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 special thanks: Devastate and heLL
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
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.
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!
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 )
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
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...
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"
"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
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?