Beginner that needs some help!

Discussion in 'Mapping Questions & Discussion' started by FlavorRage, Oct 12, 2008.

  1. FlavorRage

    FlavorRage L4: Comfortable Member

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    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! :(
     
  2. Earl

    Earl L6: Sharp Member

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    Something is causing your BSP stage to fail. Post your compile log.
     
  3. eerieone

    aa eerieone

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    plz post you compile-log
    earl is right, there must be a problem in the bsp stage

    had the same problem, and wondered why there were no changes after compile :)
     
  4. FlavorRage

    FlavorRage L4: Comfortable Member

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    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 :\
     
    Last edited: Oct 12, 2008
  5. Nineaxis

    aa Nineaxis Quack Doctor

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    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.
     
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  6. eerieone

    aa eerieone

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    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
     
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  7. FlavorRage

    FlavorRage L4: Comfortable Member

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    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: Oct 12, 2008
  8. eerieone

    aa eerieone

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    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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    Last edited: Oct 12, 2008
  9. FlavorRage

    FlavorRage L4: Comfortable Member

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    That's what I thought they were, thanks.
     
  10. FlavorRage

    FlavorRage L4: Comfortable Member

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    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?
     
  11. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    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.