Beginner that needs some help!

FlavorRage

L4: Comfortable Member
Oct 12, 2008
197
57
Hey guys,

I've joined the forum to ask you guys for some help, since you all seem to know a lot about hammer and such.

I'm working on my first map for TF2, titled cp_express. It is going to feature large gravelpit-style capture points, with a twist: there is a train that goes through BLU's spawn periodically, which can be jumped on and ridden to point A. RED has a train that goes to C. Neither have trains to B, and it will be the shortest distance away. (I <3 trains)

However, I have encountered a serious problem. Whenever I run my map, none of the changes I had just made are actually... changing. That is to say, it is the same as it was 3 tests ago, even though I have changed the architecture signifigantly. What's wrong? This happened before with another map I tried to make, but I eventually gave up. Please please PLEASE tell me you guys know what's wrong! :(
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
Something is causing your BSP stage to fail. Post your compile log.
 

FlavorRage

L4: Comfortable Member
Oct 12, 2008
197
57
Thanks for the speedy reply, here's the log.
Anything look irregular?

EDIT: okay, I just ran the map again and now it works.... go figure :\
 
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Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Code:
**** leaked ****
Entity prop_dynamic (-2664.00 -2672.00 -1848.00) leaked!
You have a leak! Go to Map>Load Pointfile and follow the red line to the hole in your map, and patch it.
 
Aug 19, 2008
1,011
1,158
you have a leak:
Entity prop_dynamic (-2664.00 -2672.00 -1848.00) leaked!
go to map-->load pointfile and seal it

you have several area-portal-leaks:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 9216.0 448.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

wrong skybox-texture
got to map-->map properties, there you have to fill in

Skybox texture name has to be sky_trainyard_01
detail.vbsp has to be detail_trainyard.vbsp
detail material file hast to be detail/detailsprites_trainyard
assuming you want to use the lumberyard theme


hope that helps you
ee1
 

FlavorRage

L4: Comfortable Member
Oct 12, 2008
197
57
Thanks alot, yeah, skybox was one of the chanegs that didn't happen :). I'm not THAT much of a begginer, lol. Now, the dynamic props are all outside of the level because they are what makes up the train. Does that cause a leak? And while we're at it, is an area-portal the same as in Cryengine, IE, lets you see in oter VisAreas?

EDIT: Okay, fixed. I had to cut a hole in the skybox to put in a tunnel, it was slightly askew. Thanks a ton, guys! I think I like this forum. :)
 
Last edited:
Aug 19, 2008
1,011
1,158
check out a decompiled vmf of cp_well to see how valve managed the trains

dont know about the cryengine, but in source, areaportals help the program to see, which are can see another, look at decompiled tf2 maps to see how areaportals are used

http://forums.tf2maps.net/showthread.php?t=16
http://developer.valvesoftware.com/wiki/Areaportal

say you have a room, and lets say you set up you areaportal in a doorway
its vital that you can only see two sides of the area-portal-brush
the a-p-brush has to be enclosed by world-geometry... enclosing with props, func_detail brushes or displacements will cause a leak

make sure you cant draw a line from one side of the ap to its other side without crossing world-geometry



practically spoken, compile you bsp (for searching leaks, you can uncheck the rest)
if you get a leak in the log, load pointfile, fix the what causes the leak, recompile and repeat, until you get rid of all your normal and area-portal leaks

check the attachment of this post, its a vmf where you can see how to set up areaportals and what they exactly do
compile it and you will see, that the red top of the tower in the 2nd room isn´t visible from the 1st room, because the the areaportal in the first room can´t see the areaportal separating the red top, therefore it doesnt render the red top
 
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FlavorRage

L4: Comfortable Member
Oct 12, 2008
197
57
One more question. I would very much like to use Mort's trainstation spawn as a template, would that be okay if I credited him?
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
You should contact him directly and ask. Most of the materials loaded on this website are intended for use by other mappers, with proper credit of course. Also, some authors might like to be credited in some particular way, such as First "Game Name" Last.