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Pufulet Thread


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Thread Under Construction - Still feel free to post

-Welcome To The Pufulet Thread-

Feel free to comment about the stuff listed below that I will post or has been posted.

This first post will be regurly edited with my maps/signatures

Whenever you see on the shoutbox me saying New Pufu Spotlight! check this first post because that is where it will be.

- On this thread :

- My Maps and Progress

- Signature Making

- Suggestions / Advice for maps

- Videos

- Images from games

- Pufulet Map History

- Current zs Maps - Oldest to Newest -

zs_restricted - 2 Years ago - Never published first map ever -

zs_splinter_v4 - 1-2 Years ago - First published housemap

zs_splinter_v5 - 1-2 Years ago - Total different from v4

zs_splinter_v6 - 1 Years ago - Upgraded from v5

zs_splinter_final - 1 Years ago - Upgraded from v6

zs_seige_v1 - 1 Year ago - First decent fort map / Use of optimisation

zs_ambush_v1 - Current Year - Original oilrig map

zs_dump_v1 - Current Year - Toxic deposit area / New theme used

zs_crackhouse - Current Year - Name says it

zs_ambush_v2 - Current Year - Totally different oilrig / First time 3d Skybox

zs_pufu_minigame_v1 - Current Year - For singleplayer / Survival

zs_despair - Current Year - Messed up originality / Custom skybox

zs_necrotic_v1 - Current Year - Super version of seige

zs_necrotic_v2 - Current Year - Upgraded from v1

zs_necrotic_v3 - Current Year - Upgraded from v2

zs_ambush_v3 - Fresh - Best map yet / Contest winner

zs_hazard - Work In Progress

-Most maps found on http://www.garrysmod.org/downloads/?tag=pufulet-

Signature Making

Signatures Made:

-Mine

-Messy

-Mr.Darkness

If you want a signature add me as a friend on steam and message me specific details/colours/theme.

- Pufulet Game Section

Not Going to work on this section atm

This is a new area I will be working on, it will basicly have a list of games I play and under them usually a recent screenshot that I will try to regurly update with a comment about it.

- Garrysmod

- Borderlands

- Minecraft

- Starcraft 2

Pufu Spot Light

Pufulet Movie Intro

Edited by Pufulet
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What kind of signatures do you make?

Mainly getting an abstract image adding some images that you want or your name and using some nice effects and blending tools. But I can do themes like Mr.Darkness has a more dark thing with a candle or just a simple abstract like Messy's.

I can try to do any if I can.

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What kind of signatures do you make?

Mainly getting an abstract image adding some images that you want or your name and using some nice effects and blending tools. But I can do themes like Mr.Darkness has a more dark thing with a candle or just a simple abstract like Messy's.

I can try to do any if I can.

:P

By the way, the dump map was made very original. But the only thing about that camping... Good that poison zonbies do heal now.

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What has been done:

-Tweaked the sky light

-Added some more lights

-Changed the ugly toxic water to a canals water

-Added some no collide garbage

-Added some decals

What to expect next:

-More Light Tweaking

-Work on the upper area + More areas from there

-Work on the dustmotes than come from the sky

post-1289-128748060423_thumb.jpg

post-1289-128748061155_thumb.jpg

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What kind of signatures do you make?

Mainly getting an abstract image adding some images that you want or your name and using some nice effects and blending tools. But I can do themes like Mr.Darkness has a more dark thing with a candle or just a simple abstract like Messy's.

I can try to do any if I can.

:P

By the way, the dump map was made very original. But the only thing about that camping... Good that poison zonbies do heal now.

yes.Dump is a quite good map but it needs several fixes and tweakss and changes, thats why I called it v1 so I might release v2 after I work on hazard.

Oh btw any mapper know how to fix the problem where sometimes a prop_static or dynamic turns completely black but when u put flashlight it goes back to normal? something do to with it being inside walls or to do with lighting.

What about when the water turns invisible and makes all the walls that its surrounding or covering go nodraw?

Edited by Pufulet
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Im still trying to determine the cause of the leak but I wil find it.

A few little problems aswell but I belive they can be easily fixed.

The problems are the leak that makes the water invisible and see through the map.

Black gate/fence ( last pic )

black texture on the bottom of the fence window but you can see the proper texture when you use flashlight on it.

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post-1289-128757586455_thumb.jpg

post-1289-128757587252_thumb.jpg

Edited by Pufulet
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Edit: Never mind thx for the help Clav

Anyone help me find where exactly the leak is. I put in bold what is probably is but I cant find it to fix it!

** Executing...

** Command: "c:\program files (x86)\games\steam\steamapps\logituch\sourcesdk\bin\orangebox\bin\vbsp.exe"

** Parameters: -game "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike" "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_hazard.vmf"

Valve Software - vbsp.exe (Jul 7 2010)

2 threads

materialPath: c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike\materials

Loading C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_hazard.vmf

Could not locate 'GameData' key in c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike\gameinfo.txt

Patching WVT material: maps/zs_hazard/nature/blendmuddirt001a_wvt_patch

Patching WVT material: maps/zs_hazard/nature/blendtoxictoxic004a_wvt_patch

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

**** leaked ****

Entity light (800.00 -480.00 219.00) leaked!

Processing areas...done (0)

Building Faces...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

Creating default LDR cubemaps for env_cubemap using skybox materials:

skybox/sky_day01_06*.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_06*.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) (67211 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!

10

Water found with no water_lod_control entity, creating a default one.

Compacting texture/material tables...

Reduced 239 texinfos to 177

Reduced 43 texdatas to 38 (1152 bytes to 908)

Writing C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_hazard.bsp

1 second elapsed

** Executing...

** Command: "c:\program files (x86)\games\steam\steamapps\logituch\sourcesdk\bin\orangebox\bin\vvis.exe"

** Parameters: -game "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_hazard"

Valve Software - vvis.exe (Jul 7 2010)

fastvis = true

2 threads

reading c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_hazard.bsp

reading c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_hazard.prt

LoadPortals: couldn't read c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_hazard.prt

** Executing...

** Command: "c:\program files (x86)\games\steam\steamapps\logituch\sourcesdk\bin\orangebox\bin\vrad.exe"

** Parameters: -game "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike" "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_hazard"

Valve Software - vrad.exe SSE (Jul 7 2010)

Valve Radiosity Simulator

2 threads

[Reading texlights from 'lights.rad']

[1 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_hazard.bsp

No vis information, direct lighting only.

Setting up ray-trace acceleration structure... Done (0.38 seconds)

1341 faces

138305 square feet [19915920.00 square inches]

2 Displacements

1130 Square Feet [162765.31 Square Inches]

sun extent from map=0.000000

11 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)

Build Patch/Sample Hash Table(s).....Done<0.0061 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 (5)

Writing leaf ambient...done

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models 3/1024 144/49152 ( 0.3%)

brushes 184/8192 2208/98304 ( 2.2%)

brushsides 1132/65536 9056/524288 ( 1.7%)

planes 428/65536 8560/1310720 ( 0.7%)

vertexes 1720/65536 20640/786432 ( 2.6%)

nodes 854/65536 27328/2097152 ( 1.3%)

texinfos 177/12288 12744/884736 ( 1.4%)

texdata 38/2048 1216/65536 ( 1.9%)

dispinfos 2/0 352/0 ( 0.0%)

disp_verts 578/0 11560/0 ( 0.0%)

disp_tris 1024/0 2048/0 ( 0.0%)

disp_lmsamples 3367/0 3367/0 ( 0.0%)

faces 1341/65536 75096/3670016 ( 2.0%)

hdr faces 0/65536 0/3670016 ( 0.0%)

origfaces 660/65536 36960/3670016 ( 1.0%)

leaves 858/65536 27456/2097152 ( 1.3%)

leaffaces 1502/65536 3004/131072 ( 2.3%)

leafbrushes 438/65536 876/131072 ( 0.7%)

areas 2/256 16/2048 ( 0.8%)

surfedges 8917/512000 35668/2048000 ( 1.7%)

edges 5070/256000 20280/1024000 ( 2.0%)

LDR worldlights 11/8192 968/720896 ( 0.1%)

HDR worldlights 0/8192 0/720896 ( 0.0%)

leafwaterdata 4/32768 48/393216 ( 0.0%)

waterstrips 109/32768 1090/327680 ( 0.3%)

waterverts 0/65536 0/786432 ( 0.0%)

waterindices 1692/65536 3384/131072 ( 2.6%)

cubemapsamples 0/1024 0/16384 ( 0.0%)

overlays 0/512 0/180224 ( 0.0%)

LDR lightdata [variable] 623588/0 ( 0.0%)

HDR lightdata [variable] 0/0 ( 0.0%)

visdata [variable] 0/16777216 ( 0.0%)

entdata [variable] 13176/393216 ( 3.4%)

LDR ambient table 858/65536 3432/262144 ( 1.3%)

HDR ambient table 858/65536 3432/262144 ( 1.3%)

LDR leaf ambient 4667/65536 130676/1835008 ( 7.1%)

HDR leaf ambient 858/65536 24024/1835008 ( 1.3%)

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] 1/4466 ( 0.0%)

pakfile [variable] 107898/0 ( 0.0%)

physics [variable] 67211/4194304 ( 1.6%)

physics terrain [variable] 1728/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 3595

Writing c:\program files (x86)\games\steam\steamapps\logituch\garrysmod\garrysmod\maps\zs_hazard.bsp

10 seconds elapsed

** Executing...

** Command: Copy File

** Parameters: "C:\Program Files (x86)\Games\Steam\SteamApps\logituch\garrysmod\garrysmod\maps\zs_hazard.bsp" "c:\program files (x86)\games\steam\steamapps\logituch\counter-strike source\cstrike\maps\zs_hazard.bsp"

Edited by Pufulet
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Here are some more pictures. As you can see im kinda done with the basic structure and will be moving on to detail/props and furthur light changes/tweaks.

I also made a birds eye view of the map and I want to show you guys the possible spawns and basicly just a map with detail and stuff.

post-1289-128782698874_thumb.jpg

post-1289-12878269947_thumb.jpg

post-1289-128782700027_thumb.jpg

post-1289-128782701634_thumb.jpg

post-1289-128782702313_thumb.jpg

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