View Full Version : cs_outskirts - my entry (beta stage still :-X)
Rambo_6
Ok, i have a few teaser shots of my map for you guys. I need to finish the following on my map still:
--Find that fu**ing error which still will not let me playtest it.
--Finish my skybox (not sure how to make an optimal skybox...)
--add soundscapes
--Lighting
--fix every bloody leak on the map (so far i've fixed about 30, but countless more keep popping up)
I'm very sure i won't make it in time for the compo... Shame too. :mad:
Various screens taken from completed areas:
http://img288.echo.cx/my.php?image=skreen17dc.png
http://img288.echo.cx/my.php?image=skreen29lf.png
http://img288.echo.cx/my.php?image=skreen39ue.png
Seraph
looks good.... good enough for me to poop on!!!!
Tr32k
In the 2nd pic it looks like you have no skybox and your out in the void. Maybe thats why you can't compile and test play it?
MartinX
Your map looks interesting, Hope to play it sometime soon.
Rambo_6
Tr32k, I am currently redoing the skybox so it doesn't lag as much. Of course, it is still possible to playtest a map with on skybox, but not on my map since CSS is being gay.
Rambo_6
In other news, the skybox is now done. Now i hafta light and bugfix, and it's ready for a release. :D
Last action hero
Are you going to enter this map in the map contest, or, are you just making it for fun?
Last action hero
I might post some images for my awp map soon, using a free webs sight. My map needs work on the textures though.
Rambo_6
I would rather enter it in the compo... It just makes more sense. Although if my map problems persist, i'll end up posting it afterwards... :(
Rambo_6
RRRR... Another bug... vvis.exe crashes now, when i compile. I'm looking into this, but i don't think it'll be easy to solve.
jodo kast
I know the troubles you are going through bro...I spent 2 months making my map.
If you want me to help you figure some of the stuff out you can send me the bsp and I can load it up and give ya some tips...I have worked throught tons of tutorials and really spent some time trouble shooting stuff :)
Looks cool from what I see so far though.
Rambo_6
I am extremely pleased so far, and i'm sure almost all the leaks have been fixed. But even if I do figure out why my ProtalFlow is going so slow, I'll still have to work on the shadows, add soundscapes, and fix any ingame errors (ie. people finding ways to get out of the boundaries, etc.)
Not to mention the optimizing i've still got to do...
So yes, i will probably not make it for the contest... But this map will be worth adding to your server rotation, mark my words. :cool:
Seraph
so when is this shit going to be finished?
Rambo_6
As soon as i stop playing garrys mod and get working. It is very close to being finished, but there's a lot of optimizing left to do. Expect a release sometime this June, but don't expect it to be done in time for the contest. :(
cg_
The contest might be extended a few weeks, thats not offical though. So get working
DarkKnyght
your bitching about not making it in time for the contest :confused:
TRY BEING INELAGIBLE FOR IT :mad:
cg_
why you not eligable dark? Get cracking!
DarkKnyght
not eligable because i'm a Pro at making this shit :D and if i did make one for the contest i'd win >.>
Rambo_6
Are you ineligible because you stole somebody else's map? Isn't that the only way you can become ineligible? ;)
I'll try to finish up.
Flitch
cause hes 56k and those types of people suck...
Rambo_6
** Executing...
** Command: "c:\program files\valve\steam\steamapps\kamikaze3ez\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\kamikaze3ez\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\kamikaze3ez\sourcesdk_content\cstrike\mapsrc\sdk_cs_Industry"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\kamikaze3ez\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\kamikaze3e\sourcesdk_content\cstrike\mapsrc\sdk_cs_Industry.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Error: displacement found on a(n) func_detail entity - not supported
** Executing...
** Command: "c:\program files\valve\steam\steamapps\kamikaze3ez\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\kamikaze3ez\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\kamikaze3ez\sourcesdk_content\cstrike\mapsrc\sdk_cs_Industry"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\kamikaze3ez\sourcesdk_content\cstrike\mapsrc\sdk_cs_Industry.bsp
reading c:\program files\valve\steam\steamapps\kamikaze3ez\sourcesdk_content\cstrike\mapsrc\sdk_cs_Industry.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\kamikaze3ez\sourcesdk_content\cstrike\mapsrc\sdk_cs_Industry.prt
** Executing...
** Command: "c:\program files\valve\steam\steamapps\kamikaze3ez\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\kamikaze3ez\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\kamikaze3ez\sourcesdk_content\cstrike\mapsrc\sdk_cs_Industry"
Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\kamikaze3ez\sourcesdk_content\cstrike\mapsrc\sdk_cs_Industry.bsp
No vis information, direct lighting only.
2173 faces
543365 square feet [78244648.00 square inches]
1 displacements
59736 square feet [8602030.00 square inches]
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (54)
Build Patch/Sample Hash Table(s).....Done<0.0287 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 64/1024 3072/49152 ( 6.3%)
brushes 311/8192 3732/98304 ( 3.8%)
brushsides 2120/65536 16960/524288 ( 3.2%)
planes 1930/65536 38600/1310720 ( 2.9%)
vertexes 3279/65536 39348/786432 ( 5.0%)
nodes 1569/65536 50208/2097152 ( 2.4%)
texinfos 600/12288 43200/884736 ( 4.9%)
texdata 102/2048 3264/65536 ( 5.0%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 47647/0 47647/0 ( 0.0%)
faces 2173/65536 121688/3670016 ( 3.3%)
origfaces 1131/65536 63336/3670016 ( 1.7%)
leaves 1634/65536 91504/3670016 ( 2.5%)
leaffaces 2444/65536 4888/131072 ( 3.7%)
leafbrushes 652/65536 1304/131072 ( 1.0%)
surfedges 14714/512000 58856/2048000 ( 2.9%)
edges 8156/256000 32624/1024000 ( 3.2%)
worldlights 16/8192 1408/720896 ( 0.2%)
waterstrips 194/32768 1940/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3231/65536 6462/131072 ( 4.9%)
cubemapsamples 10/1024 160/16384 ( 1.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 1133252/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 176108/393216 (44.8%)
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] 1/12 ( 8.3%)
static props [variable] 1/206 ( 0.5%)
pakfile [variable] 118040/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 152960/4194304 ( 3.6%)
==== Total Win32 BSP file data space used: 2217543 bytes ====
Linux Specific Data:
physicssurface [variable] 231471/6291456 ( 3.7%)
==== Total Linux BSP file data space used: 2296054 bytes ====
Total triangle count: 5871
Writing c:\program files\valve\steam\steamapps\kamikaze3ez\sourcesdk_content\cstrike\mapsrc\sdk_cs_Industry.bsp
58 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\kamikaze3ez\sourcesdk_content\cstrike\mapsrc\sdk_cs_Industry.bsp" "c:\program files\valve\steam\steamapps\kamikaze3ez\counter-strike source\cstrike\maps\sdk_cs_Industry.bsp"
No leaks! :D Although i do have various other problems with PRODVENTA and such. :-S
DarkKnyght
Are you ineligible because you stole somebody else's map? Isn't that the only way you can become ineligible? ;)
I'll try to finish up.
I don't steal other peoples material they steal mine O_O
cg_
sounds pretty cocky dark. put up or shut up :P lets see what you can do .
jodo kast
Rambo where is the VVIS compile and the VRAD??? DiD you just skip them ??? How long does the map take to do a full normal compile???
also there is a dropdown menue under edit to check the map for problems...it's a great way to find leaks and stuff :)
Rambo_6
Hmm, it didn't take long to compile once i worked out the displacements on outside of the map.
My map still gets errors... AND I WANT TO PLAYTEST IT! :P
Rambo_6
Sorry for the revival. Just would like to let you all know that the map is currently under inspection. I have no idea what's going wrong with it... for some reason, vvis doesn't even run when i compile.
In the meantime, another teaser :P
http://llsc.us/members/Rambo_6/uploads/stfuyousmell.PNG
jodo kast
Hey Rambo....like I said before...just email me the vtf file and let me go over it....I can help ya out man....I have made a bunch of maps now and each time I make a new one I learn how to optimise it better and better.
If ya want some help just send me the file....
Rambo_6
I can't get your email... :p
Rambo_6
If you want to look at the un-compiled map, here's a download for you. good luck :P
http://llsc.us/members/Rambo_6/uploads/cs_industry.zip
jodo kast
Ok bro I'm gonna go over this map today and see whats up....I'll reply back to ya as soon as I'm done looking it over.
Thanks
Joe
jodo kast
Hey Rambo....I worked on your map for 3 hours today trying to get it to compile and I still cant fix it.....There is some bad geometry somewhere that is making it compile wrong and give errors....I dunno what to say....Do you have any other early versions that are working ???
I'm gonna just try and delete sections untill i find the part that is giving the error.....I'll get back to you on it soon.
Rambo_6
I can tell you that the side inside the 'Northern Petrol' building is ok, as well as the train station. The error began when i was working on the main warehouse/garage next to it/house next to the garage.
I am afraid i have no earlier versions.... I have some, but they also have the error. If you really want, i can give them to you.
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