DieHard_x3a

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
DieHard_x4

Simple-red's must cap single blue's control point, but it is not so easy.
heath and ammo you can find also in water and near control point
CP is capturing vury fast that's why blue must watch them;)
also blu can build ON A DOUBLECART
just reach it and you can build your sentry and dispencer at midlle if that thing and it will move when you ride it:woot:
red's have 20 minutes to cap it and blue's have 2 minutes to prepare before game starts
p.s. sorry for bad english,i'm russian :rolleyes:
special thanks: Devastate and heLL
 
Last edited:

drp

aa
Oct 25, 2007
2,273
2,628
one thing i did notice is that fullbright is on. create a good looking atmosphere with a few lights!
 

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
sorry, but i can't compile with VRAD because of crash VRAD.exe on compiling with more than 1 light
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
if that water is deep enough to put out fire, you might want to remove it. water drastically reduces the effect of pyros which pyro players don't like, and can also destroy class balance. if you don't want to remove it, you could just lower it like the water in the 2fort sewers.

you might also want to rename the file so that it will work on linux servers, from what i understand they don't like capitalization
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
The water area also looks incredibly open for snipers or long range classes, this would be a big problem for anybody attempting to capture that cart in the middle of the area.

And like the others said, try and fix your VRAD and add a few lights, it makes the map appear so much more pleasing to the eye.
 

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
if that water is deep enough to put out fire, you might want to remove it. water drastically reduces the effect of pyros which pyro players don't like, and can also destroy class balance. if you don't want to remove it, you could just lower it like the water in the 2fort sewers.

you might also want to rename the file so that it will work on linux servers, from what i understand they don't like capitalization
water not so deep to put out fire
water added to avoid fall damage
about VRAD - do not write anything about light, i know all :closedeyes: , i'm trying to fix it :blushing:
-----------------------------------------------------------------------------------------------------------------------------
no any leak's here,i don't know why that crash happends!
 
Last edited:

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Perhaps you could lift the control point out of the water? And the tops of your ramps use the same texture as the walls. I'd recommend using a floor texture on the top instead (using the face edit tool
Hammer_toggletextureapplicationicon.jpg
)
 

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
thx!
----------------------------------
dammit!i can't reload file into downloads!
 
Last edited:

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
maybe buildlog can show problem
please, take a look at this
Code:
** Executing...
** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "h:\games\tf2\tf" "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: h:\games\tf2\tf\materials
Loading E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 30 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.prt...Building visibility clusters...
done (0)
material "skybox/sky_day01_01rt" not found.
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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 (0) (25748 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 165 texinfos to 113
Reduced 12 texdatas to 11 (289 bytes to 271)
Writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
0 seconds elapsed

** Executing...
** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vvis.exe"
** Parameters: -game "h:\games\tf2\tf" -fast "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.prt
  84 portalclusters
 205 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 54 visible clusters (0.00%)
Total clusters visible: 5256
Average clusters visible: 62
Building PAS...
Average clusters audible: 84
visdatasize:2524  compressed from 2688
writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
0 seconds elapsed

** Executing...
** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "h:\games\tf2\tf" -noextra "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
Setting up ray-trace acceleration structure... Done (0.61 seconds)
6316 faces
726779 square feet [104656224.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6316 patches before subdivision
723036 patches after subdivision
73 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (96)
BuildVisLeafs:       0...1...2...3...4...5...6.
** Executing...
** Command: Copy File
** Parameters: "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp" "H:\games\tf2\tf\maps\cp_DieHard_x3b.bsp"
p.s. vrad vas crushed with access violation error by adress 00000000
 
Nov 14, 2009
1,257
378
1. Your skybox is spelled wrong: Try using any one of the ones from here
2. You are running FastVVIS. Dont. Just change it to normal in the compile options menu.

That should fix your problem...
 

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
no, it doesn't fix my problem
i change'd skybox and VVIS mode,but it have crash anyway
here is a buildlog
Code:
** Executing...
** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "H:\games\tf2\tf" "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: H:\games\tf2\tf\materials
Loading E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.vmf
"materials/dev/water_normal.vtf": cached version doesn't exist
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 30 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
"materials/dev/water_normal.vtf": cached version doesn't exist
done (0)
writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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 (0) (25981 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 165 texinfos to 113
Reduced 12 texdatas to 11 (302 bytes to 247)
Writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
1 second elapsed

** Executing...
** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vvis.exe"
** Parameters: -game "H:\games\tf2\tf" "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.prt
  97 portalclusters
 255 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 6971
Average clusters visible: 71
Building PAS...
Average clusters audible: 97
visdatasize:3318  compressed from 3104
writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
0 seconds elapsed

** Executing...
** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "H:\games\tf2\tf" -noextra "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
Setting up ray-trace acceleration structure... Done (0.78 seconds)
6593 faces
749168 square feet [107880200.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6593 patches before subdivision
751039 patches after subdivision
WARNING: light_spot at (1180 -1426 68) has outer angle larger than 90 degrees! Clamping to 90...
3 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (142)
BuildVisLeafs:       0...1...2...3...4...5.
** Executing...
** Command: Copy File
** Parameters: "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp" "H:\games\tf2\tf\maps\cp_DieHard_x3b.bsp"


** Executing...
** Command: \steam.exe
** Parameters: -applaunch 440 -game "H:\games\tf2\tf"  +map "cp_DieHard_x3b"
 

Steff0o

L6: Sharp Member
May 31, 2009
295
132
"error: material water/water_2fort_beneath doesn't have a $bottommaterial"
you should use water_2fort instead of water_2fort_beneath

"WARNING: light_spot at (1180 -1426 68) has outer angle larger than 90 degrees! Clamping to 90..."
this could cause something
 

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
"error: material water/water_2fort_beneath doesn't have a $bottommaterial"
you should use water_2fort instead of water_2fort_beneath

"WARNING: light_spot at (1180 -1426 68) has outer angle larger than 90 degrees! Clamping to 90..."
this could cause something
and this can cause VRAD compiling errors like this crash?:rolleyes:
 

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
dammit,crash again!
what is this?
Code:
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
why compiler can't load this skybox?