Shipping compilation Options
Bike
#1 Posted: : Tuesday, September 19, 2006 11:05:11 AM
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failed.  I let it run over night and when I ran the bsp it still had the horrible water surface problem, and some of the textures miscolored from the original.

I think this map may have carried these errors over due to a decompilation of the DM version we had, because these problems seem pretty consistant.  Also, from just testing the general feel of the map, I can tell now that a lot of pros aren't going to be using the inside area, when they can wall jump and nade launch directly into the flag area, and vise versa.
{pDs} Lead Salad: bike why did you change your name
Jessica343: so I can get heals
{pDs} Lead Salad: oh damn good idea
{pDs} Lead Salad has changed their name to {pDs} Lead Salad (is a girl)
Jessica343: hahah
llenta
#2 Posted: : Tuesday, September 19, 2006 1:04:01 PM
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peace, i need that .bsp that you compiled.  can you e-mail it to me.  i have all the issues fixed with that level except the water, so i need to see what it is doing so that i have an idea as to how to fix it.

llenta8@gmail.com

 

Bike
#3 Posted: : Tuesday, September 19, 2006 1:43:24 PM
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This is what the compile log says :

"


materialPath: c:\program files\steam\steamapps\stuman4743\half-life 2\hl2\materials
Loading C:\Documents and Settings\HP_Administrator\Desktop\hl2ctf_shipping_b2.vmf
material "vgui/logos/spray_combine" not found
Material not found!: VGUI/LOGOS/SPRAY_COMBINE
material "vgui/logos/spray_lambda" not found
Material not found!: VGUI/LOGOS/SPRAY_LAMBDA
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-8.0, 316.0, 49.8)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 1893:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (478.3, -1750.7, -482.4)
Leaf 0 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 1031:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (468.0, -1820.0, -483.3)
Leaf 0 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 1029:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (457.5, -1893.0, -484.2)
Leaf 0 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 1028:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (400.7, -1904.0, -489.3)
Leaf 0 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 1028:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (411.7, -1947.0, -488.3)
Leaf 0 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 1027:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (393.3, -1987.0, -489.9)
Leaf 0 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 1026:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (393.3, -2011.0, -489.9)
Leaf 0 contents: CONTENTS_WATER CONTENTS_TRANSLUCENT
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER
Candidate brush IDs: Brush 1025:

*** Suppressing further FindPortalSide errors.... ***
0...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 50 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Documents and Settings\HP_Administrator\Desktop\hl2ctf_shipping_b2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_08*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"
Can't load skybox file skybox/sky_day01_08 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 (1) (758003 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5539 texinfos to 2620
Reduced 274 texdatas to 208 (13678 bytes to 10332)
Writing C:\Documents and Settings\HP_Administrator\Desktop\hl2ctf_shipping_b2.bsp
10 seconds elapsed

 

2 threads
reading c:\documents and settings\hp_administrator\desktop\hl2ctf_shipping_b2.bsp
reading c:\documents and settings\hp_administrator\desktop\hl2ctf_shipping_b2.prt
4181 portalclusters
12605 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3.."

{pDs} Lead Salad: bike why did you change your name
Jessica343: so I can get heals
{pDs} Lead Salad: oh damn good idea
{pDs} Lead Salad has changed their name to {pDs} Lead Salad (is a girl)
Jessica343: hahah
Business
#4 Posted: : Tuesday, September 19, 2006 1:47:06 PM
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FindPortalSide: Couldn't find a good match for which brush to assign to a portal near ...

llenta
#5 Posted: : Tuesday, September 19, 2006 1:52:59 PM
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interloopers is great isn't it

 

Business
#6 Posted: : Tuesday, September 19, 2006 1:56:01 PM
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yus

(500th post too.)
You wanna take this to Fuck Town?
Oh gadzooks, yes!
Bike
#7 Posted: : Tuesday, September 19, 2006 2:00:39 PM
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btw llenta, I sent the email.
{pDs} Lead Salad: bike why did you change your name
Jessica343: so I can get heals
{pDs} Lead Salad: oh damn good idea
{pDs} Lead Salad has changed their name to {pDs} Lead Salad (is a girl)
Jessica343: hahah
llenta
#8 Posted: : Tuesday, September 19, 2006 4:37:14 PM
Rank: Not Cool Enough for a Rank :(



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thanks, i will take a look at it tonight as i have released my current map. 
Bike
#9 Posted: : Wednesday, September 20, 2006 7:40:00 AM
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Compiled b3, and got the EXACT same problems as b2.  This is nuts.
{pDs} Lead Salad: bike why did you change your name
Jessica343: so I can get heals
{pDs} Lead Salad: oh damn good idea
{pDs} Lead Salad has changed their name to {pDs} Lead Salad (is a girl)
Jessica343: hahah
llenta
#10 Posted: : Wednesday, September 20, 2006 9:09:49 AM
Rank: Not Cool Enough for a Rank :(



Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper

Joined: 5/9/2006
Posts: 2,540
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Location: ?
alright, i have one more idea that i will try tonight.  if it doesn't work, somebody is going to have to contact murdy and get a fresh copy of the .vmf beacuse something has to be screwed up if its not working.  i have rebuilt the water 2 different ways already and if it isn't working, the file might have got messed up during the decompile or when my hammer took a dump on my machine. 
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