Needs a Ghost/Train Tutorial

Inacio

L1: Registered
Jun 28, 2009
27
1
Needs little help here

Have you guys got any good ones?
I'm trying to remake the ghost from harvest_event, but I'm having a little trouble. :(
Thanks!
 
Last edited:

Inacio

L1: Registered
Jun 28, 2009
27
1
Thanks.
Since I'm here already, do you see anything unusual on this log?
When I go on the Create Game, so I can test my map out, after a few "Loading Resources" bars, the game just quits.

Code:
** Executing...
** Command: "f:\arquivos de programas\steam\steamapps\nove600\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "f:\arquivos de programas\steam\steamapps\nove600\team fortress 2\tf" "F:\Arquivos de programas\Steam\steamapps\nove600\sourcesdk_content\tf\mapsrc\roomwithghost"

Valve Software - vbsp.exe (May 19 2009)
3 threads
materialPath: f:\arquivos de programas\steam\steamapps\nove600\team fortress 2\tf\materials
Loading F:\Arquivos de programas\Steam\steamapps\nove600\sourcesdk_content\tf\mapsrc\roomwithghost.vmf
Patching WVT material: maps/roomwithghost/harvest/ground_to_green_grass_002_wvt_patch
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Arquivos de programas\Steam\steamapps\nove600\sourcesdk_content\tf\mapsrc\roomwithghost.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_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) (78218 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 154 texinfos to 97
Reduced 32 texdatas to 30 (784 bytes to 703)
Writing F:\Arquivos de programas\Steam\steamapps\nove600\sourcesdk_content\tf\mapsrc\roomwithghost.bsp
1 second elapsed

** Executing...
** Command: "f:\arquivos de programas\steam\steamapps\nove600\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "f:\arquivos de programas\steam\steamapps\nove600\team fortress 2\tf" -fast "F:\Arquivos de programas\Steam\steamapps\nove600\sourcesdk_content\tf\mapsrc\roomwithghost"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
3 threads
reading f:\arquivos de programas\steam\steamapps\nove600\sourcesdk_content\tf\mapsrc\roomwithghost.bsp
reading f:\arquivos de programas\steam\steamapps\nove600\sourcesdk_content\tf\mapsrc\roomwithghost.prt
 454 portalclusters
1225 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 8885 visible clusters (0.00%)
Total clusters visible: 161301
Average clusters visible: 355
Building PAS...
Average clusters audible: 451
visdatasize:54774  compressed from 58112
writing f:\arquivos de programas\steam\steamapps\nove600\sourcesdk_content\tf\mapsrc\roomwithghost.bsp
0 seconds elapsed

** Executing...
** Command: "f:\arquivos de programas\steam\steamapps\nove600\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "f:\arquivos de programas\steam\steamapps\nove600\team fortress 2\tf" -noextra "F:\Arquivos de programas\Steam\steamapps\nove600\sourcesdk_content\tf\mapsrc\roomwithghost"

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

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

Loading f:\arquivos de programas\steam\steamapps\nove600\sourcesdk_content\tf\mapsrc\roomwithghost.bsp
Setting up ray-trace acceleration structure... Done (0.35 seconds)
1493 faces
1266117 square feet [182320848.00 square inches]
1 Displacements
378650 Square Feet [54525704.00 Square Inches]
1493 patches before subdivision
12673 patches after subdivision
sun extent from map=0.087156
8 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 944444, max 493
transfer lists:   7.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(4171, 2444, 1468)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(1099, 314, 129)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(312, 46, 13)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(91, 7, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(27, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(8, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0080 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (6)
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 (12)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  15/1024          720/49152    ( 1.5%) 
brushes                203/8192         2436/98304    ( 2.5%) 
brushsides            1238/65536        9904/524288   ( 1.9%) 
planes                 528/65536       10560/1310720  ( 0.8%) 
vertexes              1972/65536       23664/786432   ( 3.0%) 
nodes                 1044/65536       33408/2097152  ( 1.6%) 
texinfos                97/12288        6984/884736   ( 0.8%) 
texdata                 30/2048          960/65536    ( 1.5%) 
dispinfos                1/0             176/0        ( 0.0%) 
disp_verts             289/0            5780/0        ( 0.0%) 
disp_tris              512/0            1024/0        ( 0.0%) 
disp_lmsamples       51555/0           51555/0        ( 0.0%) 
faces                 1493/65536       83608/3670016  ( 2.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              738/65536       41328/3670016  ( 1.1%) 
leaves                1060/65536       33920/2097152  ( 1.6%) 
leaffaces             1595/65536        3190/131072   ( 2.4%) 
leafbrushes            588/65536        1176/131072   ( 0.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             9954/512000      39816/2048000  ( 1.9%) 
edges                 5646/256000      22584/1024000  ( 2.2%) 
LDR worldlights          8/8192          704/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             79/32768         790/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1596/65536        3192/131072   ( 2.4%) 
cubemapsamples           5/1024           80/16384    ( 0.5%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      717620/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       54774/16777216 ( 0.3%) 
entdata               [variable]       17723/393216   ( 4.5%) 
LDR ambient table     1060/65536        4240/262144   ( 1.6%) 
HDR ambient table     1060/65536        4240/262144   ( 1.6%) 
LDR leaf ambient      2574/65536       72072/1835008  ( 3.9%) 
HDR leaf ambient      1060/65536       29680/1835008  ( 1.6%) 
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]           1/3364     ( 0.0%) 
pakfile               [variable]         525/0        ( 0.0%) 
physics               [variable]       78218/4194304  ( 1.9%) 
physics terrain       [variable]         858/1048576  ( 0.1%) 

Level flags = 0

Total triangle count: 4016
Writing f:\arquivos de programas\steam\steamapps\nove600\sourcesdk_content\tf\mapsrc\roomwithghost.bsp
27 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\Arquivos de programas\Steam\steamapps\nove600\sourcesdk_content\tf\mapsrc\roomwithghost.bsp" "f:\arquivos de programas\steam\steamapps\nove600\team fortress 2\tf\maps\roomwithghost.bsp"

(This one was compiled on Fast)
 
Last edited:

Steff0o

L6: Sharp Member
May 31, 2009
295
132
you should check the console
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
sun extent from map=0.087156
I think that means the sun is outside the skybox. Find your env_sun and make sure it's in the skybox, and if not, move it inside.
 
Last edited:

Inacio

L1: Registered
Jun 28, 2009
27
1
I don't have a env_sun.

xane.gif
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Odd, any light_environments? Maybe try and add a sun and some lights?
 

Inacio

L1: Registered
Jun 28, 2009
27
1
I have one light_env, yes. And lights too.
Strangely, this error only showed up since I updated it with the ghost and a few modifications.

Would you take a look at the vtf?
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Sure, I can take a look at it, can't promise anything though.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Good news. I got the map to open, I think the cuase is that the ghost model is parented to the tracktrain, but the tracktrain is parented to the ghost.

Seeing as I have removed several things in a slight trial an error, try removing 'ghost' from the tracktrains parent.

EDIT: I think you will also need a trigger_stun parented to the tracktrain to give the stun effect from the ghost if you want that.
 
Last edited:

Inacio

L1: Registered
Jun 28, 2009
27
1
Great, good news. Trying it now.

Hell yeah, I love you. <3
 
Last edited:

Inacio

L1: Registered
Jun 28, 2009
27
1
Well, the map now works, and all.
The ghost, though, doesn't even show up.
Remade the train system a few times, with no success.