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#1 |
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Guest
Posts: n/a
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My levels feel wrong help me
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#2 |
![]() Join Date: Jun 2005
Reputation: 102
Posts: 2,717
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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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#3 |
![]() Join Date: Feb 2008
Reputation: 271
Posts: 4,294
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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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#4 |
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Guest
Posts: n/a
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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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#5 |
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Guest
Posts: n/a
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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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#6 | ||
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Guest
Posts: n/a
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Quote:
Quote:
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#7 |
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Guest
Posts: n/a
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Add more details, and use env_cubemaps.
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