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zm_nysc_b3

Discussion in Completed Maps started by waterpyro32, May 26, 2012

  1. Apr 29, 2012
    Posts
    UPDATE

    change log
    added infant pool, skyline for pool, more props no long hallways
    fixed errors






    About the map: 2 Floors, lots of ammenties, pretty spacious, 70+ player spawns for zs. Lots of custom textures let me know if any come up checkered. I tested it myself and couldn't find any but sometimes people slip up..
    There is one vent couple of rooms, I was running out room so I couldnt make alot of gym based exercise machines due to hammer maxing out with the number of brushes..and I don't know how to use propper or else that would have eliminated that part.
    So Enjoy the map let me know whats wrong what you like and dislike etc..
    [size=14pt]This is important I believe most players will get it but most doors are attached with a hinge entity if players get stuck or get through they can shoot the door all doors are breakable!!!! 50-100hp[/size]

    [IMG]
    [IMG]
    [IMG]
    [IMG]
    [IMG]
    [IMG]

    [size=14pt]Download Link Below[/size]


    http://gamebanana.com/csszm/maps/166130
    waterpyro32, May 26, 2012 Last edited by waterpyro32, Jun 23, 2012
  2. Aug 1, 2011
    Posts
    Correct me if I am wrong, but this doesn't look like a ZM map at all.....

    It looks good though, texture wise.
  3. Jun 4, 2006
    Posts
    Looks more like a re-make of a real location, in this case the New York Sports Club(?), rather than a map made with the zombie mod game play in mind. :dontknow:

    Reminds me of the old maps we had to play on ZM before mappers started to make zm_ maps (regular houses, supermarkets, offices, etc).
  4. Nov 11, 2011
    Posts
    That's what I told him when I tested the map, it needs more cade spots. :-/
  5. Apr 29, 2012
    Posts

    did you want me to update the mall?? lol
    theres lots of rooms maybe not like 30 rooms but there def like 20+ rooms
  6. Jun 4, 2006
    Posts
    rooms != cade spots
    • Agree Agree x 2
    • Informative Informative x 1
    • Apr 29, 2012
      Posts
      if anyone has any suggestions let me know..cause im kinda in a sticky situation where the map is loading random textures and not loading all textures on some computer...no compile errors expect i see at the end MAX BRUSHES 93% VERY FULL
      I think that might be causing the errors ..have to investigate. and I will invest in more cade spots, whenever i fix it..
    • Nov 11, 2011
      Posts
      Use packbsp, pakrat sucks.
    • Oct 17, 2011
      Posts
      Maybe make small cading rooms in these areas or add more props like vendies, sofas, bookcases, metal shelves. They are the most used on zm.
    • Nov 11, 2011
      Posts
      Okay, seeing as how you are struggling and from your previous works (Family guy -_-) and this nysc one, here are my suggestions:

      1) There are limits as to the number of brushes you can use on a map. Take for example the FirewaLL maps, firewall aztec, firewall samarkand. They are huge maps but when I compiled them, I don't remember them taking as many brushes as your map does. All your custom equipment and everything you've created, is using up a lot of brushes. I suggest you remove several of the weight machines, treadmills, ellipticals etc, not only because of brushes, but because they don't serve any real purpose for ZM. These three balls probably take a huge amount of brushes (thousands) if you used the built in sphere tool:

      nysc0012

      2) You have a lot of missing textures and leaks, etc. Plus, I see that you really haven't stuck to the grid, big no no. Try to stick to the 16 grid size and go to lower (8,4,2,1) only for detailing doors, windows, etc:

      nysc0014 nysc0015 nysc0011

      3) You need to make your room sizes smaller and add more props. I know you want a realistic feel of your club... but if there was a zombie appocalypse/rapture, I'll know not to go to NYSC to bunker down. :thumbsup:
    • Jul 28, 2011
      Posts
      Don't listen to everything @sajak says, just most of it :thumbsup:

      I really do suggest making changes to better accommodate zm gameplay as others mentioned. Here are some tools you might find handy dandy:

      -------------------------------------------------

      Meet propper. You can use this tool to reduce the number of brushes in your map without going crazy and deleting a ton of stuff.



      VDC

      Steam Forums

      -------------------------------------------------

      Meet packbsp. Better than pakrat. Use it.

      [IMG]

      VDC

      -------------------------------------------------

      GL;HF
      • Funny Funny x 1
      • Apr 29, 2012
        Posts
        thanks I am going to learn to use propper and prop all brush style objects

        ask for packbsp I am having a hard time seting it up i get this error
        unexpect error in action for game css
        could not read map-configuration file
      • Apr 29, 2012
        Posts
        check this compile log

        materialPath: c:\program files (x86)\steam\steamapps\waterpyro\counter-strike source\cstrike\materials
        Loading C:\Users\Steve\Desktop\zs_nysc_b3.vmf
        KeyValues Error: LoadFromBuffer: missing { in file materials/custom/fg_gargepave.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/custom/fg_gargepave.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/custom/fg_black.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/custom/fg_black.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/fg/fg_black.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/fg/fg_black.vmt
        (*LightmappedGeneric*),
        Can't find surfaceprop Asphalt for material REALWORLDTEXTURES/NEWER/1/ASPHALT_1_10, using default
        Can't find surfaceprop panel for material METAL/PRODVENTA, using default
        Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\waterpyro\counter-strike source\cstrike\gameinfo.txt
        Patching WVT material: maps/zs_nysc_b3/dev/dev_blendmeasure_wvt_patch
        fixing up env_cubemap materials on brush sides...
        KeyValues Error: LoadFromBuffer: missing { in file materials/CUSTOM/FG_GARGEPAVE.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/CUSTOM/FG_GARGEPAVE.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/CUSTOM/FG_GARGEPAVE.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/CUSTOM/FG_GARGEPAVE.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/CUSTOM/FG_BLACK.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/CUSTOM/FG_BLACK.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/CUSTOM/FG_BLACK.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/CUSTOM/FG_BLACK.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/FG/FG_BLACK.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/FG/FG_BLACK.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/FG/FG_BLACK.vmt
        (*LightmappedGeneric*),
        KeyValues Error: LoadFromBuffer: missing { in file materials/FG/FG_BLACK.vmt
        (*LightmappedGeneric*),
        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 3650 detail faces...done (0)
        Merging details...done (0)
        FixTjuncs...
        PruneNodes...
        WriteBSP...
        done (4)
        writing C:\Users\Steve\Desktop\zs_nysc_b3.prt...Building visibility clusters...
        done (0)
        Creating default LDR cubemaps for env_cubemap using skybox materials:
        skybox/sky_day02_10*.vmt
        ! Run buildcubemaps in the engine to get the correct cube maps.
        Creating default HDR cubemaps for env_cubemap using skybox materials:
        skybox/sky_day02_10*.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 (2) (2716385 bytes)
        Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
        Compacting texture/material tables...
        Reduced 697 texinfos to 545
        Reduced 150 texdatas to 128 (4995 bytes to 4407)
        Writing C:\Users\Steve\Desktop\zs_nysc_b3.bsp
        11 seconds elapsed

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




        4 threads
        reading c:\users\steve\desktop\zs_nysc_b3.bsp
        reading c:\users\steve\desktop\zs_nysc_b3.prt
        1117 portalclusters
        2943 numportals
        0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 2541 visible clusters (1.04%)
        Total clusters visible: 245119
        Average clusters visible: 219
        Building PAS...
        Average clusters audible: 683
        visdatasize:216073 compressed from 321696
        writing c:\users\steve\desktop\zs_nysc_b3.bsp
        3 minutes, 18 seconds elapsed

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




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

        Loading c:\users\steve\desktop\zs_nysc_b3.bsp
        25314 faces
        5 degenerate faces
        489428 square feet [70477712.00 square inches]
        0 Displacements
        0 Square Feet [0.00 Square Inches]
        25309 patches before subdivision
        83839 patches after subdivision
        114 direct lights
        0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 27126530, max 3086
        transfer lists: 207.0 megs
        0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(886307, 861957, 400627)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(247345, 225653, 96136)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(94500, 79071, 30302)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(39573, 30028, 10367)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(18658, 12892, 4104)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(9418, 5891, 1754)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(5043, 2858, 805)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(2815, 1436, 383)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(1623, 745, 188)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(958, 394, 94)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(576, 212, 47)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(350, 115, 24)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(216, 63, 12)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(134, 35, 6)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(83, 20, 3)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(52, 11, 2)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(33, 6, 1)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(21, 3, 0)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(13, 2, 0)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(8, 1, 0)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(5, 1, 0)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(3, 0, 0)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(2, 0, 0)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #24 added RGB(1, 0, 0)
        0...1...2...3...4...5...6...7...8...9...10 Bounce #25 added RGB(1, 0, 0)
        Build Patch/Sample Hash Table(s).....Done<0.0319 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 87/1024 4176/49152 ( 8.5%)
        brushes 7033/8192 84396/98304 (85.9%) VERY FULL!
        brushsides 64307/65536 514456/524288 (98.1%) VERY FULL!
        planes 48220/65536 964400/1310720 (73.6%)
        vertexes 46532/65536 558384/786432 (71.0%)
        nodes 5279/65536 168928/2097152 ( 8.1%)
        texinfos 545/12288 39240/884736 ( 4.4%)
        texdata 128/2048 4096/65536 ( 6.3%)
        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 25314/65536 1417584/3670016 (38.6%)
        hdr faces 0/65536 0/3670016 ( 0.0%)
        origfaces 23435/65536 1312360/3670016 (35.8%)
        leaves 5367/65536 171744/2097152 ( 8.2%)
        leaffaces 27737/65536 55474/131072 (42.3%)
        leafbrushes 8928/65536 17856/131072 (13.6%)
        areas 2/256 16/2048 ( 0.8%)
        surfedges 220647/512000 882588/2048000 (43.1%)
        edges 132949/256000 531796/1024000 (51.9%)
        LDR worldlights 114/8192 10032/720896 ( 1.4%)
        HDR worldlights 0/8192 0/720896 ( 0.0%)
        leafwaterdata 1/32768 12/393216 ( 0.0%)
        waterstrips 2798/32768 27980/327680 ( 8.5%)
        waterverts 0/65536 0/786432 ( 0.0%)
        waterindices 56817/65536 113634/131072 (86.7%) VERY FULL!
        cubemapsamples 10/1024 160/16384 ( 1.0%)
        overlays 0/512 0/180224 ( 0.0%)
        LDR lightdata [variable] 2464516/0 ( 0.0%)
        HDR lightdata [variable] 0/0 ( 0.0%)
        visdata [variable] 216073/16777216 ( 1.3%)
        entdata [variable] 206589/393216 (52.5%)
        LDR ambient table 5367/65536 21468/262144 ( 8.2%)
        HDR ambient table 5367/65536 21468/262144 ( 8.2%)
        LDR leaf ambient 12436/65536 348208/1835008 (19.0%)
        HDR leaf ambient 5367/65536 150276/1835008 ( 8.2%)
        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] 973643/0 ( 0.0%)
        physics [variable] 2716385/4194304 (64.8%)
        physics terrain [variable] 2/1048576 ( 0.0%)

        Level flags = 0
      • Nov 11, 2011
        Posts
        I'm assuming all those texture files are missing an opening brace, thus the textures not showing up? Can you attach any one of those files from the error log? Both the vmt and vtf.
      • May 14, 2011
        Posts
        Lol those real world textured are badly made. How could you miss the surface type lol.

        Sometime Tophatwaffle doesn't think!

        Sent from my HTC Sensation XE
        • Agree Agree x 1
        • Apr 29, 2012
          Posts
          so looking into the vmt files and i had textures in the wrong folder so pakrat the wrong texture would explain that the checkered i had my wood textures in my custom texture folder and that had the wrong vmt path for the wood textures.
          example is vmt path is prawn/ prawn_wood i had it as custom/prawn_wood when the vmt file read as prawn_wood therefore causing textures 2 go crazy
          . so i guess that would explain the checkered textures. another thing was there was extra { } would explain the error in textures again.

          I don't think this will fix the random missing textures do you? I mean like the floor looking like a nodraw texture into the void
          that might be the excessive brushes maybe propper it is
        • Jul 28, 2011
          Posts
          You're right, I think that the "nodraw texture into the void" effect can be caused by a high brush count. I one time had a room in a map that was full of very complex brush work and would get that error, but as soon as I replaced them all with props, the problem went away. You should definitely give that a try.
        • Apr 29, 2012
          Posts
        • Nov 11, 2011
          Posts
          Noob! :ROFL: But yeah, please, make them props, very important to speed up your compile time as well as tackle texture problems. And STICK TO THE GRID DAMN IT YOU WILL LOOOOOVE IT.
          • Like Like x 2
          • May 15, 2011
            Posts
            Had the same thing happen to me. Half the map would disappear. Except this was before I knew about propper so I dropped my map. Really just take any func_details, run them through propper and that will take down your brush count tons. Same with those funky Running mills made all of brushes. I'm sure those are func_details. Propping them should really help. And like Sajak said. Use the Grid, or we will find you, and make you bleed.
            • Funny Funny x 1