1. Hey there Guest,

    The game servers have moved to semi-dedicated hardware and IPs have changed. Please see front page server widget for up-to-date game server information.

New Submission: cp_4Corners

Discussion in 'Maps' started by haydon, Jul 21, 2008.

  1. haydon

    haydon L1: Registered

    Messages:
    1
    Positive Ratings:
    0
    Downloads: A new file has been added by haydon:

    cp_4Corners

    My first submitted map for TF2.

    About me: well experienced with modeling within 3dStudio, Worldcraft (dating myself here), UnrealED, and scattered experience in other modeling applications.

    This is my first 'official' project within Hammer. I went out on a limb and tried to use displacements maps frequently. My understanding of the engine led me to believe that creating organic shapes with displacements offered a large amount of flexibility and low overhead. After a lot of organic growth on the level, and some well-tested use for area portals, I think I have a map that is submission worthy for comment.

    The map is built for LDR/HDR, but this submission is for playability/feedback, and thus the map is compiled with normal RAD.

    KNOWN ISSUES:
    -lightmapping in The Cave is stippled. Still playing around with this. Suggestions welcome; not sure why this is.
    -seams here and there are off. I continue to close them as I find them ,but feel free to point them out (red base looking out, second door from the left - for example).
    If possible, please provide me the three following pieces of information?
    -how well does it perform?
    -best positive aspect of the map
    -worst negative aspect of the map.

    Thanks.
    -haydon

    For reference:

    ** Executing...
    Valve Software - vbsp.exe (Mar 11 2008)
    2 threads
    Patching WVT material: maps/cp_4corners/nature/blendgroundtograss003_nodetail_wvt_patch
    Patching WVT material: maps/cp_4corners/nature/blendgroundtograss003_wvt_patch
    fixing up env_cubemap materials on brush sides...
    env_cubemap pointing at deleted brushside near (177, -4330, 2225)
    env_cubemap pointing at deleted brushside near (-176, 4330, 2225)
    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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1594 detail faces...done (0)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    done (0)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (2) (747225 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 7258 texinfos to 3178
    Reduced 45 texdatas to 38 (1485 bytes to 1162)
    12 seconds elapsed

    ** Executing...
    Valve Software - vvis.exe (Mar 11 2008)
    2 threads
    726 portalclusters
    1981 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 (26)
    Optimized: 2473 visible clusters (0.00%)
    Total clusters visible: 158463
    Average clusters visible: 218
    Building PAS...
    Average clusters audible: 651
    visdatasize:116201 compressed from 139392
    26 seconds elapsed

    ** Executing...
    Valve Software - vrad.exe SSE (Mar 11 2008)
    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    Setting up ray-trace acceleration structure... Done (24.34 seconds)
    7651 faces
    10 degenerate faces
    1378306 square feet [198476176.00 square inches]
    577 Displacements
    1620830 Square Feet [233399536.00 Square Inches]
    7641 patches before subdivision
    83761 patches after subdivision
    213 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (49)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (92)
    transfers 6225560, max 529
    transfer lists: 47.5 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(123566, 62360, 27102)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(17960, 4842, 1494)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(2608, 375, 82)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(406, 31, 5)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(62, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(11, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1215 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (40)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (104)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 27/1024 1296/49152 ( 2.6%)
    brushes 1977/8192 23724/98304 (24.1%)
    brushsides 27865/65536 222920/524288 (42.5%)
    planes 32822/65536 656440/1310720 (50.1%)
    vertexes 15358/65536 184296/786432 (23.4%)
    nodes 1836/65536 58752/2097152 ( 2.8%)
    texinfos 3178/12288 228816/884736 (25.9%)
    texdata 38/2048 1216/65536 ( 1.9%)
    dispinfos 577/0 101552/0 ( 0.0%)
    disp_verts 40625/0 812500/0 ( 0.0%)
    disp_tris 63680/0 127360/0 ( 0.0%)
    disp_lmsamples 1254940/0 1254940/0 ( 0.0%)
    faces 7651/65536 428456/3670016 (11.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6452/65536 361312/3670016 ( 9.8%)
    leaves 1864/65536 59648/2097152 ( 2.8%)
    leaffaces 9130/65536 18260/131072 (13.9%)
    leafbrushes 3595/65536 7190/131072 ( 5.5%)
    areas 12/256 96/2048 ( 4.7%)
    surfedges 63536/512000 254144/2048000 (12.4%)
    edges 41876/256000 167504/1024000 (16.4%)
    LDR worldlights 213/8192 18744/720896 ( 2.6%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 851/32768 8510/327680 ( 2.6%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 16845/65536 33690/131072 (25.7%)
    cubemapsamples 10/1024 160/16384 ( 1.0%)
    overlays 14/512 4928/180224 ( 2.7%)
    LDR lightdata [variable] 8378260/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 116201/16777216 ( 0.7%)
    entdata [variable] 191703/393216 (48.8%)
    LDR ambient table 1864/65536 7456/262144 ( 2.8%)
    HDR ambient table 1864/65536 7456/262144 ( 2.8%)
    LDR leaf ambient 11245/65536 314860/1835008 (17.2%)
    HDR leaf ambient 1864/65536 52192/1835008 ( 2.8%)
    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] 1/1298228 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/41856 ( 0.0%)
    pakfile [variable] 5069/0 ( 0.0%)
    physics [variable] 747225/4194304 (17.8%)
    physics terrain [variable] 181166/1048576 (17.3%)

    Level flags = 0

    Total triangle count: 22032
    6 minutes, 0 seconds elapsed
     
  2. 00000000000000000000000

    00000000000000000000000 L4: Comfortable Member

    Messages:
    175
    Positive Ratings:
    19
    It's waaay too dark, it needs to be a lot brighter. The texture you use for the wood is for a model, and it goes all different brightnesses depending how far away you are, use a wood that is meant for floors. Needs some cubemaps so you don't get that pink and black texture. This is really a work in progress, submit it in that forum.