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zm_theedge

Discussion in Work in Progress (WIP) started by Tony the Tiger!! :D, Aug 19, 2012

  1. Feb 27, 2012
    Posts
    So, this is my map. Its a remake from an old game some of you older guys may know. Quake 2. One of the greatest games to happen to multiplayer and the modding community. I made it because i couldn't get a good idea going and go through with it. So i put a shitload of time into replicating it to be as exact as possible. And being the person i am, EVERYTHING has to look right or make sense. Anyways, screenies!

    I know, i see the hole in the wall over there. I haven't recompiled from when i fixed that
    [IMG]
    I'm sure that box will be a popular spot.
    [IMG]
    Small underground part.
    [IMG]
    I know people like these spots, so i put one here. I wanted to make it higher, but i couldnt find any props that wouldn't make it a crouch spot.
    [IMG]
    Secrets! >:O
    [IMG]
    More Secrets! >:O
    [IMG]
    And the main room.
    [IMG]

    This map is pretty much completed. I just need someone to optimize it (might have somebody right now), but if anyone would like to do it, that would be awesome :grin:
    • Like Like x 4
    • Winner Winner x 1
    • Mapping King Mapping King x 1
    • May 14, 2011
      Posts
      Looks great!
      • Agree Agree x 1
      • Mar 10, 2012
        Posts
        Argee!
      • May 15, 2011
        Posts
        From the screenshots you seem to have built it pretty well, and with that I'm sure Hammer will be able to optimize it just fine, without the added help. However, I am hoping you outlined the map with the skybox, and DID NOT make a box, hollow it out and place your map in it, cause that is a big NO NO.
      • Oct 17, 2011
        Posts
        I have an optimizing prefab by FirewavezZ which is a small map and examples of hints and skips that might help you for a zm map if you want. Nice job on the map tony.
      • Nov 11, 2011
        Posts
        I actually redid a part of his map to show him how to enclose the map with the skybox (he originally had playerclips) and had the whole map inside a big skybox (big no no). Hopefully he changed it :shutmouth:
        • Like Like x 1
        • Feb 27, 2012
          Posts
          I had no choice. I fudged up and didnt put something solid around my displacements, so there were leaks. I can see if i can get something around them, but i don't think it will be worth it. If it runs bad with lots of people, then i'll fix it. So, i made as small of a box as i could. But, i still have skybox to block people from falling out of the map somehow. There is no way they can get out, i made sure. And the map does need optimization because there is a spot where the visleafs arent right. I'll edit this post with a screenshot to show you in a moment.

          Here's the glitch. Looks fine when im not duck. only when i duck on that stair it does that.
          [IMG]

          And i think this is part of the same problem.
          [IMG]
          Tony The Tiger, Aug 19, 2012 Last edited by Tony the Tiger!! :D, Aug 19, 2012
        • Jul 16, 2012
          Posts
          it all looks great. i love the way you did the lighting in the red area. the box was pretty cool. i cant wait to play it. youll get those bugs worked out quick. if you need anything sajak and dirtbag can help. dirtbag is like a mapping god. i really like the trails on those guns. hurry up and let us test it! great work btw, keep it up.
        • Nov 11, 2011
          Posts
          • Make sure you don't have any areaportals that are leaking.
          • Make sure you don't have a lot of overlapping textures (check your waterindices in the compile log)
          • If you're not optimizing, turn all the stairs, details, etc, into func_details.
          • If all else fails, send me the vmf and I'll work on it. I'm taking a breather from my other maps. I'm tired of mapping bah :wilt:
        • Feb 27, 2012
          Posts
          Thanks :grin: and i do ask sajak for help, ALOT xD
          Post Merged, Aug 19, 2012
          Hmmmm, i didnt think about func_detailing them. I'll send you the compile log and i'll post it here, sajak.
          • Funny Funny x 1
          • Nov 11, 2011
            Posts
            [IMG]
            • Funny Funny x 2
            • Like Like x 1
            • Feb 27, 2012
              Posts
              LOL

              Code:
              ** Executing...
              ** Command: "c:\program files (x86)\steam\steamapps\smellepuc\sourcesdk\bin\orangebox\bin\vbsp.exe"
              ** Parameters: -game "c:\program files (x86)\steam\steamapps\smellepuc\counter-strike source\cstrike" "c:\users\tony\documents\mapping\map files\zm_theedge_01"
               
              Valve Software - vbsp.exe (Aug 13 2012)
              4 threads
              materialPath: c:\program files (x86)\steam\steamapps\smellepuc\counter-strike source\cstrike\materials
              Loading c:\users\tony\documents\mapping\map files\zm_theedge_01.vmf
              Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\smellepuc\counter-strike source\cstrike\gameinfo.txt
              Patching WVT material: maps/zm_theedge_01/dev/dev_blendmeasure2_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 (0)
              Processing areas...done (0)
              Building Faces...done (0)
              Chop Details...done (0)
              Find Visible Detail Sides...done (0)
              Merging details...done (0)
              FixTjuncs...
              PruneNodes...
              WriteBSP...
              done (0)
              writing c:\users\tony\documents\mapping\map files\zm_theedge_01.prt...Building visibility clusters...
              done (1)
              Creating default LDR cubemaps for env_cubemap using skybox materials:
                skybox/militia_hdr*.vmt
              ! Run buildcubemaps in the engine to get the correct cube maps.
              Creating default HDR cubemaps for env_cubemap using skybox materials:
                skybox/militia_hdr*.vmt
              ! Run buildcubemaps in the engine to get the correct cube maps.
              Finding displacement neighbors...
              Found a displacement edge abutting multiple other edges.
              Finding lightmap sample positions...
              Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
              Building Physics collision data...
              WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
              done (0) (1656735 bytes)
              Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
              Compacting texture/material tables...
              Reduced 717 texinfos to 371
              Reduced 54 texdatas to 48 (1324 bytes to 1139)
              Writing c:\users\tony\documents\mapping\map files\zm_theedge_01.bsp
              2 seconds elapsed
               
              ** Executing...
              ** Command: "c:\program files (x86)\steam\steamapps\smellepuc\sourcesdk\bin\orangebox\bin\vvis.exe"
              ** Parameters: -fast -game "c:\program files (x86)\steam\steamapps\smellepuc\counter-strike source\cstrike" "c:\users\tony\documents\mapping\map files\zm_theedge_01"
               
              Valve Software - vvis.exe (Aug 13 2012)
              fastvis = true
              4 threads
              reading c:\users\tony\documents\mapping\map files\zm_theedge_01.bsp
              reading c:\users\tony\documents\mapping\map files\zm_theedge_01.prt
              1728 portalclusters
              5829 numportals
              BasePortalVis:	  0...1...2...3...4...5...6...7...8...9...10 (1)
              Optimized: 196806 visible clusters (13.71%)
              Total clusters visible: 1435861
              Average clusters visible: 830
              Building PAS...
              Average clusters audible: 1719
              visdatasize:688366  compressed from 746496
              writing c:\users\tony\documents\mapping\map files\zm_theedge_01.bsp
              2 seconds elapsed
               
              ** Executing...
              ** Command: "c:\program files (x86)\steam\steamapps\smellepuc\sourcesdk\bin\orangebox\bin\vrad.exe"
              ** Parameters: -bounce 2 -noextra -game "c:\program files (x86)\steam\steamapps\smellepuc\counter-strike source\cstrike" "c:\users\tony\documents\mapping\map files\zm_theedge_01"
               
              Valve Software - vrad.exe SSE (Aug 13 2012)
               
              	  Valve Radiosity Simulator 
              4 threads
              [Reading texlights from 'lights.rad']
              [1 texlights parsed from 'lights.rad']
               
              Loading c:\users\tony\documents\mapping\map files\zm_theedge_01.bsp
              Setting up ray-trace acceleration structure... Done (1.04 seconds)
              3465 faces
              1 degenerate faces
              414257 square feet [59653088.00 square inches]
              71 Displacements
              23267 Square Feet [3350514.00 Square Inches]
              3464 patches before subdivision
              31952 patches after subdivision
              sun extent from map=0.087156
              75 direct lights
              BuildFacelights:	0...1...2...3...4...5...6...7...8...9...10 (5)
              BuildVisLeafs:	  0...1...2...3...4...5...6...7...8...9...10 (14)
              transfers 3180916, max 901
              transfer lists:  24.3 megs
              GatherLight:		0...1...2...3...4...5...6...7...8...9...10 (0)
              	Bounce #1 added RGB(99952, 67253, 53765)
              GatherLight:		0...1...2...3...4...5...6...7...8...9...10 (0)
              	Bounce #2 added RGB(16920, 10884, 7253)
              Build Patch/Sample Hash Table(s).....Done<0.0133 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				  36/1024		1728/49152	( 3.5%)
              brushes				906/8192		10872/98304	(11.1%)
              brushsides			6831/65536	  54648/524288  (10.4%)
              planes				3426/65536	  68520/1310720  ( 5.2%)
              vertexes			  7317/65536	  87804/786432  (11.2%)
              nodes				3652/65536	  116864/2097152  ( 5.6%)
              texinfos			  371/12288	  26712/884736  ( 3.0%)
              texdata				48/2048		1536/65536	( 2.3%)
              dispinfos			  71/0		  12496/0		( 0.0%)
              disp_verts			7207/0		  144140/0		( 0.0%)
              disp_tris			11776/0		  23552/0		( 0.0%)
              disp_lmsamples	  66161/0		  66161/0		( 0.0%)
              faces				3465/65536	  194040/3670016  ( 5.3%)
              hdr faces				0/65536		  0/3670016  ( 0.0%)
              origfaces			1828/65536	  102368/3670016  ( 2.8%)
              leaves				3689/65536	  118048/2097152  ( 5.6%)
              leaffaces			3892/65536		7784/131072  ( 5.9%)
              leafbrushes		  3288/65536		6576/131072  ( 5.0%)
              areas					2/256			16/2048	( 0.8%)
              surfedges			23663/512000	  94652/2048000  ( 4.6%)
              edges				14108/256000	  56432/1024000  ( 5.5%)
              LDR worldlights		75/8192		6600/720896  ( 0.9%)
              HDR worldlights		  0/8192			0/720896  ( 0.0%)
              leafwaterdata			1/32768		  12/393216  ( 0.0%)
              waterstrips			369/32768		3690/327680  ( 1.1%)
              waterverts			  0/65536		  0/786432  ( 0.0%)
              waterindices		  5829/65536	  11658/131072  ( 8.9%)
              cubemapsamples		  0/1024			0/16384	( 0.0%)
              overlays				6/512		  2112/180224  ( 1.2%)
              LDR lightdata		[variable]	2029328/0		( 0.0%)
              HDR lightdata		[variable]		  0/0		( 0.0%)
              visdata			  [variable]	  688366/16777216 ( 4.1%)
              entdata			  [variable]	  182291/393216  (46.4%)
              LDR ambient table	3689/65536	  14756/262144  ( 5.6%)
              HDR ambient table	3689/65536	  14756/262144  ( 5.6%)
              LDR leaf ambient	13625/65536	  381500/1835008  (20.8%)
              HDR leaf ambient	  3689/65536	  103292/1835008  ( 5.6%)
              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]		  1/1400	( 0.1%)
              pakfile			  [variable]	  174405/0		( 0.0%)
              physics			  [variable]	1656735/4194304  (39.5%)
              physics terrain	  [variable]		  0/1048576  ( 0.0%)
               
              Level flags = 0
               
              Total triangle count: 9433
              Writing c:\users\tony\documents\mapping\map files\zm_theedge_01.bsp
              37 seconds elapsed
               
              ** Executing...
              ** Command: Copy File
              ** Parameters: "c:\users\tony\documents\mapping\map files\zm_theedge_01.bsp" "c:\program files (x86)\steam\steamapps\smellepuc\counter-strike source\cstrike\maps\zm_theedge_01.bsp"
               
               
              ** Executing...
              ** Command: "c:\program files (x86)\steam\steamapps\smellepuc\counter-strike source\hl2.exe"
              ** Parameters: -allowdebug -game "c:\program files (x86)\steam\steamapps\smellepuc\counter-strike source\cstrike" +map "zm_theedge_01"
              
              Tony The Tiger, Aug 19, 2012 Last edited by Tony The Tiger, Mar 1, 2018
            • Jul 16, 2012
              Posts
              just jealous :razz: but i guess i have to admit that sajak is really fricking good too.
            • Nov 11, 2011
              Posts
              Actually... I'm not.

              [IMG]
            • May 15, 2011
              Posts
              Something about stairs. They like to be dicks.

              It's best to build them like this, which I assume you have not:

              (The highlighted part is a func_detail.)

              [IMG]

              With this, hammer renders just one face (The slanted part), and not all of them as world brushes. This helps with optimization, and it cleans up the map.

              Add walls built like so (The stairs are invisible right now, but you can see the bottom.):

              [IMG]

              Unless it's outdoors, in which case you don't need a roof. :D
              Post Merged, Aug 19, 2012
              As for your screenshots, it looks like you are letting your areaportals overlap world brushes. Or maybe I'm wrong beats me. C:
              • Agree Agree x 2
              • Informative Informative x 1
              • Jul 16, 2012
                Posts
                you guys and your mapping. that stuffs so hard to learn.
              • Feb 27, 2012
                Posts
                I'll keep that in mind for next time dirtbag. Thanks!

                And sajak, turning them into func_details worked. No more glitch in either spot. Thanks <3
              • Mar 10, 2012
                Posts
                Not so hard if u practice and ask mappers question if u don't know
                • Agree Agree x 2
                • Mar 10, 2012
                  Posts
                  Tony How Do I Make That Spray (Tony The Tiger)