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Old 10-01-2009, 04:55 PM   #1
Fast-1
 
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My levels feel wrong help me





Here is some picture of my level I thought it was naerly done but I think it requires some help and advice. Could you please say what I should do next.









 
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Old 10-01-2009, 05:05 PM   #2
slayer20
 
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Everything is really blocky and is very open. I haven't played TF2 since it came out, but try detailing it more.

Also, add env_cubemaps and do buildcubemaps in the console.
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Old 10-01-2009, 05:21 PM   #3
Punishment
 
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I would say your map needs a lot more detail. Add some props and decals, and expand the area outside the playing area so that it gives the illusion that there is more to your map.
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Old 10-01-2009, 05:41 PM   #4
Fast-1
 
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I feel that I can add more detail and props. Also decals could help.
I did not draw the map first, thought it would all be able to develop by itself. But the main problem. I think is that the area is too wide and high for the characters.

I don't really know how to expand the area of my map to give a illusion more space.

How would I do that. I will add another picture sort of to give a RED mansion type base for the flag room in the building and in the BLU building It was going to be a Lab or a computer office type place.

I have a cowboy feel for the centre of the map.

Here are a few more pictures to explain what I mean.



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Old 10-04-2009, 04:33 PM   #5
Fast-1
 
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Keep getting errors on my map.

Here's the compile log.



** Executing...
** Command: "c:\program files\steam\steamapps\captainfps\sourcesdk\bin\ora ngebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\captainfps\team fortress 2\tf" "C:\Program Files\Steam\steamapps\captainfps\sourcesdk_content \tf\mapsrc\ctf_RockSalt_02"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\captainfps\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\captainfps\sourcesdk_content \tf\mapsrc\ctf_RockSalt_02.vmf
Patching WVT material: maps/ctf_rocksalt_02/nature/blendgroundtograss007_wvt_patch
Patching WVT material: maps/ctf_rocksalt_02/nature/blendrockgroundwallforest002_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing 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 (1)
writing C:\Program Files\Steam\steamapps\captainfps\sourcesdk_content \tf\mapsrc\ctf_RockSalt_02.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_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 (2) (440216 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1139 texinfos to 790
Reduced 118 texdatas to 105 (3384 bytes to 2718)
Writing C:\Program Files\Steam\steamapps\captainfps\sourcesdk_content \tf\mapsrc\ctf_RockSalt_02.bsp
12 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\captainfps\sourcesdk\bin\ora ngebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\captainfps\team fortress 2\tf" -fast "C:\Program Files\Steam\steamapps\captainfps\sourcesdk_content \tf\mapsrc\ctf_RockSalt_02"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\captainfps\sourcesdk_content \tf\mapsrc\ctf_RockSalt_02.bsp
reading c:\program files\steam\steamapps\captainfps\sourcesdk_content \tf\mapsrc\ctf_RockSalt_02.prt
2280 portalclusters
7123 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (15)
Optimized: 273384 visible clusters (0.00%)
Total clusters visible: 3844884
Average clusters visible: 1686
Building PAS...
Average clusters audible: 2268
visdatasize:1249322 compressed from 1313280
writing c:\program files\steam\steamapps\captainfps\sourcesdk_content \tf\mapsrc\ctf_RockSalt_02.bsp
16 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\captainfps\sourcesdk\bin\ora ngebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\captainfps\team fortress 2\tf" -noextra "C:\Program Files\Steam\steamapps\captainfps\sourcesdk_content \tf\mapsrc\ctf_RockSalt_02"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:\program files\steam\steamapps\captainfps\sourcesdk_content \tf\mapsrc\ctf_RockSalt_02.bsp
Setting up ray-trace acceleration structure... Done (8.06 seconds)
8716 faces
7 degenerate faces
1908630 square feet [274842816.00 square inches]
104 Displacements
92898 Square Feet [13377383.00 Square Inches]
8709 patches before subdivision
zero area child patch
168693 patches after subdivision
sun extent from map=0.000000
52 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (68)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (263)
transfers 19276536, max 1108
transfer lists: 147.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #1 added RGB(429652, 382508, 326833)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(130592, 107318, 83269)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(49485, 39005, 27993)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(19807, 15025, 10049)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #5 added RGB(8403, 6110, 3793)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(3613, 2522, 1457)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1594, 1063, 570)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #8 added RGB(707, 450, 225)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(318, 193, 89)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(144, 83, 36)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(66, 36, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #12 added RGB(30, 16, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(14, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(6, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #16 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1843 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (51)
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 (77)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 1121/8192 13452/98304 (13.7%)
brushsides 7754/65536 62032/524288 (11.8%)
planes 5878/65536 117560/1310720 ( 9.0%)
vertexes 13683/65536 164196/786432 (20.9%)
nodes 4507/65536 144224/2097152 ( 6.9%)
texinfos 790/12288 56880/884736 ( 6.4%)
texdata 105/2048 3360/65536 ( 5.1%)
dispinfos 104/0 18304/0 ( 0.0%)
disp_verts 15032/0 300640/0 ( 0.0%)
disp_tris 25600/0 51200/0 ( 0.0%)
disp_lmsamples 208725/0 208725/0 ( 0.0%)
faces 8716/65536 488096/3670016 (13.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4194/65536 234864/3670016 ( 6.4%)
leaves 4537/65536 145184/2097152 ( 6.9%)
leaffaces 10532/65536 21064/131072 (16.1%)
leafbrushes 3435/65536 6870/131072 ( 5.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 59759/512000 239036/2048000 (11.7%)
edges 33895/256000 135580/1024000 (13.2%)
LDR worldlights 52/8192 4576/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 914/32768 9140/327680 ( 2.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 15771/65536 31542/131072 (24.1%)
cubemapsamples 33/1024 528/16384 ( 3.2%)
overlays 35/512 12320/180224 ( 6.8%)
LDR lightdata [variable] 7677032/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1249322/16777216 ( 7.4%)
entdata [variable] 53510/393216 (13.6%)
LDR ambient table 4537/65536 18148/262144 ( 6.9%)
HDR ambient table 4537/65536 18148/262144 ( 6.9%)
LDR leaf ambient 21698/65536 607544/1835008 (33.1%)
HDR leaf ambient 4537/65536 127036/1835008 ( 6.9%)
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] 1/22218 ( 0.0%)
pakfile [variable] 8998/0 ( 0.0%)
physics [variable] 440216/4194304 (10.5%)
physics terrain [variable] 28607/1048576 ( 2.7%)

Level flags = 0

Total triangle count: 25372
Writing c:\program files\steam\steamapps\captainfps\sourcesdk_content \tf\mapsrc\ctf_RockSalt_02.bsp
8 minutes, 12 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\captainfps\sourcesdk_content \tf\mapsrc\ctf_RockSalt_02.bsp" "c:\program files\steam\steamapps\captainfps\team fortress 2\tf\maps\ctf_RockSalt_02.bsp"
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Old 10-04-2009, 04:47 PM   #6
albany_
 
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Quote:
can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!

Description:
You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture.

Solution:
Fix $hdrbasetexture errors first
WIKI: Skybox


The affected object may not work/appear properly.
Quote:
zero area child patch

Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?

Solution:
First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.

See also:
Reference: Finding the cause of unknown errors


Generally, this error may be ignored.
To save yourself some time, you might just bookmark this page. Great resource for compiling errors.
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Old 10-04-2009, 06:40 PM   #7
dot12321
 
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Add more details, and use env_cubemaps.
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