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Author Topic: Problem Compiling Map in Hammer  (Read 5865 times)

Offline indee

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Problem Compiling Map in Hammer
« on: June 04, 2012, 06:53:21 PM »
To start off, I'm very new to mapping CSS maps in Hammer. So I'm working on a surf map, and in Hammer it looks fine, but when I compile and run the map, my main ramp and the water under the teleportor are gone...

In Hammer:


In CS:S:
no water:


no ramp:


Here's the compile log:
Code: [Select]
** Executing...
** Command: "c:\program files\steam\steamapps\erisee\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\erisee\counter-strike source\cstrike" "C:\Users\Eric\Desktop\surf_beta.vmf"

Valve Software - vbsp.exe (Apr 26 2012)
2 threads
materialPath: c:\program files\steam\steamapps\erisee\counter-strike source\cstrike\materials
Loading C:\Users\Eric\Desktop\surf_beta.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps\erisee\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_teleport (286.50 -1519.50 -3297.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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) (20805 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 123 texinfos to 109
Reduced 9 texdatas to 8 (248 bytes to 190)
Writing C:\Users\Eric\Desktop\surf_beta.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\erisee\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\erisee\counter-strike source\cstrike" "C:\Users\Eric\Desktop\surf_beta"

Valve Software - vvis.exe (Apr 26 2012)
2 threads
reading c:\users\eric\desktop\surf_beta.bsp
reading c:\users\eric\desktop\surf_beta.prt
LoadPortals: couldn't read c:\users\eric\desktop\surf_beta.prt


** Executing...
** Command: "c:\program files\steam\steamapps\erisee\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\erisee\counter-strike source\cstrike" "C:\Users\Eric\Desktop\surf_beta"

Valve Software - vrad.exe SSE (Apr 26 2012)

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

Loading c:\users\eric\desktop\surf_beta.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.04 seconds)
1561 faces
2152718 square feet [309991392.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.1934 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  24/1024         1152/49152    ( 2.3%)
brushes                 51/8192          612/98304    ( 0.6%)
brushsides             638/65536        5104/524288   ( 1.0%)
planes                 978/65536       19560/1310720  ( 1.5%)
vertexes              1732/65536       20784/786432   ( 2.6%)
nodes                  409/65536       13088/2097152  ( 0.6%)
texinfos               109/12288        7848/884736   ( 0.9%)
texdata                  8/2048          256/65536    ( 0.4%)
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                 1561/65536       87416/3670016  ( 2.4%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              209/65536       11704/3670016  ( 0.3%)
leaves                 434/65536       13888/2097152  ( 0.7%)
leaffaces             1565/65536        3130/131072   ( 2.4%)
leafbrushes            139/65536         278/131072   ( 0.2%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             7242/512000      28968/2048000  ( 1.4%)
edges                 3685/256000      14740/1024000  ( 1.4%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips             46/32768         460/327680   ( 0.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices           570/65536        1140/131072   ( 0.9%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]    13361432/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]           0/16777216 ( 0.0%)
entdata               [variable]        3179/393216   ( 0.8%)
LDR ambient table      434/65536        1736/262144   ( 0.7%)
HDR ambient table      434/65536        1736/262144   ( 0.7%)
LDR leaf ambient       307/65536        8596/1835008  ( 0.5%)
HDR leaf ambient       434/65536       12152/1835008  ( 0.7%)
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]           1/12       ( 8.3%)
static props          [variable]           1/12       ( 8.3%)
pakfile               [variable]      106005/0        ( 0.0%)
physics               [variable]       20805/4194304  ( 0.5%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 3324
Writing c:\users\eric\desktop\surf_beta.bsp
21 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Eric\Desktop\surf_beta.bsp" "c:\program files\steam\steamapps\erisee\counter-strike source\cstrike\maps\surf_beta.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\program files\steam\steamapps\erisee\counter-strike source\cstrike"  +map "surf_beta"


Is it something about that "**** leaked ****" message?

Offline Orange

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Re: Problem Compiling Map in Hammer
« Reply #1 on: June 04, 2012, 06:56:21 PM »
A trigger_teleport leaked. I think it's (partially) out of the map's boundaries, or the origin is somehow outside of the map. Check to see if nothing is outside of the 6 "walls" that contain your map.
When a map has a leak, it's literally a leak that causes you to be able to look into the "void", the big black space around your map that you should not be able to see directly. That's why you seal your map with 6 walls that are either brushes or a skybox (or a combination). That's the most common definition of a leak, but when an entity is (partially) outside of your map and in the void it's also a leak. Hammer nicely gives you the coordinates of the entity that's in the void, so you can look it up. You can also load the pointfile, that draws a red line to the concerning entity. If your map does have a leak, the pointfile loads immediately, but if it doesn't have a leak it asks you for the directory in a dialog box.
Leaks take away all the water and light in your map and you should avoid them at all costs!
EDIT: Also, I see your ramp has a purple color, which means it's not a func_detail, correct? All ramps and relatively complex geometry should be func_detail (ctrl + t -> func_detail).
« Last Edit: June 04, 2012, 07:05:07 PM by Orange »
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Offline indee

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Re: Problem Compiling Map in Hammer
« Reply #2 on: June 04, 2012, 07:05:48 PM »
A trigger_teleport leaked. I think it's (partially) out of the map's boundaries, or the origin is somehow outside of the map. Check to see if nothing is outside of the 6 "walls" that contain your map.
When a map has a leak, it's literally a leak that causes you to be able to look into the "void", the big black space around your map that you should not be able to see directly. That's why you seal your map with 6 walls that are either brushes or a skybox (or a combination). That's the most common definition of a leak, but when an entity is (partially) outside of your map and in the void it's also a leak. Hammer nicely gives you the coordinates of the entity that's in the void, so you can look it up. You can also load the pointfile, that draws a red line to the concerning entity. If your map does have a leak, the pointfile loads immediately, but if it doesn't have a leak it asks you for the directory in a dialog box.
Leaks take away all the water and light in your map and you should avoid them at all costs!

Oh okay thank you! I'll begin replacing the leaked entities. When I deleted the teleporter, player spawns should up as leaked in the log.

Offline Orange

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Re: Problem Compiling Map in Hammer
« Reply #3 on: June 04, 2012, 07:09:49 PM »
As far as I can see, it's just the trigger_teleport brush that's leaking, so you could just resize it upwards so that it's not in the void anymore. There's no need to replace player spawns or something! I can't really tell from your screenshots though, because you didn't show the bottom part of the map.  \
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Offline Tioga060

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Re: Problem Compiling Map in Hammer
« Reply #4 on: June 04, 2012, 07:18:36 PM »
Map->load pointfile, it will locate where the map has a hole.

Offline indee

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Re: Problem Compiling Map in Hammer
« Reply #5 on: June 04, 2012, 07:34:16 PM »
I was able to get rid of the leaks, but the ramp is still not in the map when you play it..
New compile log:
Code: [Select]

** Executing...
** Command: "c:\program files\steam\steamapps\erisee\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\erisee\counter-strike source\cstrike" "C:\Users\Eric\Desktop\surf_beta.vmf"

Valve Software - vbsp.exe (Apr 26 2012)
2 threads
materialPath: c:\program files\steam\steamapps\erisee\counter-strike source\cstrike\materials
Loading C:\Users\Eric\Desktop\surf_beta.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps\erisee\counter-strike source\cstrike\gameinfo.txt
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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Eric\Desktop\surf_beta.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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) (19252 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 107 texinfos to 100
Reduced 7 texdatas to 6 (208 bytes to 150)
Writing C:\Users\Eric\Desktop\surf_beta.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\erisee\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\erisee\counter-strike source\cstrike" "C:\Users\Eric\Desktop\surf_beta"

Valve Software - vvis.exe (Apr 26 2012)
2 threads
reading c:\users\eric\desktop\surf_beta.bsp
reading c:\users\eric\desktop\surf_beta.prt
  41 portalclusters
 123 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1619
Average clusters visible: 39
Building PAS...
Average clusters audible: 41
visdatasize:824  compressed from 656
writing c:\users\eric\desktop\surf_beta.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\erisee\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\erisee\counter-strike source\cstrike" "C:\Users\Eric\Desktop\surf_beta"

Valve Software - vrad.exe SSE (Apr 26 2012)

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

Loading c:\users\eric\desktop\surf_beta.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
242 faces
642562 square feet [92528968.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
242 patches before subdivision
8412 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 47965, max 136
transfer lists:   0.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0157 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  23/1024         1104/49152    ( 2.2%)
brushes                 47/8192          564/98304    ( 0.6%)
brushsides             614/65536        4912/524288   ( 0.9%)
planes                 950/65536       19000/1310720  ( 1.4%)
vertexes               334/65536        4008/786432   ( 0.5%)
nodes                  231/65536        7392/2097152  ( 0.4%)
texinfos               100/12288        7200/884736   ( 0.8%)
texdata                  6/2048          192/65536    ( 0.3%)
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                  242/65536       13552/3670016  ( 0.4%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              172/65536        9632/3670016  ( 0.3%)
leaves                 255/65536        8160/2097152  ( 0.4%)
leaffaces              242/65536         484/131072   ( 0.4%)
leafbrushes            104/65536         208/131072   ( 0.2%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             1658/512000       6632/2048000  ( 0.3%)
edges                  883/256000       3532/1024000  ( 0.3%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips             14/32768         140/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices           204/65536         408/131072   ( 0.3%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      223480/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]         824/16777216 ( 0.0%)
entdata               [variable]        2145/393216   ( 0.5%)
LDR ambient table      255/65536        1020/262144   ( 0.4%)
HDR ambient table      255/65536        1020/262144   ( 0.4%)
LDR leaf ambient       154/65536        4312/1835008  ( 0.2%)
HDR leaf ambient       255/65536        7140/1835008  ( 0.4%)
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]      106005/0        ( 0.0%)
physics               [variable]       19252/4194304  ( 0.5%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 526
Writing c:\users\eric\desktop\surf_beta.bsp
7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Eric\Desktop\surf_beta.bsp" "c:\program files\steam\steamapps\erisee\counter-strike source\cstrike\maps\surf_beta.bsp"


New pictures: (I deleted the old boundaries and created a new one that is all skybox)

This is the map in Hammer


Here I am looking down the front of the platform, where the ramp is supposed to be but is not:/



Offline scaz.zaf

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Re: Problem Compiling Map in Hammer
« Reply #6 on: June 04, 2012, 07:40:32 PM »
If you want to upload the vmf we could check it out.

Offline indee

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Re: Problem Compiling Map in Hammer
« Reply #7 on: June 04, 2012, 07:43:33 PM »

Offline scaz.zaf

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Re: Problem Compiling Map in Hammer
« Reply #8 on: June 04, 2012, 07:49:20 PM »
That is the .vmx, not the .vmf (the hammer file)

EDIT: also, this is a useful site http://www.interlopers.net/errors/

Offline indee

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Re: Problem Compiling Map in Hammer
« Reply #9 on: June 04, 2012, 07:51:28 PM »
That is the .vmx, not the .vmf (the hammer file)

EDIT: also, this is a useful site http://www.interlopers.net/errors/

Uploaded wrong one, lol.
http://www.mediafire.com/?82d6rdse26gvqmc

Offline scaz.zaf

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Re: Problem Compiling Map in Hammer
« Reply #10 on: June 04, 2012, 08:01:11 PM »
You have two problems I see right off the bat:

1. Your ramp pieces are each an entity without being an entity. Which means you probably pressed ctrl-t on your first piece to make it an entity, and then deleted the type of entity it is in the browser, so it basically doesn't function and disappears because it has an invalid identity. Solution: delete the ramp and remake it. When you are done making it, remember to press ctrl-t and make it a func_detail.

2. You are using toolsskybox2d for your skybox instead of toolsskybox. I honestly dont know what impact this will have on your level seeing as I've never messed around with toolsskybox2d, but its best to just stick with the standard skybox texture.

Hope this helps

Offline indee

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Re: Problem Compiling Map in Hammer
« Reply #11 on: June 04, 2012, 08:10:54 PM »
You have two problems I see right off the bat:

1. Your ramp pieces are each an entity without being an entity. Which means you probably pressed ctrl-t on your first piece to make it an entity, and then deleted the type of entity it is in the browser, so it basically doesn't function and disappears because it has an invalid identity. Solution: delete the ramp and remake it. When you are done making it, remember to press ctrl-t and make it a func_detail.

2. You are using toolsskybox2d for your skybox instead of toolsskybox. I honestly dont know what impact this will have on your level seeing as I've never messed around with toolsskybox2d, but its best to just stick with the standard skybox texture.

Hope this helps

It did help. However, I didn't want to delete the ramp, so I selected each piece and it ctrl+t and then "no" when it asked if I wanted to add the selected solids to the existing enity. This seems to have worked.

Offline RazerSurf

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Re: Problem Compiling Map in Hammer
« Reply #12 on: June 04, 2012, 08:50:02 PM »
It did help. However, I didn't want to delete the ramp, so I selected each piece and it ctrl+t and then "no" when it asked if I wanted to add the selected solids to the existing enity. This seems to have worked.

Each of the ramp segments needs to be a func_detail for them to function the best. Saves percentages and is the only entity suited as ramps

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Re: Problem Compiling Map in Hammer
« Reply #13 on: June 04, 2012, 09:05:46 PM »
The best way to make curved ramps is to start with one segment, make that a func_detail, and use that segment to further curve the ramp.
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Re: Problem Compiling Map in Hammer
« Reply #14 on: June 04, 2012, 11:03:25 PM »
The best way to make curved ramps is to start with one segment, make that a func_detail, and use that segment to further curve the ramp.

I'm not sure what you mean. The ramp in this map is fucking awful and I just don't understand why. I get stopped/ slowed down on every piece. Please explain how to use the first segment to further curve the ramp.

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Re: Problem Compiling Map in Hammer
« Reply #15 on: June 04, 2012, 11:50:19 PM »
Just by looking at the .vmf, it looks like a pretty sloppy ramp, I'll try and make a tut for how I do ramps if you still can't figure it out.

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Re: Problem Compiling Map in Hammer
« Reply #16 on: June 05, 2012, 12:33:56 AM »
Just by looking at the .vmf, it looks like a pretty sloppy ramp, I'll try and make a tut for how I do ramps if you still can't figure it out.

A tut would be much appreciated. After I posted it here, I went to fixing the pieces up. I thought I made it perfect, making sure all the pieces were perfectly together, but I still get stuck.

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Re: Problem Compiling Map in Hammer
« Reply #17 on: June 05, 2012, 08:19:38 AM »
Ok, every curved ramp is made out of smaller, equal sized segments. You start with one segment and make sure to tie that one to a func_detail entity. Then, copy that segment, rotate it by any value you want (I usually use 4.5) in the appropriate direction (x, y or z). Then, select that segment, hold ALT and drag it to the segment you started out with, so that the bottom vertexes line up perfectly (you may want to zoom in to the max to make sure they're perfectly aligned). You now have two segments attached to each other, with the bottom vertexes aligned and the top parts overlapping. Select these two segments together (left mouse + CTRL), copy them, rotate them together with a value that's twice as much as your starting value (If you used 4.5, then use 9). Again, align them to the other two segments you had, and repeat this process.
This only works for upward curves (the ones you're trying to make) and sideways curves (z-directional), outward curves are a little more tricky, but there's a tutorial about them here: http://forums.solidsurf.info/index.php/topic,2064.0.html
Hope this helps!
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Offline indee

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Re: Problem Compiling Map in Hammer
« Reply #18 on: June 05, 2012, 10:08:00 PM »
Ok, every curved ramp is made out of smaller, equal sized segments. You start with one segment and make sure to tie that one to a func_detail entity. Then, copy that segment, rotate it by any value you want (I usually use 4.5) in the appropriate direction (x, y or z). Then, select that segment, hold ALT and drag it to the segment you started out with, so that the bottom vertexes line up perfectly (you may want to zoom in to the max to make sure they're perfectly aligned). You now have two segments attached to each other, with the bottom vertexes aligned and the top parts overlapping. Select these two segments together (left mouse + CTRL), copy them, rotate them together with a value that's twice as much as your starting value (If you used 4.5, then use 9). Again, align them to the other two segments you had, and repeat this process.
This only works for upward curves (the ones you're trying to make) and sideways curves (z-directional), outward curves are a little more tricky, but there's a tutorial about them here: http://forums.solidsurf.info/index.php/topic,2064.0.html
Hope this helps!

Thanks. That's what I was doing, but maybe it's the func_detail thing that's fucking me up.