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Topics - Orange

Pages: [1] 2
1
Ripples / Surf_march
« on: August 10, 2012, 10:24:35 AM »
This will be a combat map. To fit the theme, I will keep the detailing to a minimum and mostly use sober concrete textures. I'm still not sure if I will style this after the DPRK, but I will leave that to the final stage of development.
Hammer pics because low res, fullbright CS:S shots look stupid:




2
Questions / Assign entity to individual players
« on: August 05, 2012, 01:13:51 PM »
I want to make one last map, and it's gonna be a combat map. I will be integrating all of the ideas I had that never made it to Hammer to make it as big and complete as possible. One of those ideas is this:



Each player gets assigned a mechanical moving "pole" that will be moving along a rectangular line on the floor, with a reward of some sort in the middle of that barrier. As soon as the player walks through the trigger that encloses the area, the pole will start moving towards him, to block him from getting to the reward. No matter where the player walks, the pole will follow him to make sure the player will not get past it. The only way to turn off the pole and get past it is to pull a lever somewhere in the map. The player will have to surf to get there, and it will obviously be a difficult task to do so. When the player pulls the lever, only "his" pole will be turned off, and so only he will be able to walk past it and grab the reward. I will be enclosing this area in a building or something, so that the player cannot simply gather enough speed by surfing and fly past the pole.
There are a couple of concerns I have with this though. One being that I suck with entities, and not having seriously mapped for a year + makes this even worse. The other concerns:
  • Is it even possible to assign an entity to individual players? If not, you can stop reading from here;
  • The amount of poles in the game will be determined by the amount of players on the server. Can entities simply be spawned when a new player joins the game, and can it also be removed when a player leaves?
  • Can a pole only be solid to the player it is assigned to? I don't wanna end up with the possibility that one player can use his pole to block someone else who has turned off his own pole.
If there is a way to do this, I'm going to need someone to help me out with the entity work when I start working on them. I know there are some great entity geniuses here, and you will be credited in the map and on here/fagbanana!

Also, I'm not on a very powerful computer (shitty laptop), but Hammer runs surprisingly well with smooth camera view and without hangups. I think compiling will fuck my laptop up even more than it did with my more powerful pc though, so I'm gonna need a better compiler. I've heard some good words about vbct10, but I can't find a download link. Can anyone give me one?

I think the map will be called surf_DPRK. It will be North Korea themed, with large concrete structures and several North Korean communist ornaments. I might even ask someone to make me a model of the sculpture of the Dear Leader. \
You might think such an advanced mechanism with the poles doesn't fit in a map about the subordinated (?) North Korea, but this map will be futuristic. When you think of this, it will make sense because only North Korea will be stupid enough to develop such stupid and useless techniques to use as a barrier, instead of a force field or something. (Am I still making sense..?)

3
Wipeouts / iMap v1.exe
« on: October 22, 2011, 06:47:39 PM »
Hi guys, I bring you iMap v1! This application lets you make surf maps with only a few clicks. Below is a simple tutorial on how it works.

1. Open iMapv1.exe.
2. A user friendly gui will appear. Specify the name of the surf map.
3. Choose the surf map type. You can choose from skill, linear and combat (linear and combat function not yet working properly).
4. If the surf map is a skill surf map, fill in the amount of stages. There's a maximum of 10.
5. Decide whether it's gonna be an indoor or outdoor map. Both works aswell.
6. Choose the type of textures.
7. Will the map have a theme? If so, fill it in now.
8. Is there anything else you'd like to add?
The application will then quickly generate your map and place it in C:/program files/Steam/Steamapps/(your username)/ Counter-strike: Source/cstrike/maps.

Example:



Result:



Download link: http://www.sendspace.com/file/mrdqep

Enjoy!

4
Questions / CTRL + Z
« on: October 09, 2011, 11:45:36 AM »
When pressing CTRL + Z too fast or something, your cursor turns into this crosshair thing:


Is there some way to turn this off? It happens to me 9 out of 10 times when I want to undo something and it drives me nuts!  \

5
Questions / Why doesn't this work?
« on: May 23, 2011, 05:03:39 PM »


This gets really sticky in-game, but I don't see why. All the ramp segments are completely on-grid..

6
Questions / Water surface
« on: April 06, 2011, 11:52:47 AM »
I have these planks, func_detailed, with a water brush over it:



As you can see, they are perfectly lined up etc, but in-game it looks like this:



How can I fix this without removing the planks?

Also, I can't get immunity from knife attacks to work. I used Sintax's tutorial on disabling fall damage, but instead of FALL I used SLASH. Am I like totally doing it wrong?

7
Ripples / surf_crisscross
« on: February 12, 2011, 07:36:38 PM »
Hi,

I've been wanting to make something again since my last project, and now I think I've found a cool map concept.
It will be a combat map, or, a shotgun combat map. The idea is this:

View from the top:


View from the side:


I kind of want it to be like the map "Boarding action" featured in the first halo game (http://halo.wikia.com/wiki/Boarding_Action). Two sides.
Every ramp leads from a hole, to a hole, with a teleporter that will shoot you out elsewhere.

Why did I come here with just drawings? I want to know what you think of this concept, and maybe suggest some things.

Also, the name of the map is subject to change \

8
Waves / surf_lepidus
« on: January 19, 2011, 09:28:55 PM »
Ok, here it is: http://www.gamebanana.com/maps/153399

And for those of you who'd rather avoid gaybanana, http://www.sendspace.com/file/50k7cy

I changed the end a bit, might change it back to original if wanted.

9
Questions / What
« on: January 13, 2011, 08:14:31 PM »
the fuck is going on here?


10
Questions / Texture rendering
« on: December 23, 2010, 05:45:56 PM »
Is there a difference in the time it takes to render textures? For example does it take CS:S longer to render a concrete textured brush than a plain black textured brush?

11
Questions / Vertices acting strange
« on: November 01, 2010, 08:54:31 AM »


These two vertices used to be exactly overlapping, but when I moved this stage to another map file, this happened.
Why does this happen, and does it affect gameplay?

12
Ripples / surf_lepidus
« on: October 18, 2010, 09:12:09 AM »
Hi guys, I started screwing around with hammer yesterday, one thing led to another and now I started this project. I am confident that I will finish this, I am really motivated at the moment.

Surf_lepidus is going to be a staged skill map. I haven't drawn out anything about amount of stages, spawn, jail, is it going to have a bonus etc. This will come along the way.

What I will be aiming for in this project:
  • Originality (of the surf, so that I will not contradict myself later). Overused obstacles will not be used, and I will do my best to find good ways to make this a hard and ejoyable map;
  • Non-narrow surf / enjoyable surf. I am aware of the fact that my stages in nightmare were not enjoyable because they were too narrow ('narrow' is probably not the right word for it, but I think you know what I mean). It will not happen again.
  • Correct mapping. I will be optimizing as much as I can, try to get most thing on-grid, make the teleports high enough etc.

About the style.
I will be using a similar style as I did in nightmare, combined with adding random different textured plateaus on the walls as I did in surf_nox (which never made it  \).

Finishing this will take some time, as I am sort of a perfectionist.  \
Also, any suggestions on the name are welcome. I just opened up my Latin dictionary, chose a random page and thought this was a cool word.

Below are some pictures of the progress I'm making. Stage 1 is as good as done. It might be too hard but I'll get to the order of the stages later.









13
Questions / Weird shadows
« on: October 17, 2010, 04:29:41 PM »
I'm working on something, going pretty well but now I'm stuck on this minor bug.
Below is a picture of the situation. As you can see on the last two ramps, there's on both ramps two shadows that shouldn't be there.



It's a minor bug, but I want to have it fixed because it doesn't look very nice.
Does anyone know if there's a solution to this?

14
Questions / Really really odd bug
« on: September 24, 2010, 04:12:20 PM »
There is something wrong with a wall in my spawn:



That wall is one brush, I did not vertex it or anything.

Compile log (fast compile on both vvis and vrad):
Code: [Select]



materialPath: c:\program files (x86)\steam\steamapps\mmatteman\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_nightmare.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "komaokc/metal3" not found.
Material not found!: KOMAOKC/METAL3
material "komaokc/plaster" not found.
Material not found!: KOMAOKC/PLASTER
material "realworldtextures/floor/wood_floor_6" not found.
Material not found!: REALWORLDTEXTURES/FLOOR/WOOD_FLOOR_6
material "komaokc/bricks" not found.
Material not found!: KOMAOKC/BRICKS
material "komaokc/metal2" not found.
Material not found!: KOMAOKC/METAL2
material "realworldtextures/floor/wood_floor_3" not found.
Material not found!: REALWORLDTEXTURES/FLOOR/WOOD_FLOOR_3
material "komaokc/ground6" not found.
Material not found!: KOMAOKC/GROUND6
material "de_artcenter/brick2" not found.
Material not found!: DE_ARTCENTER/BRICK2
material "grass/grass_cracks_blend" not found.
Material not found!: GRASS/GRASS_CRACKS_BLEND
material "realworldtextures/new/ground6" not found.
Material not found!: REALWORLDTEXTURES/NEW/GROUND6
material "floor/wood_floor_2" not found.
Material not found!: FLOOR/WOOD_FLOOR_2
material "realworldtextures/floor/mixtile/solid/yellow" not found.
Material not found!: REALWORLDTEXTURES/FLOOR/MIXTILE/SOLID/YELLOW
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mmatteman\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/surf_nightmare/de_cbble/grassdirt_blend_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1584 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files (x86)\Steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_nightmare.prt...Building visibility clusters...
done (0)
material "skybox/mpa115rt" not found.
Can't load skybox file skybox/mpa115 to build the default cubemap!
Can't load skybox file skybox/mpa115 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 (4) (2034507 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 4065 texinfos to 2625
Reduced 120 texdatas to 89 (4237 bytes to 2986)
Writing C:\Program Files (x86)\Steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_nightmare.bsp
24 seconds elapsed



4 threads
reading c:\program files (x86)\steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_nightmare.bsp
reading c:\program files (x86)\steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_nightmare.prt
5295 portalclusters
15270 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 76920 visible clusters (0.00%)
Total clusters visible: 2265408
Average clusters visible: 427
Building PAS...
Average clusters audible: 696
visdatasize:1209713  compressed from 7031760
writing c:\program files (x86)\steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_nightmare.bsp
11 seconds elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_nightmare.bsp
23636 faces
18 degenerate faces
14702830 square feet [2117207552.00 square inches]
4 Displacements
59164 Square Feet [8519681.00 Square Inches]
23618 patches before subdivision
89024 patches after subdivision
649 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 14535049, max 930
transfer lists: 110.9 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(154966, 136897, 89511)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(23167, 18683, 14118)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(4458, 3448, 3126)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(983, 753, 808)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(259, 204, 246)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(77, 63, 81)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(26, 21, 28)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(9, 8, 10)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(3, 3, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1003 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 166/1024         7968/49152    (16.2%)
brushes               5343/8192        64116/98304    (65.2%)
brushsides           43502/65536      348016/524288   (66.4%)
planes               24396/65536      487920/1310720  (37.2%)
vertexes             35900/65536      430800/786432   (54.8%)
nodes                12285/65536      393120/2097152  (18.7%)
texinfos              2625/12288      189000/884736   (21.4%)
texdata                 89/2048         2848/65536    ( 4.3%)
dispinfos                4/0             704/0        ( 0.0%)
disp_verts             324/0            6480/0        ( 0.0%)
disp_tris              512/0            1024/0        ( 0.0%)
disp_lmsamples        9856/0            9856/0        ( 0.0%)
faces                23636/65536     1323616/3670016  (36.1%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces            15128/65536      847168/3670016  (23.1%)
leaves               12452/65536      398464/2097152  (19.0%)
leaffaces            29841/65536       59682/131072   (45.5%)
leafbrushes          13783/65536       27566/131072   (21.0%)
areas                   28/256           224/2048     (10.9%)
surfedges           173300/512000     693200/2048000  (33.8%)
edges               103513/256000     414052/1024000  (40.4%)
LDR worldlights        649/8192        57112/720896   ( 7.9%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata           10/32768         120/393216   ( 0.0%)
waterstrips           1862/32768       18620/327680   ( 5.7%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         33858/65536       67716/131072   (51.7%)
cubemapsamples           2/1024           32/16384    ( 0.2%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     2522544/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     1209713/16777216 ( 7.2%)
entdata               [variable]      235222/393216   (59.8%)
LDR ambient table    12452/65536       49808/262144   (19.0%)
HDR ambient table    12452/65536       49808/262144   (19.0%)
LDR leaf ambient     55537/65536     1555036/1835008  (84.7%) VERY FULL!
HDR leaf ambient     12452/65536      348656/1835008  (19.0%)
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]           1/6228     ( 0.0%)
pakfile               [variable]       12481/0        ( 0.0%)
physics               [variable]     2034507/4194304  (48.5%)
physics terrain       [variable]         942/1048576  ( 0.1%)

Level flags = 0

Total triangle count: 64407
Writing c:\program files (x86)\steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_nightmare.bsp
2 minutes, 29 seconds elapsed

Ignore the missing textures, razer has these particular textures but he asked me to try and fix my spawn. Any idea?

15
Questions / Changing the sequence/activity
« on: September 22, 2010, 07:55:34 AM »
I'm trying to make a spawn, with some prop_dynamic males in it. I want one of them to lay on the floor as if he is dead, and the other to act all scared and hurt and stuff. When I select the model in the world model viewer, and set the activity, he remains default, with his arms all stretched to the sides and his legs close to eachother. Am I doing something wrong?

That's how I want him to lean against the wall.

16
Questions / Desperately looking for help
« on: September 08, 2010, 12:21:28 PM »
Since I got my computer, which was around 6 months ago, I have been having problems getting my sound to work. After posting on some forums with no success such as Windows forums, ASUS forums and a local Dutch pc forum, I turn to you..

My specs:
- Motherboard: ASUS Rampage Formula (http://uk.asus.com/product.aspx?P_ID=MyJtSWUgzptSqKFN&templete=2);
This motherboard comes with the Supreme FXII audiocard.
- CPU (Irrelevant): Intel Core 2 Quad Q9400;
- Case (Irrelevant): Thermaltake something something;
- Graphics card: Sapphire Radeon HD4870;
- HDD (Irrelevant): WD Caviar Blue 500gb;
- RAM (Irrelevant): 3gb DDR2;
- PSU (Irrelevant): OCZ ModXstream Pro 500W;
- Windows 7 64bit English;
- Sound system (2 Speakers and subwoofer): Philips Multimedia 2.1 (http://shop.philips.com/store?Action=DisplayProductDetailsPage&Locale=nl_NL&SiteID=rpeeub2c&productID=141751300)

The first day I got this pc, I noticed I wouldn't get any sound at all after connecting this speaker set. I browsed to ASUS.com, looked up my motherboard and downloaded the appropriate drivers for audio (Soundmax). After having installed this driver, the sound worked just perfectly. That is until a few days later, when I received an error message from Soundmax on boot, saying I had to reinstall the drivers. Unfortunately, this never worked, because everytime It states that the audio hardware doesn't support the drivers.
I then started to surf a bit, and found out there were also drivers from Realtek. I tried this out, and after having to reboot my system I had sound again.
Once again the next day on boot, sound is gone. Reinstalling the Realtek drivers worked, and so I repeated this every day until a week or so later, when even that stopped working.

I then went to check out my hardware, so I brought up control panel, Hardware and Sound, Sound. There, only "Ati High definition audio device" was listed. After googling, I found out I had to uninstall this device, since Windows automatically sets that device as the default audio communication device. I opened ATI Catalyst Control Center, but found no option for disabling HDMI audio. After uninstalling both the ATI Graphic card drivers and Catalyst, I had sound again! But I needed the Graphics drivers, since I can only control the fan speed through Catalyst. So I reinstalled Catalyst and the drivers, and on the next boot sound was gone again.

Yesterday I tried something new. I chose to uninstall Catalyst, but this time the custom way. There I saw an option to uninstall the drivers for the ATI sound device and so I did. I then went to the Realtek website and downloaded their latest drivers, R252 that is. This all went well and after rebooting sound was back again.

Half an hour ago, when I booted my pc again, guess what..


Yeah.

I don't know what else to do, so I'm hoping that anyone of you has a suggestion or maybe a link that would help me out. Right now I'm just furious..

Thanks in advance guys.

17
Questions / Things are off-grid
« on: August 31, 2010, 09:09:02 PM »
While making a stage, I started noticing that objects are slightly off-grid. This, although I'm sure I made them precisely on-grid (I'm sort of a perfectionist). Is this a hammer fault, or am I doing something wrong myself?

18
Discussions / Obstacle setup in skill maps
« on: August 21, 2010, 06:47:54 PM »
A short question, and I'm not seeking long discussions on this topic. I just want to hear your opinion about this.

Is it ok to use the same obstacle setup twice in a skill map? I mean, two completely the same obstacles in two different stages? The specific obstacle is this one:

It's a bhop through a window so the timing and height must be perfect.

I would like to know, if I use this twice in the same map, but not in the same stage, would I be considdered uhm, what's the word for it.. unoriginal?

19
The Beach / Fuck Krusty.
« on: August 10, 2010, 06:28:25 AM »
I'd like to add to Ryans earlier topic about krusty and his map, forbidden_ways (Couldn't find the topic, so started a new one).

A few weeks ago, I rated his map low. Immediately after that, I received a pm from him, saying:

Quote
hey matteman
i cant remember that we had problems or that we argued anytime. i have you positively in my mind as a good mapper and nice person. i cant really see why you rate my map surf_forbidden_ways_reloaded that bad. I mean it's obvious: Its not about the actual map or the quality. you probably want to balance the 23 ratings of 10/10... but why? dont you like me (ok, this sounds a little gay, but seriously, i thought we were cool).
please change your rating... if you want, i'll assess your map in exchange.
greetings
krusty

As a respond, I sent this:
Quote
There's been rumours that you have your friends and other accounts owned by yourself rate your map solid 10's. I don't like those sort of things. I'm not completely sure whether the rumours are to be trusted, but 20+ people that rate your map a 10 with only comments such as: "Your the best mapper alive" becomes a bit suspicious you know. I'd like to hear from you if these people are honest people and if they're for real. If you can convince me that they indeed are all individuals and that they truly like your map, I'll re-assess. In fact, I haven't even played the map myself so I'm a bit sorry for the bad assessment. I know that it consists of solid quality, because I know you're a good mapper.

Regards, matteman / tilt.

A day later, I received this pm:
Quote
thank you for your honest answer.
most of the 10/10s are from friends. when i've released the map, i've spammed the link around like everyone does \
ive asked them to assess, but did not tell them to rate 10/10. i am sure that the fact that they know me personally plays an important role in how they rate the map thought....
i didnt make double-accounts - i do only own this one (admins would ban me for having the same IP and user agent anyways - it would be too obvious).
so all in all: youre right that some 10/10s are from friends (not all). i didnt 'force' them to rate 10/10, thought.
greets
krusty

As kind as I am, I re-assessed the map with a proper rating. A thanks of Krusty came into my inbox a few hours or so later.


Well then, recently I released my perforated remake. I've received 1 rating from Razer, and a few days or so ago one from Krusty.
The faggot gave me a 5 on balance, and an 8 both on fun and gameplay. His only ground was that this map is not fun to a beginner. Dickhead, the map is supposed to be hard and I'm not going to point every direction out with an arrow.
I've appealed the assessment, but I have little hopes since he's an admin?
Anyway I just wanted to share this, lol.

20
Waves / surf_perforated_restored
« on: July 27, 2010, 10:36:57 AM »
For those of you who are interested: http://www.fpsbanana.com/maps/140379

21
Questions / budfacelightz
« on: July 17, 2010, 03:56:28 PM »
so i put tbe 5 comppleted stages of the perforated remake together, and now buildfacelights won't finish. could it be because i use texture lighting? two light_environments?
btw i can't post a compileog because i hav no intefnet atm

22
Questions / Hint/skip
« on: July 07, 2010, 09:06:13 AM »
I want to add hint/skip brushes to my map. I know how to place them, and I know only one side has to have the hint texture, but does it matter which of the two sides I apply the hint texture to?

23
Ripples / surf_perforated_redone
« on: July 06, 2010, 02:28:16 PM »
Since I'm currently lacking inspiration for renewal, I decided to completely remake perforated. This map is damaged so heavily, that it won't even load in-game. And that is, in my opinion, a shame because I think it's a great and challenging map.
I'm redoing this map from scratch, and I'm making no changes to the gameplay. Down here a few screenshots. Pleace note that I focused on gameplay so far, so it might look a bit basic to you.
So far I've only done stage 1.




24
Ripples / Surf_renewal
« on: July 05, 2010, 12:32:56 PM »
A combat map, and most likely what I will turn in for the mapping contest. It's a bit dull and empty right now, since this is the skeleton (?) for the map.
The jaildoor opens every 20 seconds, and I'm not planning on adding buttons to open it (unless y'all want me to).
Overview of the map:





25
Questions / Make a brush follow an awp
« on: June 20, 2010, 09:46:45 PM »
Woop, I need a brush, or a pair of brushes to follow an awp when it is picked up. I tried parenting the brush to the awp, but it doesn't work.

26
Questions / Camera intro
« on: June 20, 2010, 03:25:10 PM »
Forgive if there's already a tutorial/question about this.
How can I aim a camera at a certain point of my map, so that it is shown when you load up the map?

27
Questions / Non-pickupable weapons
« on: June 18, 2010, 09:48:19 AM »
Is there a way to make a weapon, for instance a weapon_deagle, so that a player can not pick it up?

28
Waves / Surf_deificus_beta1
« on: June 14, 2010, 09:36:07 AM »

29
Questions / Not css/surf related
« on: May 23, 2010, 06:24:45 PM »
In a month or so I'm moving to a completely new computer. This means I have to teleport certain files/games from my current pc to my new one.
I know that I need to uninstall css and copy the entire "username" directory, however what about Cod4?
When I choose to uninstall it, it prompts me if I want to keep saved games data. Ofcourse I do, but what do I have to do to get it on my new pc? Do I only need to keep the config.cfg and the congif_mp.cfg's?

30
Surf Shack / See y'all in a bit
« on: April 28, 2010, 05:46:49 AM »
I'm taking a little break from gaming/mapping/the whole deal for a month or two.
School's driving me crazy lately and I'm having my exams in a few weeks. I can't afford losing any more time on gaming and checking the forums, so I won't.

That's all, peace out.  \

31
Ripples / surf_deificus
« on: April 16, 2010, 10:35:00 AM »
Probably the first project that I believe in, surf_deificus is going to be a small/medium sized combat surf map. Below are some in-game screens, please ignore the skybox as this map is still in development.






At the moment I'm not completely sure if this concept delivers good gameplay, perhaps I'll add some ramps around the building.
Also the texture scheme is somewhat permanent, however I'm always open to suggestions!

Also I'm not sure if there's going to be a jail. If I plan on adding a jail, there's a nice t-shaped room under the building that's suitable as a jail. However, players can only access the jail by a teleport, since it's completely covered by ramps. I'd like suggestions on this point also  \

32
Questions / To get an idea
« on: April 15, 2010, 11:32:30 AM »
Is this bad for a combat surf map in a pretty early stadium? So far I have only a spawn, the one you've seen on the screenies in the 'circular ramp' thread, and two ramps.

Code: [Select]
================== VBSP ==================



materialPath: c:\program files\steam\steamapps\mmatteman\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_deificus.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...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 198 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_deificus.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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) (124849 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 879 texinfos to 469
Reduced 26 texdatas to 22 (772 bytes to 647)
Writing C:\Program Files\Steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_deificus.bsp
2 seconds elapsed

================== VVIS ==================




2 threads
reading c:\program files\steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_deificus.bsp
reading c:\program files\steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_deificus.prt
 524 portalclusters
1822 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 443 visible clusters (0.00%)
Total clusters visible: 190261
Average clusters visible: 363
Building PAS...
Average clusters audible: 523
visdatasize:71904  compressed from 75456
writing c:\program files\steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_deificus.bsp
41 minutes, 8 seconds elapsed

================== VRAD ==================




[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_deificus.bsp
1566 faces
4 degenerate faces
493976 square feet [71132584.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1562 patches before subdivision
18496 patches after subdivision
0 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1131716, max 557
transfer lists:   8.6 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0124 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  11/1024          528/49152    ( 1.1%)
brushes                328/8192         3936/98304    ( 4.0%)
brushsides            3199/65536       25592/524288   ( 4.9%)
planes                2298/65536       45960/1310720  ( 3.5%)
vertexes              2957/65536       35484/786432   ( 4.5%)
nodes                  867/65536       27744/2097152  ( 1.3%)
texinfos               469/12288       33768/884736   ( 3.8%)
texdata                 22/2048          704/65536    ( 1.1%)
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                 1566/65536       87696/3670016  ( 2.4%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              859/65536       48104/3670016  ( 1.3%)
leaves                 879/65536       28128/2097152  ( 1.3%)
leaffaces             2247/65536        4494/131072   ( 3.4%)
leafbrushes           1022/65536        2044/131072   ( 1.6%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            11080/512000      44320/2048000  ( 2.2%)
edges                 6630/256000      26520/1024000  ( 2.6%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
waterstrips            259/32768        2590/327680   ( 0.8%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          3705/65536        7410/131072   ( 5.7%)
cubemapsamples           2/1024           32/16384    ( 0.2%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      687296/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]       71904/16777216 ( 0.4%)
entdata               [variable]        7104/393216   ( 1.8%)
LDR leaf ambient       879/65536       21096/1572864  ( 1.3%)
HDR leaf ambient         0/65536           0/1572864  ( 0.0%)
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]           1/12       ( 8.3%)
pakfile               [variable]       31723/0        ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics               [variable]      124849/4194304  ( 3.0%)
==== Total Win32 BSP file data space used: 1369044 bytes ====

Total triangle count: 4446
Writing c:\program files\steam\steamapps\mmatteman\sourcesdk_content\cstrike\mapsrc\surf_deificus.bsp
9 seconds elapsed

33
Other Works / gg_goodies
« on: April 14, 2010, 12:16:41 PM »
This was mainly an experiment, but I want to share it so vola!
http://www.fpsbanana.com/maps/131939

Edit: Oh fuck, posted in wrong section  \

34
Questions / Circular ramp
« on: April 12, 2010, 08:46:58 AM »
I'm trying to make a outward circular sort of ramp under the circular part of my spawn, so that it connects to the nodraw ramp as seen on the image beneath.
Any idea how I can achieve this?

The circular part of the spawn is completely on grid.

35
Wipeouts / Guys, read this.
« on: April 01, 2010, 02:06:41 PM »
THE GAME

36
Questions / Team selector
« on: March 26, 2010, 12:43:13 PM »
How can I make a trigger_push, that only allows the ct's to pass through? I need some sort of protection of my spawn, because the opposite team can easily enter their spawn.

37
Questions / Undo the shine effect
« on: March 25, 2010, 12:29:28 PM »
How can I undo the shine effect that occurs when I place a cubemap? I only placed one for the water, but the walls around it have started to glow.

38
Surf Shack / hmm?
« on: March 24, 2010, 09:11:13 PM »
3D.#.x:C-[e]-LL_^: if you want to be in 3D.B
3D.#.x:C-[e]-LL_^: i ask for a couple of things
3D.#.x:C-[e]-LL_^: well
3D.#.x:C-[e]-LL_^: actually
3D.#.x:C-[e]-LL_^: 3
tilt: And those things are?
3D.#.x:C-[e]-LL_^: 1 : all your map ideas you must tell me . 2 : all your maps will have your credits but will be realeased throu the 3D.B FPSB account and 3 wear tag on steam
tilt: I see.
3D.#.x:C-[e]-LL_^: all of my members folow those rules and dont complain
tilt: Ok good.
3D.#.x:C-[e]-LL_^: oo
3D.#.x:C-[e]-LL_^: and if u eer need help on a map
3D.#.x:C-[e]-LL_^: ask anyone on the team
3D.#.x:C-[e]-LL_^: and the team will do same

39
Other Works / Two questions:
« on: March 21, 2010, 01:41:01 PM »
Ok, so I made this map in approximately 20 minutes, just as an experiment. But I have two questions:

One: Which category does this map belong to according yo guys? (Yes I named it gg_goodies, but that's only because I couldn't come up with a better name at the time).

Two: Why do I get only around 30 fps when I play with bots?

http://www.megaupload.com/?d=EYIXP3DE

-Any tips on another file hosting website, if needed, also appreciated.

40
Questions / Pointfile doesn't help me out
« on: February 08, 2010, 02:12:25 PM »
So I compiled my spawn, and the compiler told me there is a leak. But when I load the pointfile, all I get is a red line going through the roof of my spawn, and it ends next to a info_player_counterterrorist.
I double-checked the roof, it's completely sealed. What should I do?

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