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DieHard_x3a

Discussion in 'Map Factory' started by 6opoDuJIo, Apr 23, 2010.

  1. 6opoDuJIo

    6opoDuJIo L1: Registered

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    DieHard_x4

    Simple-red's must cap single blue's control point, but it is not so easy.
    heath and ammo you can find also in water and near control point
    CP is capturing vury fast that's why blue must watch them;)
    also blu can build ON A DOUBLECART
    just reach it and you can build your sentry and dispencer at midlle if that thing and it will move when you ride it:woot:
    red's have 20 minutes to cap it and blue's have 2 minutes to prepare before game starts
    p.s. sorry for bad english,i'm russian :rolleyes:
    special thanks: Devastate and heLL
     
    Last edited: May 7, 2010
  2. drp

    aa drp

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    one thing i did notice is that fullbright is on. create a good looking atmosphere with a few lights!
     
  3. 6opoDuJIo

    6opoDuJIo L1: Registered

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    sorry, but i can't compile with VRAD because of crash VRAD.exe on compiling with more than 1 light
     
  4. Firest0rm

    Firest0rm L4: Comfortable Member

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    if that water is deep enough to put out fire, you might want to remove it. water drastically reduces the effect of pyros which pyro players don't like, and can also destroy class balance. if you don't want to remove it, you could just lower it like the water in the 2fort sewers.

    you might also want to rename the file so that it will work on linux servers, from what i understand they don't like capitalization
     
  5. Omnomnick

    Omnomnick L6: Sharp Member

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    The water area also looks incredibly open for snipers or long range classes, this would be a big problem for anybody attempting to capture that cart in the middle of the area.

    And like the others said, try and fix your VRAD and add a few lights, it makes the map appear so much more pleasing to the eye.
     
  6. 6opoDuJIo

    6opoDuJIo L1: Registered

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    water not so deep to put out fire
    water added to avoid fall damage
    about VRAD - do not write anything about light, i know all :closedeyes: , i'm trying to fix it :blushing:
    -----------------------------------------------------------------------------------------------------------------------------
    no any leak's here,i don't know why that crash happends!
     
    Last edited: Apr 24, 2010
  7. lana

    aa lana Currently On: ?????

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    Perhaps you could lift the control point out of the water? And the tops of your ramps use the same texture as the walls. I'd recommend using a floor texture on the top instead (using the face edit tool [​IMG])
     
  8. 6opoDuJIo

    6opoDuJIo L1: Registered

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    what does it mean? I don't understand
    I must rename file for linux server's?or how?
     
  9. The Political Gamer

    aa The Political Gamer

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    The name must been in all lower case to work on linux servers.
     
    • Thanks Thanks x 1
  10. 6opoDuJIo

    6opoDuJIo L1: Registered

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    thx!
    ----------------------------------
    dammit!i can't reload file into downloads!
     
    Last edited: Apr 25, 2010
  11. 6opoDuJIo

    6opoDuJIo L1: Registered

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    maybe buildlog can show problem
    please, take a look at this
    Code:
    
    
    ** Executing...
    ** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "h:\games\tf2\tf" "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"
    
    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: h:\games\tf2\tf\materials
    Loading E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.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)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 30 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.prt...Building visibility clusters...
    done (0)
    material "skybox/sky_day01_01rt" not found.
    Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
    Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
    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) (25748 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 165 texinfos to 113
    Reduced 12 texdatas to 11 (289 bytes to 271)
    Writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "h:\games\tf2\tf" -fast "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"
    
    Valve Software - vvis.exe (May 19 2009)
    fastvis = true
    2 threads
    reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
    reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.prt
      84 portalclusters
     205 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 54 visible clusters (0.00%)
    Total clusters visible: 5256
    Average clusters visible: 62
    Building PAS...
    Average clusters audible: 84
    visdatasize:2524  compressed from 2688
    writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "h:\games\tf2\tf" -noextra "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
    Setting up ray-trace acceleration structure... Done (0.61 seconds)
    6316 faces
    726779 square feet [104656224.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    6316 patches before subdivision
    723036 patches after subdivision
    73 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (96)
    BuildVisLeafs:       0...1...2...3...4...5...6.
    ** Executing...
    ** Command: Copy File
    ** Parameters: "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp" "H:\games\tf2\tf\maps\cp_DieHard_x3b.bsp"
    
    
    
    p.s. vrad vas crushed with access violation error by adress 00000000
     
  12. Grim Tuesday

    aa Grim Tuesday

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    1. Your skybox is spelled wrong: Try using any one of the ones from here
    2. You are running FastVVIS. Dont. Just change it to normal in the compile options menu.

    That should fix your problem...
     
  13. 6opoDuJIo

    6opoDuJIo L1: Registered

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    no, it doesn't fix my problem
    i change'd skybox and VVIS mode,but it have crash anyway
    here is a buildlog
    Code:
    
    ** Executing...
    ** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "H:\games\tf2\tf" "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"
    
    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: H:\games\tf2\tf\materials
    Loading E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.vmf
    "materials/dev/water_normal.vtf": cached version doesn't exist
    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...error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    error: material WATER/WATER_2FORT_BENEATH doesn't have a $bottommaterial
    done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 30 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    "materials/dev/water_normal.vtf": cached version doesn't exist
    done (0)
    writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    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) (25981 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 165 texinfos to 113
    Reduced 12 texdatas to 11 (302 bytes to 247)
    Writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "H:\games\tf2\tf" "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"
    
    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
    reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.prt
      97 portalclusters
     255 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 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 6971
    Average clusters visible: 71
    Building PAS...
    Average clusters audible: 97
    visdatasize:3318  compressed from 3104
    writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "H:\games\tf2\tf" -noextra "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
    Setting up ray-trace acceleration structure... Done (0.78 seconds)
    6593 faces
    749168 square feet [107880200.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    6593 patches before subdivision
    751039 patches after subdivision
    WARNING: light_spot at (1180 -1426 68) has outer angle larger than 90 degrees! Clamping to 90...
    3 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (142)
    BuildVisLeafs:       0...1...2...3...4...5.
    ** Executing...
    ** Command: Copy File
    ** Parameters: "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp" "H:\games\tf2\tf\maps\cp_DieHard_x3b.bsp"
    
    
    ** Executing...
    ** Command: \steam.exe
    ** Parameters: -applaunch 440 -game "H:\games\tf2\tf"  +map "cp_DieHard_x3b"
    
    
    
     
  14. Steff0o

    Steff0o L6: Sharp Member

    Messages:
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    "error: material water/water_2fort_beneath doesn't have a $bottommaterial"
    you should use water_2fort instead of water_2fort_beneath

    "WARNING: light_spot at (1180 -1426 68) has outer angle larger than 90 degrees! Clamping to 90..."
    this could cause something
     
  15. 6opoDuJIo

    6opoDuJIo L1: Registered

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    and this can cause VRAD compiling errors like this crash?:rolleyes:
     
  16. The Political Gamer

    aa The Political Gamer

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    I would put my money down on yes.
     
  17. 6opoDuJIo

    6opoDuJIo L1: Registered

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    thx,i'l try it now!
     
  18. 6opoDuJIo

    6opoDuJIo L1: Registered

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    dammit,crash again!
    what is this?
    Code:
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    
    why compiler can't load this skybox?
     
  19. The Political Gamer

    aa The Political Gamer

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    Post the hole new compile log. Also that skybox error is normal, everyone gets that.
     
  20. 6opoDuJIo

    6opoDuJIo L1: Registered

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    5 minutes ^_^
    that thing thrying to compile now again