Okay, I am learning the basics, trying to make my own home as suggested instead of a map.
However, my level leaks constantly.
After reviewing this link and following directions religiously
http://www.youtube.com/watch?src_vi...annotation_id=annotation_418007&v=1VyoitE17Wc
My level leaks. Horribly. I've applied the skybox as directed with -32.
Here is my post leak report:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\fyrstar\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\fyrstar\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\fyrstar\sourcesdk_content\tf\mapsrc\First mao.vmf"
Valve Software - vbsp.exe (Oct 14 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\fyrstar\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\fyrstar\sourcesdk_content\tf\mapsrc\First mao.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\fyrstar\sourcesdk_content\tf\mapsrc\First mao.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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_01*.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) (2674 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (40 bytes to 40)
Writing C:\Program Files (x86)\Steam\steamapps\fyrstar\sourcesdk_content\tf\mapsrc\First mao.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\fyrstar\sources
Using 2009 SDK with Team Fortress 2.
Thanks for your help.
However, my level leaks constantly.
After reviewing this link and following directions religiously
http://www.youtube.com/watch?src_vi...annotation_id=annotation_418007&v=1VyoitE17Wc
My level leaks. Horribly. I've applied the skybox as directed with -32.
Here is my post leak report:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\fyrstar\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\fyrstar\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\fyrstar\sourcesdk_content\tf\mapsrc\First mao.vmf"
Valve Software - vbsp.exe (Oct 14 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\fyrstar\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\fyrstar\sourcesdk_content\tf\mapsrc\First mao.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\fyrstar\sourcesdk_content\tf\mapsrc\First mao.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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_01*.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) (2674 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (40 bytes to 40)
Writing C:\Program Files (x86)\Steam\steamapps\fyrstar\sourcesdk_content\tf\mapsrc\First mao.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\fyrstar\sources
Using 2009 SDK with Team Fortress 2.
Thanks for your help.