soldier grenade model

Discussion in 'Mapping Questions & Discussion' started by Shadowfield, Jun 3, 2009.

  1. Shadowfield

    Shadowfield L2: Junior Member

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    compile woes (see last post)

    Hello! I'm working on a mini-project for fun, but I'm looking for the soldier grenade model. Just the individual grenade he carries around on his jacket. Any ideas where I can find it? Thanks.
     
    Last edited: Jun 3, 2009
  2. jpr

    aa jpr

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    weapons\nades\duke1\w_grenade_frag.mdl
    not textured though
     
  3. Shadowfield

    Shadowfield L2: Junior Member

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  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The thing on his jacket is part of the player model itself. You'd need to find someone to rip the model apart.
     
  5. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

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    Hell, I could do that.
     
  6. Shadowfield

    Shadowfield L2: Junior Member

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    It's really not that big a deal. It was just to detail something. I don't want to create work for anyone.

    Thanks anyways.
     
  7. Shadowfield

    Shadowfield L2: Junior Member

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    ok, I changed the title of this thread to not have to create a new one.

    My "test" map won't compile properly, and after several tries, I keep getting the same issue. Here is my compile log:




    ** Executing...
    ** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2"

    Valve Software - vbsp.exe (Mar 11 2008)
    2 threads
    materialPath: d:\program files\steam\steamapps\the_prey\team fortress 2\tf\materials
    Loading D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2.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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_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
    Overlay touching too many faces (touching 78, max 64)
    Overlay signs/sign018 at 1200.0 -1380.6 -332.0

    ** Executing...
    ** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2"

    Valve Software - vvis.exe (Mar 11 2008)
    2 threads
    reading d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2.bsp
    Error opening d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2.bsp

    ** Executing...
    ** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2"

    Valve Software - vrad.exe SSE (Mar 11 2008)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2.bsp
    Error opening d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2.bsp

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2.bsp" "d:\program files\steam\steamapps\the_prey\team fortress 2\tf\maps\test2.bsp"

    The command failed. Windows reported the error:
    "The system cannot find the file specified."





    Thanks for the help.
     
  8. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    That's preventing the map from compiling. Use the menu View->Go To Coordinates to go to that location and find where the problem is occurring in your map.

    The problem is not the overlay itself; rather you probably have too much complex geometry nearby that is causing the brush the overlay's on to be split into too many faces. You'll probably need to func_detail appropriate parts of it.
     
  9. Nineaxis

    aa Nineaxis Quack Doctor

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    From my experience it just means the brush the overlay is on is too big. If it's say, on a floor you've used for the entire map, trying splitting it up a bit.
     
  10. Shadowfield

    Shadowfield L2: Junior Member

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    I'm still trying to get it to work. I'll remove my overlays.
     
  11. Shadowfield

    Shadowfield L2: Junior Member

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    Ok, so I kinda got it to work. I removed the overlays. But part of the problem was that the skybox wouldn't load properly. Gravelpit nor trainyard worked, but sky_day01_01 does. Any ideas?
     
  12. Shadowfield

    Shadowfield L2: Junior Member

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    Ok, now I have a new problem. After it compiles, I get a dialogue box that says: Failed to load the launcher DLL: The specified module could not be found

    C'est quoi ça?!? Anyways, if someone could help, that'd be great.
     
  13. Shadowfield

    Shadowfield L2: Junior Member

    Messages:
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    here's my compile log:


    ** Executing...
    ** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3"

    Valve Software - vbsp.exe (Mar 11 2008)
    2 threads
    materialPath: d:\program files\steam\steamapps\the_prey\team fortress 2\tf\materials
    Loading D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.vmf
    Patching WVT material: maps/test3/nature/blendgroundtograss007_nodetail_wvt_patch
    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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    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) (17803 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 60 texinfos to 51
    Reduced 12 texdatas to 11 (302 bytes to 243)
    Writing D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
    5 seconds elapsed

    ** Executing...
    ** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3"

    Valve Software - vvis.exe (Mar 11 2008)
    2 threads
    reading d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
    reading d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.prt
    146 portalclusters
    605 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 (10)
    Optimized: 136 visible clusters (0.00%)
    Total clusters visible: 17094
    Average clusters visible: 117
    Building PAS...
    Average clusters audible: 146
    visdatasize:6672 compressed from 7008
    writing d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
    10 seconds elapsed

    ** Executing...
    ** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3"

    Valve Software - vrad.exe SSE (Mar 11 2008)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
    Setting up ray-trace acceleration structure... Done (0.84 seconds)
    2532 faces
    126548 square feet [18223028.00 square inches]
    10 Displacements
    21294 Square Feet [3066414.00 Square Inches]
    2532 patches before subdivision
    224786 patches after subdivision
    3 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (52)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
    transfers 23310728, max 788
    transfer lists: 177.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(1714658, 1125478, 826800)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(99892, 42855, 25187)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(13870, 4346, 1583)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(1262, 282, 79)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(204, 39, 8)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(25, 4, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(5, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.2519 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 45/8192 540/98304 ( 0.5%)
    brushsides 312/65536 2496/524288 ( 0.5%)
    planes 320/65536 6400/1310720 ( 0.5%)
    vertexes 3626/65536 43512/786432 ( 5.5%)
    nodes 263/65536 8416/2097152 ( 0.4%)
    texinfos 51/12288 3672/884736 ( 0.4%)
    texdata 11/2048 352/65536 ( 0.5%)
    dispinfos 10/0 1760/0 ( 0.0%)
    disp_verts 2890/0 57800/0 ( 0.0%)
    disp_tris 5120/0 10240/0 ( 0.0%)
    disp_lmsamples 108052/0 108052/0 ( 0.0%)
    faces 2532/65536 141792/3670016 ( 3.9%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 220/65536 12320/3670016 ( 0.3%)
    leaves 265/65536 8480/2097152 ( 0.4%)
    leaffaces 3038/65536 6076/131072 ( 4.6%)
    leafbrushes 132/65536 264/131072 ( 0.2%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 13273/512000 53092/2048000 ( 2.6%)
    edges 6710/256000 26840/1024000 ( 2.6%)
    LDR worldlights 3/8192 264/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 470/32768 4700/327680 ( 1.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 5979/65536 11958/131072 ( 9.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 14806944/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 6672/16777216 ( 0.0%)
    entdata [variable] 16733/393216 ( 4.3%)
    LDR ambient table 265/65536 1060/262144 ( 0.4%)
    HDR ambient table 265/65536 1060/262144 ( 0.4%)
    LDR leaf ambient 1185/65536 33180/1835008 ( 1.8%)
    HDR leaf ambient 265/65536 7420/1835008 ( 0.4%)
    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] 1/12 ( 8.3%)
    static props [variable] 1/13620 ( 0.0%)
    pakfile [variable] 106114/0 ( 0.0%)
    physics [variable] 17803/4194304 ( 0.4%)
    physics terrain [variable] 1646/1048576 ( 0.2%)

    Level flags = 0

    Total triangle count: 7319
    Writing d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
    1 minute, 40 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp" "d:\program files\steam\steamapps\the_prey\team fortress 2\tf\maps\test3.bsp"


    ** Executing...
    ** Command: "d:\program files\steam\steamapps\the_prey\team fortress 2\hl2.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" +map "test3"