2013-08-10 01:44 UTC
As promised, I said I would base my next map on what users requested / voted for.
As of now, I've gotten the entire base down and next will most likely be tweaking and adding in ramps here and there.
I WILL NOT provide any screen shots as of now or any major details about the map, but here's something !
First, I'll give you my latest test compile log. (Might swap it here and there)
If you know ANYTHING remotely based around mapping, this might actually tell you what kind of a map it is!
That said, feel free to pester me. (I like when people pester me)
~40x40 spawns
~On spawn its possible to be "the leader of the pack" and obtain a p228 instantly.
~Push triggers for retards (Yes, it's going to be THAT type of map
~Point cap ensures other teams death
~Only ONE hard to obtain buy zone
~Guns scattered around map
~>>>>FALL DAMAGE<<<<
~Jail = Middle of the map > Easy kills (I'm beginning to hate myself)
~Secrets :3
As promised, the compile log:
As of now, I've gotten the entire base down and next will most likely be tweaking and adding in ramps here and there.
I WILL NOT provide any screen shots as of now or any major details about the map, but here's something !
First, I'll give you my latest test compile log. (Might swap it here and there)
If you know ANYTHING remotely based around mapping, this might actually tell you what kind of a map it is!
That said, feel free to pester me. (I like when people pester me)
~40x40 spawns
~On spawn its possible to be "the leader of the pack" and obtain a p228 instantly.
~Push triggers for retards (Yes, it's going to be THAT type of map
~Point cap ensures other teams death
~Only ONE hard to obtain buy zone
~Guns scattered around map
~>>>>FALL DAMAGE<<<<
~Jail = Middle of the map > Easy kills (I'm beginning to hate myself)
~Secrets :3
As promised, the compile log:
Fast Compile Selected!
Compile Start Time: Sunday, August 11, 2013, 3:35:36 AM
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "I:\HammerAutosave\somethingsomething"
Valve Software - vbsp.exe (Jun 18 2013)
6 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading I:\HammerAutosave\somethingsomething.vmf
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 188 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing I:\HammerAutosave\somethingsomething.prt...Building visibility clusters...
done (0)
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/zombiehell*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/zombiehell*.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) (220391 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 346 texinfos to 248
Reduced 41 texdatas to 25 (1662 bytes to 645)
Writing I:\HammerAutosave\somethingsomething.bsp
3 seconds elapsed
Compile Complete for this module.
VBSP Completed: Sunday, August 11, 2013, 3:35:40 AM
VBSP: Compile time: 3 seconds elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "I:\HammerAutosave\somethingsomething"
Valve Software - vvis.exe (Jun 18 2013)
fastvis = true
6 threads
reading i:\hammerautosave\somethingsomething.bsp
reading i:\hammerautosave\somethingsomething.prt
2557 portalclusters
7692 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 256092 visible clusters (4.41%)
Total clusters visible: 5801326
Average clusters visible: 2268
Building PAS...
Average clusters audible: 2557
visdatasize:1652757 compressed from 1636480
writing i:\hammerautosave\somethingsomething.bsp
4 seconds elapsed
Compile Complete for this module.
VVIS Completed: Sunday, August 11, 2013, 3:35:45 AM
VVIS: Compile time: 4 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "I:\HammerAutosave\somethingsomething"
Valve Software - vrad.exe SSE (Jun 18 2013)
Valve Radiosity Simulator
6 threads
[reading=texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading i:\hammerautosave\somethingsomething.bsp
Setting up ray-trace acceleration structure... Done (0.32 seconds)
7538 faces
18690218 square feet [2691391232.00 square inches]
12 Displacements
95420 Square Feet [13740516.00 Square Inches]
7538 patches before subdivision
215358 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (87)
transfers 44676423, max 2377
transfer lists: 340.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1204 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
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 (54)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 54/1024 2592/49152 ( 5.3%)
brushes 517/8192 6204/98304 ( 6.3%)
brushsides 4155/65536 33240/524288 ( 6.3%)
planes 2416/65536 48320/1310720 ( 3.7%)
vertexes 9349/65536 112188/786432 (14.3%)
nodes 4707/65536 150624/2097152 ( 7.2%)
texinfos 248/12288 17856/884736 ( 2.0%)
texdata 25/2048 800/65536 ( 1.2%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 748/0 14960/0 ( 0.0%)
disp_tris 1152/0 2304/0 ( 0.0%)
disp_lmsamples 124080/0 124080/0 ( 0.0%)
faces 7538/65536 422128/3670016 (11.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1897/65536 106232/3670016 ( 2.9%)
leaves 4762/65536 152384/2097152 ( 7.3%)
leaffaces 9500/65536 19000/131072 (14.5%)
leafbrushes 3530/65536 7060/131072 ( 5.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 41711/512000 166844/2048000 ( 8.1%)
edges 23955/256000 95820/1024000 ( 9.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 25/32768 300/393216 ( 0.1%)
waterstrips 468/32768 4680/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7371/65536 14742/131072 (11.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10685128/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1652757/16777216 ( 9.9%)
entdata [variable] 19609/393216 ( 5.0%)
LDR ambient table 4762/65536 19048/262144 ( 7.3%)
HDR ambient table 4762/65536 19048/262144 ( 7.3%)
LDR leaf ambient 3009/65536 84252/1835008 ( 4.6%)
HDR leaf ambient 4762/65536 133336/1835008 ( 7.3%)
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] 169123/0 ( 0.0%)
physics [variable] 220391/4194304 ( 5.3%)
physics terrain [variable] 2416/1048576 ( 0.2%)
Level flags = 0
Total triangle count: 18803
Writing i:\hammerautosave\somethingsomething.bsp
2 minutes, 36 seconds elapsed
Compile Complete for this module.
VRAD Completed: Sunday, August 11, 2013, 3:38:24 AM
VRAD: Compile time: 2 minutes, 36 seconds elapsed
One Line Summary: 8/11/2013 3:38:24 AM, somethingsomething.vmf, Counter-Strike: Source, normal , fast, normal, 00:00:04, 00:00:05, 00:02:38, 00:02:47
History.csv was updated.
Compile Summary - job mode: FAST
Map Name: somethingsomething.vmf
VBSP - mode:normal , 3 seconds, 00:00:04 elapsed
VVIS - mode:fast, 4 seconds, 00:00:05 elapsed
VRAD - mode:normal, 2 minutes, 36 seconds(LDR), n/a(HDR), 00:02:38 elapsed
Total Compile time: 00:02:47
NOTE: old BSP file deleted: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\somethingsomething_old.bsp
NOTE: old BSP file renamed to : C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\somethingsomething_old.bsp
File copied: I:\HammerAutosave\somethingsomething.bsp to C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\somethingsomething.bsp

