Spawnpoints

Discussion in 'Mapping Questions & Discussion' started by Pawlakov, Aug 22, 2013.

  1. Pawlakov

    Pawlakov L4: Comfortable Member

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    Overlay

    I have overlay but ingame it's totally black.
     
    Last edited: Aug 22, 2013
  2. FiLi

    FiLi L4: Comfortable Member

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    I'm not entirely sure what your issue is. Could you please provide more information so that we may better help you?
     
  3. Pawlakov

    Pawlakov L4: Comfortable Member

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    The overlay is resized
     
  4. henke37

    aa henke37

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    How about even more information? Like say a screenshot?
     
  5. Lampenpam

    aa Lampenpam

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    Why is the tittle of the thread "spawnpoints" O-o
     
  6. jakoman

    jakoman L1: Registered

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    It's probably because your map is in fullbright. You need to either add lights or if you have already done so turn fullbright off in-game with "mat_fullbright 0"

    At least based on the information provided that's what I think it is.
     
  7. colacan

    colacan L5: Dapper Member

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    Is this about overlays or spawnpoints?
     
  8. mint onion

    mint onion L3: Member

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    did you uncheck/check the box?
     
  9. Pawlakov

    Pawlakov L4: Comfortable Member

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    My map actually don't have any light but i have another problem: When i try to play my map in tf2 when loading bar is on map loading game is kicking me to the main menu (sorry for language, i'm no english)
     
  10. FiLi

    FiLi L4: Comfortable Member

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    things like overlays will be totally black if you have no lighting.
    as for getting kicked, does it give you a message when it happens? if so, what is the message?
     
  11. Pawlakov

    Pawlakov L4: Comfortable Member

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    No message
     
  12. mint onion

    mint onion L3: Member

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    since English is not your first language, you should consider using images to help describe your problems in the future. ;)
     
  13. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Also, if english proves to be a true problem in some cases it might be easier to provide the description in native language and a simple english translation (google translate is able to help at this) so others are able to translate it to proper english if needed. Still, as mint mentions images help alot into finding the problem (many times when providing images people just look at the image to guess the problem). Its not an ideal way but if you cant explain the problem in english at all it might help at least at understanding whats going on.

    About that no message, have you checked console aswel. many times it shows why it brings you back to the main menu. And maybe provide a compile log.
     
  14. Pawlakov

    Pawlakov L4: Comfortable Member

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    Mapy (.bsp) z folderów hammera ręcznie przenoszę do folderów tf2 ponieważ kiedyś eksperymentowałem z edytorem map do portala 2 i ledwo naprawiłem mojego hammera.

    P.S. Jak otworzyć konsolę bez dołączania do jakiegoś serwera?

    THIS IS POLISH YOU CAN USE GOOGLE TO TRANSLATE THIS
     
  15. Pawlakov

    Pawlakov L4: Comfortable Member

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    It was a leak.
     
  16. Pawlakov

    Pawlakov L4: Comfortable Member

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    I repaired leaks but it's not that
     
  17. Pawlakov

    Pawlakov L4: Comfortable Member

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    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\pawlakov1\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.vmf"

    Valve Software - vbsp.exe (Oct 31 2012)
    2 threads
    materialPath: c:\program files (x86)\steam\steamapps\pawlakov1\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.vmf
    Brush 5680: no visible sides on brush
    Brush 5680: no visible sides on brush
    Brush 5680: no visible sides on brush
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/cp_industrial/dev/dev_blendmeasure_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 C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.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) (138642 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 351 texinfos to 219
    Reduced 29 texdatas to 27 (684 bytes to 612)
    Writing C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.bsp
    2 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\pawlakov1\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial"

    Valve Software - vvis.exe (Oct 31 2012)
    2 threads
    reading c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.bsp
    reading c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.prt
    296 portalclusters
    681 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 (4)
    Optimized: 80 visible clusters (0.28%)
    Total clusters visible: 28344
    Average clusters visible: 95
    Building PAS...
    Average clusters audible: 237
    visdatasize:21263 compressed from 23680
    writing c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.bsp
    4 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\pawlakov1\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial"

    Valve Software - vrad.exe SSE (Oct 31 2012)

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

    Loading c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.bsp
    Setting up ray-trace acceleration structure... Done (0.28 seconds)
    1406 faces
    139981 square feet [20157280.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1406 patches before subdivision
    16972 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
    transfers 1481147, max 361
    transfer lists: 11.3 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0072 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
    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 (4)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 34/1024 1632/49152 ( 3.3%)
    brushes 362/8192 4344/98304 ( 4.4%)
    brushsides 2343/65536 18744/524288 ( 3.6%)
    planes 938/65536 18760/1310720 ( 1.4%)
    vertexes 2091/65536 25092/786432 ( 3.2%)
    nodes 897/65536 28704/2097152 ( 1.4%)
    texinfos 219/12288 15768/884736 ( 1.8%)
    texdata 27/2048 864/65536 ( 1.3%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 1406/65536 78736/3670016 ( 2.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 917/65536 51352/3670016 ( 1.4%)
    leaves 932/65536 29824/2097152 ( 1.4%)
    leaffaces 1538/65536 3076/131072 ( 2.3%)
    leafbrushes 733/65536 1466/131072 ( 1.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 10151/512000 40604/2048000 ( 2.0%)
    edges 5878/256000 23512/1024000 ( 2.3%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 78/32768 780/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1221/65536 2442/131072 ( 1.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 2/512 704/180224 ( 0.4%)
    LDR lightdata [variable] 349860/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 21263/16777216 ( 0.1%)
    entdata [variable] 26375/393216 ( 6.7%)
    LDR ambient table 932/65536 3728/262144 ( 1.4%)
    HDR ambient table 932/65536 3728/262144 ( 1.4%)
    LDR leaf ambient 494/65536 13832/1835008 ( 0.8%)
    HDR leaf ambient 932/65536 26096/1835008 ( 1.4%)
    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] 1/4484 ( 0.0%)
    pakfile [variable] 211959/0 ( 0.0%)
    physics [variable] 138642/4194304 ( 3.3%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 3676
    Writing c:\program files (x86)\steam\steamapps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.bsp
    13 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\pawlakov1\sourcesdk_content\tf\mapsrc\cp_industrial.bsp" "c:\program files (x86)\steam\steamapps\pawlakov1\team fortress 2\tf\maps\cp_industrial.bsp"
     
  18. Egan

    aa Egan

    Messages:
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    1,491
    I ran your compile log through the 'interlopers.com' error checker tool.

    brush 5680: no visible sides on brush

    Description:
    One of your brushes has no visible sides. My best guess is that this is caused by an invalid brush. Rumors have it that this error is caused by mixing tool and non-tool textures.

    Solution:
    Try Hammer's problem checker (alt+p) to find and fix it (or view-> go to brush number ( 5680 ), otherwise you'll have to find the brush yourself and use vertex manipulation or a good ole delete.



    So that's probably the issue, try doing the solution and report back.
     
    • Thanks Thanks x 1
  19. Pawlakov

    Pawlakov L4: Comfortable Member

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    Ty fixed