Chikennugget1 Posted March 7, 2009 Share Posted March 7, 2009 Hello all,I've passed so many hours to make my first real map,here is the link with picture (the zip includes also the hammer's file,if someone wants to modify or add something).The map is composed of a combine "house",a basic house with some breakables parts(windows,wood bridge,part of 1st floor and behind a lil part),a ruined house with a little room for camperz ( ) and 2 little rooms.(and also a water trap,you can get in it but you can't get out!^^)You will think think that the map is a bit empty...it's because hammer doesn't want to compile the version of the map where I adds cars,stuff and fixed some minor bugs...so I'm sorry for that but I hope you'll enjoy this map (I didn't want to do a complex map,it's just like an old-school zs map) Quote Link to comment
A Random Hobo Posted March 7, 2009 Share Posted March 7, 2009 Post your errors. Would be good if you could use a better version of the map. Quote Link to comment
Chikennugget1 Posted March 7, 2009 Author Share Posted March 7, 2009 Well,when I starts the map with the things I've added,they don't appear,and if I change the map's name I have a message about windows or something like that(I will edit the post later for the exact message) Quote Link to comment
A Random Hobo Posted March 7, 2009 Share Posted March 7, 2009 Its possible you are using models from another game that isn't mounted into gmod. Other than that, maybe you are using the wrong prop type for the wrong prop. When you post the compile log i will have a better idea. Quote Link to comment
Chikennugget1 Posted March 7, 2009 Author Share Posted March 7, 2009 No,I build my map on hl Quote Link to comment
Mr. Darkness Posted March 8, 2009 Share Posted March 8, 2009 It has some many wierd texturesToo many wierd textures OoCan you uplad it to [email protected]? (my e-mail) just want to look at it *[email protected] Quote Link to comment
Chikennugget1 Posted March 8, 2009 Author Share Posted March 8, 2009 Ok,but weird textures in what sense?strange or bugged...?Here is the compile log :** Executing...** Command: "c:\program files (x86)\steam\steamapps\spectrom_007\sourcesdk\bin\ep1\bin\vbsp.exe"** Parameters: -game "c:\program files (x86)\steam\steamapps\spectrom_007\half-life 2 deathmatch\hl2mp" "C:\Users\Yannis\Desktop\maps\zs_chiken_unkilled"Valve Software - vbsp.exe (Dec 11 2006)4 threadsmaterialPath: c:\program files (x86)\steam\steamapps\spectrom_007\half-life 2 deathmatch\hl2mp\materialsLoading C:\Users\Yannis\Desktop\maps\zs_chiken_unkilled.vmffixing 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 (0)Processing areas...done (0)Building Faces...done (0)Chop Details...done (0)Find Visible Detail Sides...Merged 16 detail faces...done (0)Merging details...done (0)FixTjuncs...PruneNodes...WriteBSP...HashVec: point outside valid range** Executing...** Command: "c:\program files (x86)\steam\steamapps\spectrom_007\sourcesdk\bin\ep1\bin\vvis.exe"** Parameters: -game "c:\program files (x86)\steam\steamapps\spectrom_007\half-life 2 deathmatch\hl2mp" "C:\Users\Yannis\Desktop\maps\zs_chiken_unkilled"Valve Software - vvis.exe (Nov 8 2007)4 threadsreading c:\users\yannis\desktop\maps\zs_chiken_unkilled.bspreading c:\users\yannis\desktop\maps\zs_chiken_unkilled.prtLoadPortals: couldn't read c:\users\yannis\desktop\maps\zs_chiken_unkilled.prt** Executing...** Command: "c:\program files (x86)\steam\steamapps\spectrom_007\sourcesdk\bin\ep1\bin\vrad.exe"** Parameters: -game "c:\program files (x86)\steam\steamapps\spectrom_007\half-life 2 deathmatch\hl2mp" "C:\Users\Yannis\Desktop\maps\zs_chiken_unkilled"Valve Software - vrad.exe SSE (Nov 8 2007)----- Radiosity Simulator ----4 threads[Reading texlights from 'lights.rad'][45 texlights parsed from 'lights.rad']Loading c:\users\yannis\desktop\maps\zs_chiken_unkilled.bspNo vis information, direct lighting only.3440 faces26106638 square feet [3759355904.00 square inches]0 displacements0 square feet [0.00 square inches]30 direct lightsBuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (38)Build Patch/Sample Hash Table(s).....Done<0.0239 sec>FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)FinalLightFace Done0 of 0 (0% of) surface lights went in leaf ambient cubes.ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 12/1024 576/49152 ( 1.2%) brushes 239/8192 2868/98304 ( 2.9%) brushsides 1720/65536 13760/524288 ( 2.6%) planes 2120/65536 42400/1310720 ( 3.2%) vertexes 4691/65536 56292/786432 ( 7.2%) nodes 3353/65536 107296/2097152 ( 5.1%) texinfos 481/12288 34632/884736 ( 3.9%) texdata 72/2048 2304/65536 ( 3.5%) 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 3440/65536 192640/3670016 ( 5.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 944/65536 52864/3670016 ( 1.4%) leaves 3366/65536 107712/2097152 ( 5.1%) leaffaces 5423/65536 10846/131072 ( 8.3%) leafbrushes 1959/65536 3918/131072 ( 3.0%) areas 3/256 24/2048 ( 1.2%) surfedges 19240/512000 76960/2048000 ( 3.8%) edges 10309/256000 41236/1024000 ( 4.0%) LDR worldlights 30/8192 2640/720896 ( 0.4%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 133/32768 1330/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2178/65536 4356/131072 ( 3.3%) cubemapsamples 5/1024 80/16384 ( 0.5%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2361728/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 40445/393216 (10.3%) LDR leaf ambient 3366/65536 80784/1572864 ( 5.1%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/15398 ( 0.0%) pakfile [variable] 79908/0 ( 0.0%) Level flags = 0Win32 Specific Data:physics [variable] 92682/4194304 ( 2.2%) ==== Total Win32 BSP file data space used: 3410283 bytes ====Total triangle count: 8584Writing c:\users\yannis\desktop\maps\zs_chiken_unkilled.bsp39 seconds elapsed** Executing...** Command: Copy File** Parameters: "C:\Users\Yannis\Desktop\maps\zs_chiken_unkilled.bsp" "c:\program files (x86)\steam\steamapps\spectrom_007\half-life 2 deathmatch\hl2mp\maps\zs_chiken_unkilled.bsp" Quote Link to comment
A Random Hobo Posted March 8, 2009 Share Posted March 8, 2009 You have a brush or prop off the grid. Find it and delete it.HashVec: point outside valid range Quote Link to comment
pointpoint Posted March 8, 2009 Share Posted March 8, 2009 Nice map for yr first Quote Link to comment
Mr. Darkness Posted March 8, 2009 Share Posted March 8, 2009 You have a brush or prop off the grid. Find it and delete it.HashVec: point outside valid range...I wanted to say it Quote Link to comment
Chikennugget1 Posted March 8, 2009 Author Share Posted March 8, 2009 I looked for any brush or entity outside the map but there is nothing The only things which close the map is the skybox and another skybox cube on the original skybox blocs because these lasts were leaked,so I remade the second skybox behind,and there's nothing behind it,do I delete the skybox cubes and remake another cube to replace? Quote Link to comment
A Random Hobo Posted March 8, 2009 Share Posted March 8, 2009 Dont use a cubed skybox. Make one according to the map, if there is a leak, then follow it with the pointfile. Quote Link to comment
Botervloot Posted March 9, 2009 Share Posted March 9, 2009 Loose buildings?I smell copy-pasta here. And it aint smelling nice. Btw, don't post you're first map. Ever. It usually fails. Quote Link to comment
Chikennugget1 Posted March 9, 2009 Author Share Posted March 9, 2009 ( No,I won't let it fail,never!Will try to fix these damnit problems first Quote Link to comment
TimbukTurnip Posted March 9, 2009 Share Posted March 9, 2009 surely if you dont post your first map, you have no feedback and pointers and where you went wrong/right and stuff and so can make your second map way better?as opposed to making a map and saying "right ive made my first map, and everything must be correct so i'll do the same again"=] Quote Link to comment
A Random Hobo Posted March 9, 2009 Share Posted March 9, 2009 Posting your first map is a good idea, because then you learn from your mistakes. Although, you do need to give up on it later, and start on a new one Quote Link to comment
Chikennugget1 Posted March 9, 2009 Author Share Posted March 9, 2009 Well...I've passed many hours in,hoping it will be included in the map cycle,so I did a shit for nothing.... :/ (sad face) Quote Link to comment
A Random Hobo Posted March 9, 2009 Share Posted March 9, 2009 No, you improved your mapping skills and learned from mistakes. Thats what half of mapping is about. Quote Link to comment
TimbukTurnip Posted March 9, 2009 Share Posted March 9, 2009 Exactly, now you can do a better quality "shit" than your first "shit" : D Quote Link to comment
A Random Hobo Posted March 9, 2009 Share Posted March 9, 2009 My first map (A year ago) is so shit that skyscraper looks like it decended from heaven. Quote Link to comment
Mr. Darkness Posted March 9, 2009 Share Posted March 9, 2009 Anyway if you want to make a skybox, you have to do it threw map > map propietsThere is a "Skybox name"If you want to make a night skybox, write there this: sky_day_01_09 (if its sky_day_01_01)And your map will be covered by night! Quote Link to comment
Chikennugget1 Posted March 9, 2009 Author Share Posted March 9, 2009 Maybe it was good for learning my errors,maybe.Mr.Darkness>>>Ok! Quote Link to comment
Evolve Posted March 26, 2009 Share Posted March 26, 2009 well some roofs look a bit blocky, and post moaarrr pics coz I cant really say much about this Quote Link to comment
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