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Mr. Green Gaming

Zs_chiken_unkilled


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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 ( :D ) 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)

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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 threads

materialPath: c:\program files (x86)\steam\steamapps\spectrom_007\half-life 2 deathmatch\hl2mp\materials

Loading C:\Users\Yannis\Desktop\maps\zs_chiken_unkilled.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 (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 threads

reading c:\users\yannis\desktop\maps\zs_chiken_unkilled.bsp

reading c:\users\yannis\desktop\maps\zs_chiken_unkilled.prt

LoadPortals: 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.bsp

No vis information, direct lighting only.

3440 faces

26106638 square feet [3759355904.00 square inches]

0 displacements

0 square feet [0.00 square inches]

30 direct lights

BuildFacelights: 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 Done

0 of 0 (0% of) surface lights went in leaf ambient cubes.

ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Ready to Finish

Object 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 = 0

Win32 Specific Data:

physics [variable] 92682/4194304 ( 2.2%)

==== Total Win32 BSP file data space used: 3410283 bytes ====

Total triangle count: 8584

Writing c:\users\yannis\desktop\maps\zs_chiken_unkilled.bsp

39 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"

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I looked for any brush or entity outside the map but there is nothing :mellow: 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?

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  • 3 weeks later...

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