:19 am »
The Interlopers error checker does wonders, but I'm surprised you didn't see this one

Quote
brush 7763: floatplane: bad normal side 0 texture: de_nuke/nuke_metalfloor_01

Description:
One of your brushes has a face with a bad normal (a 'normal' is a oriëntation of a texture on a face).

Solution:
First see if the problemchecker in Hammer (alt+p) can find and fix it. If it can't, find the brush and fix it manually (usually it's best to delete it and start all over) or select the brush and "align to face" it in the texture-tool. You can find the brush using view -> go to brush ( 7763 ). The specific brushside will have the de_nuke/nuke_metalfloor_01-texture, though that may be multiple sides

Also, remember to put the compile log in [code] tags.
« Last Edit: 10 July, 2009, 12:01:46 pm by thingshappen »


Paper-Burn

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Re: L4D_test (don't have a name lol)
« Reply #11 on: 10 July, 2009, 12:35:09 pm »
Well, I got it fixed using that Error finder

And I got the zombies to work!! :D
But there's not much population yet... any ideas? (The zombies DO spawn though!!, special infected aswel!)

But... I got no further Ideas On what to do next..
You guys want me to make a movie to show what i've got so far?
« Last Edit: 10 July, 2009, 12:46:35 pm by Paper-Burn »

Offline Red_Snappa

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Re: L4D_test (don't have a name lol)
« Reply #12 on: 10 July, 2009, 13:10:35 pm »
yeah that would be nice ^^
Quote
22:54 - Red_Snappa: i don't have dropbox D:
22:54 - [XURAS] thingshappen: oeghnoaegbaouga

Paper-Burn

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Re: L4D_test (don't have a name lol)
« Reply #13 on: 10 July, 2009, 15:21:13 pm »
Will do, later this day maybe or tommorow

 


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