AAAaaAaaAaah, my map!!!


greyhound
06-02-2004, 11:06 AM
Hi,

I'm busy with one of my best maps ever but when I come ingame to play it, it seems to recognize the brushes as air, and air as water! This is terrible because I spent so much time on it. I also can't undo the changes I made. Could some elite mapper give me some answer here?

That's it, thanks in advance!

greyhound

PS, if I'll get the map playing again, I could post some screenshots if you want me to :cool:
In the mean time, eat THIS! (http://home.wanadoo.nl/atia/kerkje.html)



I wrote: ''when I come ingame to play it, it seems to recognize the brushes as air, and air as water!''
Please let me rephrase this. When I am in spectator mode and float into a brush, it pictures the map right. I can see the snow and lightning. As I go out of the brush (still in spectator mode of course) The whole map seems to be layered with a dark fog. The sky and lightning isn't visible then. When I spawn, I seem to spawn in water:
- can't shoot
- I float
- I sufficate after +- 20 sec's

greyhound
06-02-2004, 11:07 AM
Oh, by the way, this is the compile log:


** Executing...
** Command: Change Directory
** Parameters: C:\Sierra\Half-Life


** Executing...
** Command: Copy File
** Parameters: "C:\Sierra\Half-Life\dod\maps\SPHQ.map" "C:\Sierra\Half-Life\dod\maps\SPHQ.map"


** Executing...
** Command: C:\PROGRA~1\ZHLT\hlcsg.exe
** Parameters: "C:\Sierra\Half-Life\dod\maps\SPHQ"

hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\ZHLT\hlcsg.exe C:\Sierra\Half-Life\dod\maps\SPHQ

-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]


entering C:\Sierra\Half-Life\dod\maps\SPHQ.map
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (5.63 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (3.81 seconds)
Using WAD File: \sierra\half-life\dod\hlbasics.wad
Using WAD File: \sierra\half-life\dod\gfx.wad
Using WAD File: \sierra\half-life\dod\dod_kalt.wad
Using WAD File: \sierra\half-life\dod\dod_zalec.wad
Using WAD File: \sierra\half-life\dod\sphq.wad
Texture usage is at 3.75 mb (of 4.00 mb MAX)
10.13 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\PROGRA~1\ZHLT\hlbsp.exe
** Parameters: "C:\Sierra\Half-Life\dod\maps\SPHQ"

hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\ZHLT\hlbsp.exe C:\Sierra\Half-Life\dod\maps\SPHQ

-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:\Sierra\Half-Life\dod\maps\SPHQ.prt'
10.42 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: C:\PROGRA~1\ZHLT\hlvis.exe
** Parameters: "C:\Sierra\Half-Life\dod\maps\SPHQ"

hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\ZHLT\hlvis.exe C:\Sierra\Half-Life\dod\maps\SPHQ

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


1104 portalleafs
3469 numportals
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (16.82 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (1009.34 seconds)
average leafs visible: 277
g_visdatasize:120969 compressed from 152352
1026.45 seconds elapsed [17m 6s]

----- END hlvis -----




** Executing...
** Command: C:\PROGRA~1\ZHLT\hlrad.exe
** Parameters: "C:\Sierra\Half-Life\dod\maps\SPHQ"

hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\ZHLT\hlrad.exe C:\Sierra\Half-Life\dod\maps\SPHQ

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 ] [ 1.000 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]


5828 faces
Create Patches : 39931 base patches
0 opaque faces
506229 square feet [72896976.00 square inches]
14 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (194.31 seconds)
visibility matrix : 95.0 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (376.85 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (309.59 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (46.18 seconds)
Transfer Lists : 33015402 transfers
Indices : 15926888 bytes
Data : 132061608 bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (2.97 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90 %... (8.85 seconds)
943.31 seconds elapsed [15m 43s]

----- END hlrad -----




** Executing...
** Command: C:\Sierra\HALF-L~1\hl.exe
** Parameters: -game dod -console -dev +map "SPHQ"

PF-Toxic
06-02-2004, 01:24 PM
Good luck on your mapping ... (Just a suggestion, lose the Frad3 skybox .. it looks dated)

greyhound
06-02-2004, 02:31 PM
Yes I know :p , For testmaps or in the beginning fase I just use the basic HL sky. Should of thought about it anyway.

greenhorn
06-02-2004, 05:57 PM
when in hammer, make sure there are no 'hidden' brushes, cause it sounds like ur inside a skyblock
the other possibility is a piece that has been vertexed into a strange shape is causing problems
2 ideas anyway

haircut
06-03-2004, 01:52 AM
Originally posted by greenhorn
cause it sounds like ur inside a skyblock

That's what it sounds like but the pictures look fine. I guess these pictures are before you edited the map and started to have this problem.

If so check for a sky brush that isn't hollowed out. Also check any water you have added to the map, I've had problems where I tied multiple brushes to a func_water and it screwed up like this. I had to place each brush as a seperate entitiy.

If you fly around in spectator and go into a sky brush, this sort of thing happens but it shouldn't effect your ability to spawn.

Craftos
06-03-2004, 02:08 AM
So, you have some water brush on your map, I suppose, you have used option of making waves (really bad) and/or animated water texture along with multibrush water entity. Change water texture to some non-animated one, remove waves and see if it helps. Like haircut said you can also make each water brush separated entity.
Other things to check: maybe some brush is badly converted to MAP file format. Try HLFIX on you map and see if it fixes something. It can happen that some bad brushes slip thru compiler without any sign of problems.

greyhound
06-03-2004, 03:27 AM
Hi,

That's what it sounds like but the pictures look fine. I guess these pictures are before you edited the map and started to have this problem.

Sorry, I wasn't really clear about this one. That wasn't the map I encountered problems with. My bad.

Also check any water you have added to the map, I've had problems where I tied multiple brushes to a func_water and it screwed up like this.

So, you have some water brush on your map, I suppose, you have used option of making waves (really bad) and/or animated water texture along with multibrush water entity. Change water texture to some non-animated one, remove waves and see if it helps. Like haircut said you can also make each water brush separated entity.

Yes. That's indeed the most probable cause. Thanks! As soon as I get home (Monday) I'll check it out. Very possible as a fact is that I have tied multiple brushes to a func_water (in a sewer).

Thanks PF-Toxic, greenhorn, haircut, and Craftos!
I'll let you know what happened and place some screenshot's that are excualy from the map I'm busy with now (in a new topic :rolleyes: ).

Thanks again,

greyhound

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