WiP in WiP, post your screenshots!

Woozlez

L3: Member
Jul 28, 2010
129
287
WiP Skybox.

6YMAcl.jpg

KGhkOl.jpg

sP7Ael.jpg

d6T6Xl.jpg


I'm wondering if there's some simple way to map cube to sphere and then back again or some sort of auto fish-eye lens. I just painted this skybox and I want to get rid of the corner distortion..

I mean I'm able to do this in-Hammer right?

P5Sn8l.png
 

Woozlez

L3: Member
Jul 28, 2010
129
287
It looks like you're just picking arbitrary shapes, without much thought of what they should look like, and your buildings are wobbling all over the place, when they should be much much much straighter looking than they currently are.

I only really maybe have one building leading off into that minecart track. The rest is concrete foundation for the trusses themselves. Maybe I should add some cracks to indicate sliding of concrete or give more reason for skewing.




Yeah, I dunno if that's a weird 8-bit cave for a map that breaks the art style or just really messed up.

I wanted to see how it would look. I'll probably add a ridiculous number of supports to that 8-bitish area to give it purpose. I also need to make a good rock brush to make everything more defined.
 
Last edited:

Woozlez

L3: Member
Jul 28, 2010
129
287
I actually got a sudden inspiration from the 8-bit portion and knew that TF2 is known for stylized hard corners so I tried something new with the skybox.

Made using Gimp 2, the standard circular brush, and a Wacom Bamboo Connect.

WiP Skybox v2

http://i.imgur.com/DeChU.jpg

DeChUl.jpg


Without Fog

http://i.imgur.com/IFOLK.jpg

IFOLKl.jpg


Compare to Previous

http://i.imgur.com/GP8W8.jpg

GP8W8l.jpg


EDIT: 4 Free Wallpapers! :D (1920x1080)

http://i.imgur.com/cpw5a.png
http://i.imgur.com/YjWLR.png
http://i.imgur.com/fHofM.png
http://i.imgur.com/PGnxz.png
 
Last edited:

MarcoPixel

L1: Registered
Apr 22, 2012
33
54
z75WG.jpg


My first post here, only watched the forums :) How i can fix the invisible water? (Theres some down there) I got no leak and compiled it with VIS normal.

Can anyone help me?

Marco
 

Crash

func_nerd
aa
Mar 1, 2010
3,322
5,501
I think what he's trying to say is what I've tried to illustrate with this awful paint-over.
VvNIv.jpg

Basically, if the supports are a series of right triangles, you have to remove the hypotenuse and the short leg, and leave just the base as a beam across. I would do that on all the supports for that roof except the first and the last.

Yeah, I'll probably just end up doing that...

I think I was just trying to do something different. There are so many other roof supports like that around the map. But I guess that's how it works, so... Science!
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
My first post here, only watched the forums :) How i can fix the invisible water? (Theres some down there) I got no leak and compiled it with VIS normal.

Can anyone help me?

Marco

Could you by chance take a screenshot of the water in hammer? I have no idea whats wrong :p

You COULD try to use a different water texture, and see if you get different results.
 
Mar 20, 2012
391
806
My first post here, only watched the forums :) How i can fix the invisible water? (Theres some down there) I got no leak and compiled it with VIS normal.

Can anyone help me?

Marco

Hard to tell without a hammer screenshot. Is your water brush covered on all sides with nodraw except the top surface? (which would be your water texture).
 

MarcoPixel

L1: Registered
Apr 22, 2012
33
54
Hard to tell without a hammer screenshot. Is your water brush covered on all sides with nodraw except the top surface? (which would be your water texture).


Yes, it is covered with nodraw execept top. Heres the screen with the top texture properties.
b1GHj.png


Greets,
Marco
 

MarcoPixel

L1: Registered
Apr 22, 2012
33
54
Put it into interlopers, didnt find anything (just the standart skybox errors)

Heres the log:
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\marcopixel\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\marcopixel\team fortress 2\tf" "C:\Users\Marco\TF2 Mapping\Worlds\dam.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
2 threads
materialPath: c:\program files\steam\steamapps\marcopixel\team fortress 2\tf\materials
Loading C:\Users\Marco\TF2 Mapping\Worlds\dam.vmf
Patching WVT material: maps/dam/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/dam/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/dam/nature/blendgroundtograss007_wvt_patch
Patching WVT material: maps/dam/nature/blendrockgroundwallforest_reducedetail_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 (1)
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:\Users\Marco\TF2 Mapping\Worlds\dam.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
Building Physics collision data...
done (0) (10330 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 114 texinfos to 66
Reduced 21 texdatas to 16 (633 bytes to 465)
Writing C:\Users\Marco\TF2 Mapping\Worlds\dam.bsp
6 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\marcopixel\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\marcopixel\team fortress 2\tf" "C:\Users\Marco\TF2 Mapping\Worlds\dam"

Valve Software - vvis.exe (Oct 25 2011)
2 threads
reading c:\users\marco\tf2 mapping\worlds\dam.bsp
reading c:\users\marco\tf2 mapping\worlds\dam.prt
 405 portalclusters
1028 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 (132)
Optimized: 94 visible clusters (0.00%)
Total clusters visible: 135065
Average clusters visible: 333
Building PAS...
Average clusters audible: 404
visdatasize:44187  compressed from 45360
writing c:\users\marco\tf2 mapping\worlds\dam.bsp
2 minutes, 12 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\marcopixel\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\marcopixel\team fortress 2\tf" "C:\Users\Marco\TF2 Mapping\Worlds\dam"

Valve Software - vrad.exe SSE (Oct 25 2011)

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

Loading c:\users\marco\tf2 mapping\worlds\dam.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (0.90 seconds)
1725 faces
5035166 square feet [725063936.00 square inches]
43 Displacements
3515670 Square Feet [506256576.00 Square Inches]
1725 patches before subdivision
86523 patches after subdivision
2 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 (41)
transfers 3848310, max 531
transfer lists:  29.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(640921, 491227, 398931)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(65123, 42905, 31862)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(15744, 9218, 5703)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(3306, 1735, 908)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(944, 447, 199)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(240, 99, 37)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(76, 29, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(21, 7, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(7, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1465 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (43)
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 (25)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   2/1024           96/49152    ( 0.2%) 
brushes                 27/8192          324/98304    ( 0.3%) 
brushsides             274/65536        2192/524288   ( 0.4%) 
planes                 630/65536       12600/1310720  ( 1.0%) 
vertexes              2230/65536       26760/786432   ( 3.4%) 
nodes                 1100/65536       35200/2097152  ( 1.7%) 
texinfos                66/12288        4752/884736   ( 0.5%) 
texdata                 16/2048          512/65536    ( 0.8%) 
dispinfos               43/0            7568/0        ( 0.0%) 
disp_verts            3483/0           69660/0        ( 0.0%) 
disp_tris             5504/0           11008/0        ( 0.0%) 
disp_lmsamples      792420/0          792420/0        ( 0.0%) 
faces                 1725/65536       96600/3670016  ( 2.6%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              142/65536        7952/3670016  ( 0.2%) 
leaves                1103/65536       35296/2097152  ( 1.7%) 
leaffaces             1914/65536        3828/131072   ( 2.9%) 
leafbrushes            862/65536        1724/131072   ( 1.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             8206/512000      32824/2048000  ( 1.6%) 
edges                 4188/256000      16752/1024000  ( 1.6%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            123/32768        1230/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1503/65536        3006/131072   ( 2.3%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     8172440/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       44187/16777216 ( 0.3%) 
entdata               [variable]        4679/393216   ( 1.2%) 
LDR ambient table     1103/65536        4412/262144   ( 1.7%) 
HDR ambient table     1103/65536        4412/262144   ( 1.7%) 
LDR leaf ambient      6096/65536      170688/1835008  ( 9.3%) 
HDR leaf ambient      1103/65536       30884/1835008  ( 1.7%) 
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]           1/2399224  ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/1394     ( 0.1%) 
pakfile               [variable]        1825/0        ( 0.0%) 
physics               [variable]       10330/4194304  ( 0.2%) 
physics terrain       [variable]        8007/1048576  ( 0.8%) 

Level flags = 0

Total triangle count: 4188
Writing c:\users\marco\tf2 mapping\worlds\dam.bsp
3 minutes, 16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Marco\TF2 Mapping\Worlds\dam.bsp" "c:\program files\steam\steamapps\marcopixel\team fortress 2\tf\maps\dam.bsp"

Greets,
Marco
 
Mar 20, 2012
391
806
Put it into interlopers, didnt find anything (just the standart skybox errors)

Heres the log:

You have a lot of Patch Sample Radius Clamped! errors.

It could be an indication of odd-numbered lightmap scales. Double-check your displacement lightmaps and make sure they are set to 16 for the time being.

Not sure if that's causing your water problem, but it's worth investigating.
 

MarcoPixel

L1: Registered
Apr 22, 2012
33
54
Set every brush to 16, got New errors in the log:

Bad surface extents point: -7334.214844 -1930.999023 2170.000000
Bad surface extents point: -8596.000000 -1764.008423 2170.000000
Bad surface extents point: -8467.370117 4434.000000 2170.000000
Bad surface extents point: -7206.995117 4199.207031 2170.000000
Bad surface extents - surface is too big to have a lightmap
material DEV/DEV_MEASUREHALL01 around point (-7901.1 1234.5 2170.0)
(dimension: 1, 128>126)

EDIT: Deleted the error causing brushes, now im recompiling.
Greets,
Marco
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
You'll also need a water_lod_control somewhere in your map if there's not one already.