KotH Trafik

Kingdom

L1: Registered
Feb 25, 2014
40
12
Hey guys I've been lurking here on the forum for quite a while and finaly decided to give it a go yesterday with my second (the first was burned) map, Koth_Trafik! Now I am no fool and realize I have a ways to go before I make this map anywhere near pretty or cool or fun... Anyway I would love to hear any criticism from you guys (bonus points if you tell me how and why to fix it).

So far I realize I need these things done

-detail dem buildings
-figure out how to cubemap
-player testing
-replace the rock(s)
-light <- if you could help me with one thing let this be it!
-textures
-possibly fix the below koth point to sync up with the above <- anyone know how?
-i'm sure someone will find something else

Thanks for reading!
 
Last edited:

Lenny

L2: Junior Member
May 2, 2013
90
35
Since you want to get lighting in as soon as possible (and even if you don't necessarily want to, you should), place a light_environment in your map. Dark maps are the worst, and barely anybody likes playing on them. You should also post your map in the next game day thread if you want it tested, as a map that's fun to play on is better than a map that's pretty.
 

Kingdom

L1: Registered
Feb 25, 2014
40
12
Thanks, will do. Though this map is meant to be a bit dark I realize it is crippling dark as it is.
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
Thanks, will do. Though this map is meant to be a bit dark I realize it is crippling dark as it is.
There are a lot of interesting discussions on the topic of night maps, but the main consensus seems to be this: make your playable areas just as bright as day maps, and keep everything else dark to provide atmosphere.
 
D

-deleted-

To make both points sync up to act the same I'm pretty sure you can just make one point like a normal koth map, and then shift-drag the entire thing to make the second point.

Also; those little barriers on the above point make it look a bit closed in.
 

Kingdom

L1: Registered
Feb 25, 2014
40
12
Hey all, So it's been about a week since I last posted and I am proud to announce a2 is almost complete! It brings new ways to get to mid, tunnels, dev textures and lighting! But before I can post it I seem to have run in to a little problem. Every time I try to compile this map it crashes tf2. Now i've combed through the logs but I cant seem to find the problem (it's not the lighting as far as I can tell). So if you guys could look over this and share some of your infinite wisdom that would be great!

** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users/Kingdom\Desktop\KotH_Trafik_a2.vmf"

Valve Software - vbsp.exe (Jun 10 2014)
2 threads
materialPath: C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Casey\Desktop\KotH_Trafik_a2.vmf
Patching WVT material: maps/koth_trafik_a2/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/koth_trafik_a2/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/koth_trafik_a2/coalmines/blendgroundtograss_coalmines_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity filter_activator_tfteam (2668.00 5056.00 -680.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_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) (68157 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 522 texinfos to 298
Reduced 35 texdatas to 32 (1025 bytes to 932)
Writing C:\Users\Casey\Desktop\KotH_Trafik_a2.bsp
7 seconds elapsed

** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Casey\Desktop\KotH_Trafik_a2"

Valve Software - vvis.exe (Jun 10 2014)
2 threads
reading c:\users\casey\desktop\KotH_Trafik_a2.bsp
reading c:\users\casey\desktop\KotH_Trafik_a2.prt
LoadPortals: couldn't read c:\users\casey\desktop\KotH_Trafik_a2.prt


** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Casey\Desktop\KotH_Trafik_a2"

Valve Software - vrad.exe SSE (Jun 10 2014)

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

Loading c:\users\casey\desktop\KotH_Trafik_a2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.80 seconds)
3011 faces
1 degenerate faces
2382064 square feet [343017280.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.642788
WARNING: light_spot at (1856 -454 -406) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1856 -454 -406) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1678 -446 -566) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1678 -446 -566) has outer angle larger than 90 degrees! Clamping to 90...
27 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24)
Build Patch/Sample Hash Table(s).....Done<0.0870 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (9)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 22/1024 1056/49152 ( 2.1%)
brushes 162/8192 1944/98304 ( 2.0%)
brushsides 1113/65536 8904/524288 ( 1.7%)
planes 1024/65536 20480/1310720 ( 1.6%)
vertexes 4001/65536 48012/786432 ( 6.1%)
nodes 1409/65536 45088/2097152 ( 2.1%)
texinfos 298/12288 21456/884736 ( 2.4%)
texdata 32/2048 1024/65536 ( 1.6%)
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 3011/65536 168616/3670016 ( 4.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 711/65536 39816/3670016 ( 1.1%)
leaves 1432/65536 45824/2097152 ( 2.2%)
leaffaces 3410/65536 6820/131072 ( 5.2%)
leafbrushes 544/65536 1088/131072 ( 0.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 16551/512000 66204/2048000 ( 3.2%)
edges 8763/256000 35052/1024000 ( 3.4%)
LDR worldlights 27/8192 2376/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 184/32768 1840/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2574/65536 5148/131072 ( 3.9%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4896072/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 32812/393216 ( 8.3%)
LDR ambient table 1432/65536 5728/262144 ( 2.2%)
HDR ambient table 1432/65536 5728/262144 ( 2.2%)
LDR leaf ambient 8734/65536 244552/1835008 (13.3%)
HDR leaf ambient 1432/65536 40096/1835008 ( 2.2%)
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] 1/10922 ( 0.0%)
pakfile [variable] 318243/0 ( 0.0%)
physics [variable] 68157/4194304 ( 1.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7657
Writing c:\users\casey\desktop\KotH_Trafik_a2.bsp
36 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Casey\Desktop\KotH_Trafik_a2.bsp" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\KotH_Trafik_a2.bsp"


** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" +map "KotH_Trafik_a2" -steam
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
Well, right off the bat even I can tell that one of your entities has leaked. You might want to get that checked out.
**** leaked ****
Entity filter_activator_tfteam (2668.00 5056.00 -680.00) leaked!
Aside from that, I'm not well-versed enough in Hammer to say what else could be wrong, and I'm not sure if a leak alone would cause you to crash on launch.
 

Kingdom

L1: Registered
Feb 25, 2014
40
12
Yeah I noticed that right after I posted and unfortunately moving it back within the skybox borders (idk how it got outside) did not fix it. Thanks for giving it a look though.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
If moving an errant entity inside doesn't fix a leak, it's because you also have an actual leak in your map somewhere. As in there's a gap somewhere. Check your pointfile.

EDIT: Also, some of your light sources have a spread angle of more than 90 degrees; it's complaining about that.

WARNING: light_spot at (1856 -454 -406) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1856 -454 -406) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1678 -446 -566) has inner angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (1678 -446 -566) has outer angle larger than 90 degrees! Clamping to 90...
 

Kingdom

L1: Registered
Feb 25, 2014
40
12
Yeah, I've learned the art of the leak and I fixed that. Heck, I even went around and fixed all the lights but even with a squeaky clean compile log BOOM still black screen crash whenever it loads resources for the map.
 

Chronicius

L1: Registered
Jun 11, 2014
9
7
Shall i consider the gloom to symbolize of the frontiers of perception?

Or is it a mere developmental oversight?