New Submission: cp_4Corners

haydon

L1: Registered
Jun 29, 2008
1
0
Downloads: A new file has been added by haydon:

cp_4Corners

My first submitted map for TF2.

About me: well experienced with modeling within 3dStudio, Worldcraft (dating myself here), UnrealED, and scattered experience in other modeling applications.

This is my first 'official' project within Hammer. I went out on a limb and tried to use displacements maps frequently. My understanding of the engine led me to believe that creating organic shapes with displacements offered a large amount of flexibility and low overhead. After a lot of organic growth on the level, and some well-tested use for area portals, I think I have a map that is submission worthy for comment.

The map is built for LDR/HDR, but this submission is for playability/feedback, and thus the map is compiled with normal RAD.

KNOWN ISSUES:
-lightmapping in The Cave is stippled. Still playing around with this. Suggestions welcome; not sure why this is.
-seams here and there are off. I continue to close them as I find them ,but feel free to point them out (red base looking out, second door from the left - for example).
If possible, please provide me the three following pieces of information?
-how well does it perform?
-best positive aspect of the map
-worst negative aspect of the map.

Thanks.
-haydon

For reference:

** Executing...
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
Patching WVT material: maps/cp_4corners/nature/blendgroundtograss003_nodetail_wvt_patch
Patching WVT material: maps/cp_4corners/nature/blendgroundtograss003_wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (177, -4330, 2225)
env_cubemap pointing at deleted brushside near (-176, 4330, 2225)
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1594 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
done (0)
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (747225 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7258 texinfos to 3178
Reduced 45 texdatas to 38 (1485 bytes to 1162)
12 seconds elapsed

** Executing...
Valve Software - vvis.exe (Mar 11 2008)
2 threads
726 portalclusters
1981 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 (26)
Optimized: 2473 visible clusters (0.00%)
Total clusters visible: 158463
Average clusters visible: 218
Building PAS...
Average clusters audible: 651
visdatasize:116201 compressed from 139392
26 seconds elapsed

** Executing...
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Setting up ray-trace acceleration structure... Done (24.34 seconds)
7651 faces
10 degenerate faces
1378306 square feet [198476176.00 square inches]
577 Displacements
1620830 Square Feet [233399536.00 Square Inches]
7641 patches before subdivision
83761 patches after subdivision
213 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (49)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (92)
transfers 6225560, max 529
transfer lists: 47.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(123566, 62360, 27102)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(17960, 4842, 1494)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2608, 375, 82)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(406, 31, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(62, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(11, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1215 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (40)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (104)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 27/1024 1296/49152 ( 2.6%)
brushes 1977/8192 23724/98304 (24.1%)
brushsides 27865/65536 222920/524288 (42.5%)
planes 32822/65536 656440/1310720 (50.1%)
vertexes 15358/65536 184296/786432 (23.4%)
nodes 1836/65536 58752/2097152 ( 2.8%)
texinfos 3178/12288 228816/884736 (25.9%)
texdata 38/2048 1216/65536 ( 1.9%)
dispinfos 577/0 101552/0 ( 0.0%)
disp_verts 40625/0 812500/0 ( 0.0%)
disp_tris 63680/0 127360/0 ( 0.0%)
disp_lmsamples 1254940/0 1254940/0 ( 0.0%)
faces 7651/65536 428456/3670016 (11.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6452/65536 361312/3670016 ( 9.8%)
leaves 1864/65536 59648/2097152 ( 2.8%)
leaffaces 9130/65536 18260/131072 (13.9%)
leafbrushes 3595/65536 7190/131072 ( 5.5%)
areas 12/256 96/2048 ( 4.7%)
surfedges 63536/512000 254144/2048000 (12.4%)
edges 41876/256000 167504/1024000 (16.4%)
LDR worldlights 213/8192 18744/720896 ( 2.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 851/32768 8510/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16845/65536 33690/131072 (25.7%)
cubemapsamples 10/1024 160/16384 ( 1.0%)
overlays 14/512 4928/180224 ( 2.7%)
LDR lightdata [variable] 8378260/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 116201/16777216 ( 0.7%)
entdata [variable] 191703/393216 (48.8%)
LDR ambient table 1864/65536 7456/262144 ( 2.8%)
HDR ambient table 1864/65536 7456/262144 ( 2.8%)
LDR leaf ambient 11245/65536 314860/1835008 (17.2%)
HDR leaf ambient 1864/65536 52192/1835008 ( 2.8%)
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] 1/1298228 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/41856 ( 0.0%)
pakfile [variable] 5069/0 ( 0.0%)
physics [variable] 747225/4194304 (17.8%)
physics terrain [variable] 181166/1048576 (17.3%)

Level flags = 0

Total triangle count: 22032
6 minutes, 0 seconds elapsed
 

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L4: Comfortable Member
Jul 9, 2008
175
23
It's waaay too dark, it needs to be a lot brighter. The texture you use for the wood is for a model, and it goes all different brightnesses depending how far away you are, use a wood that is meant for floors. Needs some cubemaps so you don't get that pink and black texture. This is really a work in progress, submit it in that forum.