UnderWorld

2

Comments

  • ColonelColonel Finger Lickin' Good PVKII Team
    edited 1:44AM
    To be honest, the main structure in the first picture needs to have more decay/destruction and could look less like a jenga game. You could have piles of the wood to make it look as though people were rebuilding. Add in some collapsible parts to the map to add a game-play twist. I.e. to the boardwalk platforms and such.

    The map is looking better and better! Eww ad in some big lava-falls somewhere, a large steel bowl that is meant to pick up lava but players can enter for long range advantage with cover.

    Hmm how about adding big lava bombs that shoot out and can land on the players upon trigger, or add in floating rocks that players can jump to hopscotch to a new area.

    Some kind of demon or devil statue would align with the overall theme of the Underworld map.

    xq0LCrG.png
    Everything has its beginning, hop aboard the grogboat!  
    Colonel: Co-Lead | Level Designer

  • The Old FoxThe Old Fox Senior
    edited October 2010
    I haven't played the map, but it looks good. I like the trees too, they are surreal looking. I like the redness, very Dante-esque. Speaking of which, you might get some inspiration by googling some old engravings of Dante's Inferno by Gustave Dore (the engravings are by Dore, not the poem obviously). Really rad stuff in some of those.

    Edit: Also, the "cliff" prop models that come with HL2 are handy for breaking up monotonous geometry. Don't want to over do it with them obviously, but they can add a nice touch.
    image
  • ColonelColonel Finger Lickin' Good PVKII Team
    edited 1:44AM
    Yea, some of those pics are gold nuggets for displacement inspiration.

    xq0LCrG.png
    Everything has its beginning, hop aboard the grogboat!  
    Colonel: Co-Lead | Level Designer

  • FinlordFinlord Senior
    edited 1:44AM
    QUOTE (se05239 @ Oct 14 2010, 05:54 PM)
    Now its starting to look great!


    Thank you. smile.gif

    QUOTE (Colonel Sanders @ Oct 14 2010, 07:26 PM)
    Some kind of demon or devil statue would align with the overall theme of the Underworld map.


    Actually i'm working demon statue already.

    Thanks for nice suggestions.

    QUOTE (The Old Fox @ Oct 14 2010, 08:52 PM)
    I haven't played the map, but it looks good. I like the trees too, they are surreal looking. I like the redness, very Dante-esque. Speaking of which, you might get some inspiration by googling some old engravings of Dante's Inferno by Gustave Dore (the engravings are by Dore, not the poem obviously). Really rad stuff in some of those.


    Some of the pictures are cool and just what I'm looking for.

    Thanks.
  • Bingo BangoBingo Bango one-eyed willy PVKII Team
    edited 1:44AM
    I think that with a little work, this map could be really great.

    I think it could be a little smaller overall.
  • FinlordFinlord Senior
    edited 1:44AM
    I have been working this pretty dull section in my map.

    image


    And now it look like this.

    image

    image

    image

    image

    image

    I also got working meteors that comes from the sky.

    I have also two problems.

    When I compile one part of the map env_embers are working just as thay sould but when I compile whole map they not show up.
    AND
    Is there anyone who would try to increase fps of this map because I'm not very good at optimization.
    If I look other side of the map my fps set down around 30-45 wich is pretty low cause there's no other players and my PC can handle any offical map with
    max graphics on full server and fps is usually around 50-100.

    Of course I would mention you as one of the authors.

  • Blood-WiperBlood-Wiper Vicious Psycho Banned
    edited 1:44AM
    I like the waterfall and meteor.
    Little bit banned
  • FinlordFinlord Senior
    edited 1:44AM
    QUOTE (Finlord @ Nov 6 2010, 06:21 PM) »
    When I compile one part of the map env_embers are working just as thay should but when I compile whole map they not show up.


    Any idea why this happen?

    Here is my compile log.

    materialPath: e:\steam\steamapps\mruuti\pirates, vikings, and knights ii\pvkii\materials
    Loading E:\Steam\steamapps\mruuti\PVkii\Pvk_UnderWorld_b5_v2.vmf
    Patching WVT material: maps/pvk_underworld_b5_v2/finlord/fin_rockflat2on1_wvt_patch
    Patching WVT material: maps/pvk_underworld_b5_v2/sykes/grass_07_mud_wvt_patch
    fixing up env_cubemap materials on brush sides...
    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 2196 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing E:\Steam\steamapps\mruuti\PVkii\Pvk_UnderWorld_b5_v2.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.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) (647462 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 4922 texinfos to 2579
    Reduced 108 texdatas to 83 (5773 bytes to 4280)
    Writing E:\Steam\steamapps\mruuti\PVkii\Pvk_UnderWorld_b5_v2.bsp
    12 seconds elapsed



    2 threads
    reading e:\steam\steamapps\mruuti\pvkii\Pvk_UnderWorld_b5_v2.bsp
    reading e:\steam\steamapps\mruuti\pvkii\Pvk_UnderWorld_b5_v2.prt
    168 portalclusters
    570 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9.
    ..10Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 27694
    Average clusters visible: 164
    Building PAS...
    Average clusters audible: 166
    visdatasize:8368 compressed from 8064
    writing e:\steam\steamapps\mruuti\pvkii\Pvk_UnderWorld_b5_v2.bsp
    24 seconds elapsed



    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file e:\steam\steamapps\mruuti\sourcesdk\bin\orangebox\bin\lights.rad.
    Loading e:\steam\steamapps\mruuti\pvkii\Pvk_UnderWorld_b5_v2.bsp
    Error! Unable to load model "models/props/schooner/schooner_static.mdl"
    Error! Unable to load model "models/props/longship/longship_static.mdl"
    Error! Unable to load model "models/props/campfire/campfire.mdl"
    Error! Unable to load model "models/props/skjalg/firebowl.mdl"
    Error! Unable to load model "models/props/temple/wall_torch.mdl"
    Error! Unable to load model "models/props/temple/cornertorch.mdl"
    Error! Unable to load model "models/props/spike/spike_01.mdl"
    Error! Unable to load model "models/props_foliage/oak_tree01.mdl"
    Error! Unable to load model "models/de_corse/ladder.mdl"
    Error! Unable to load model "models/props/crate/bigcrate.mdl"
    Error! Unable to load model "models/props/sacks/sacks1.mdl"
    Error! Unable to load model "models/props/sacks/singlesack1.mdl"
    Error! Unable to load model "models/props/barrel/bigbarrel.mdl"
    Error! Unable to load model "models/props/temple/resized/volcano.mdl"
    8602 faces
    4 degenerate faces
    2406905 square feet [346594368.00 square inches]
    246 Displacements
    213673 Square Feet [30769008.00 Square Inches]
    8598 patches before subdivision
    86978 patches after subdivision
    93 direct lights
    0...1...2..
    WARNING: Too many light styles on a face at (-1880.000000, 1681.000000, 248.000000)
    .3...4...5...6...7...8.
    WARNING: Too many light styles on a face at (-2128.000000, 1840.000000, 671.000000)
    ..9...100...1...2...3...4...5...6...7...8...9...10transfers 10228853, max 1724
    transfer lists: 78.0 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(37882, 4661, 75)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1835, 195, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(115, 10, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(8, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1778 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 147/1024 7056/49152 (14.4%)
    brushes 1589/8192 19068/98304 (19.4%)
    brushsides 13197/65536 105576/524288 (20.1%)
    planes 14356/65536 287120/1310720 (21.9%)
    vertexes 15949/65536 191388/786432 (24.3%)
    nodes 1387/65536 44384/2097152 ( 2.1%)
    texinfos 2579/12288 185688/884736 (21.0%)
    texdata 83/2048 2656/65536 ( 4.1%)
    dispinfos 246/0 43296/0 ( 0.0%)
    disp_verts 20822/0 416440/0 ( 0.0%)
    disp_tris 33408/0 66816/0 ( 0.0%)
    disp_lmsamples 611567/0 611567/0 ( 0.0%)
    faces 8602/65536 481712/3670016 (13.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6651/65536 372456/3670016 (10.1%)
    leaves 1535/65536 49120/2097152 ( 2.3%)
    leaffaces 10099/65536 20198/131072 (15.4%)
    leafbrushes 2332/65536 4664/131072 ( 3.6%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 68673/512000 274692/2048000 (13.4%)
    edges 41239/256000 164956/1024000 (16.1%)
    LDR worldlights 93/8192 8184/720896 ( 1.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 13/32768 156/393216 ( 0.0%)
    waterstrips 826/32768 8260/327680 ( 2.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 16830/65536 33660/131072 (25.7%)
    cubemapsamples 38/1024 608/16384 ( 3.7%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 21965232/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 8368/16777216 ( 0.0%)
    entdata [variable] 115832/393216 (29.5%)
    LDR ambient table 1535/65536 6140/262144 ( 2.3%)
    HDR ambient table 1535/65536 6140/262144 ( 2.3%)
    LDR leaf ambient 4912/65536 137536/1835008 ( 7.5%)
    HDR leaf ambient 1535/65536 42980/1835008 ( 2.3%)
    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] 1/10124 ( 0.0%)
    pakfile [variable] 4153035/0 ( 0.0%)
    physics [variable] 647462/4194304 (15.4%)
    physics terrain [variable] 105687/1048576 (10.1%)

    Level flags = 0

    Total triangle count: 24679
    Writing e:\steam\steamapps\mruuti\pvkii\Pvk_UnderWorld_b5_v2.bsp
    6 minutes, 43 seconds elapsed



    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file e:\steam\steamapps\mruuti\sourcesdk\bin\orangebox\bin\lights.rad.
    Loading e:\steam\steamapps\mruuti\pvkii\Pvk_UnderWorld_b5_v2.bsp
    Error! Unable to load model "models/props/schooner/schooner_static.mdl"
    Error! Unable to load model "models/props/longship/longship_static.mdl"
    Error! Unable to load model "models/props/campfire/campfire.mdl"
    Error! Unable to load model "models/props/skjalg/firebowl.mdl"
    Error! Unable to load model "models/props/temple/wall_torch.mdl"
    Error! Unable to load model "models/props/temple/cornertorch.mdl"
    Error! Unable to load model "models/props/spike/spike_01.mdl"
    Error! Unable to load model "models/props_foliage/oak_tree01.mdl"
    Error! Unable to load model "models/de_corse/ladder.mdl"
    Error! Unable to load model "models/props/crate/bigcrate.mdl"
    Error! Unable to load model "models/props/sacks/sacks1.mdl"
    Error! Unable to load model "models/props/sacks/singlesack1.mdl"
    Error! Unable to load model "models/props/barrel/bigbarrel.mdl"
    Error! Unable to load model "models/props/temple/resized/volcano.mdl"
    8602 faces
    4 degenerate faces
    2406905 square feet [346594368.00 square inches]
    246 Displacements
    213673 Square Feet [30769008.00 Square Inches]
    8598 patches before subdivision
    86978 patches after subdivision
    93 direct lights
    0...1...2..
    WARNING: Too many light styles on a face at (-1880.000000, 1681.000000, 248.000000)
    .3...4...5...6...7...8.
    WARNING: Too many light styles on a face at (-2128.000000, 1840.000000, 671.000000)
    ..9...100...1...2...3...4...5...6...7...8...9...10transfers 10228853, max 1724
    transfer lists: 78.0 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(38060, 4674, 75)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1836, 195, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(115, 10, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(8, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1225 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 147/1024 7056/49152 (14.4%)
    brushes 1589/8192 19068/98304 (19.4%)
    brushsides 13197/65536 105576/524288 (20.1%)
    planes 14356/65536 287120/1310720 (21.9%)
    vertexes 15949/65536 191388/786432 (24.3%)
    nodes 1387/65536 44384/2097152 ( 2.1%)
    texinfos 2579/12288 185688/884736 (21.0%)
    texdata 83/2048 2656/65536 ( 4.1%)
    dispinfos 246/0 43296/0 ( 0.0%)
    disp_verts 20822/0 416440/0 ( 0.0%)
    disp_tris 33408/0 66816/0 ( 0.0%)
    disp_lmsamples 611567/0 611567/0 ( 0.0%)
    faces 8602/65536 481712/3670016 (13.1%)
    hdr faces 8602/65536 481712/3670016 (13.1%)
    origfaces 6651/65536 372456/3670016 (10.1%)
    leaves 1535/65536 49120/2097152 ( 2.3%)
    leaffaces 10099/65536 20198/131072 (15.4%)
    leafbrushes 2332/65536 4664/131072 ( 3.6%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 68673/512000 274692/2048000 (13.4%)
    edges 41239/256000 164956/1024000 (16.1%)
    LDR worldlights 93/8192 8184/720896 ( 1.1%)
    HDR worldlights 93/8192 8184/720896 ( 1.1%)
    leafwaterdata 13/32768 156/393216 ( 0.0%)
    waterstrips 826/32768 8260/327680 ( 2.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 16830/65536 33660/131072 (25.7%)
    cubemapsamples 38/1024 608/16384 ( 3.7%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 21965232/0 ( 0.0%)
    HDR lightdata [variable] 21965232/0 ( 0.0%)
    visdata [variable] 8368/16777216 ( 0.0%)
    entdata [variable] 115832/393216 (29.5%)
    LDR ambient table 1535/65536 6140/262144 ( 2.3%)
    HDR ambient table 1535/65536 6140/262144 ( 2.3%)
    LDR leaf ambient 4912/65536 137536/1835008 ( 7.5%)
    HDR leaf ambient 4904/65536 137312/1835008 ( 7.5%)
    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] 1/10124 ( 0.0%)
    pakfile [variable] 4153035/0 ( 0.0%)
    physics [variable] 647462/4194304 (15.4%)
    physics terrain [variable] 105687/1048576 (10.1%)

    Level flags = 0

    Total triangle count: 24679
    Writing e:\steam\steamapps\mruuti\pvkii\Pvk_UnderWorld_b5_v2.bsp
    6 minutes, 37 seconds elapsed
  • Blood-WiperBlood-Wiper Vicious Psycho Banned
    edited 1:44AM
    Did you try interlopers?
    Little bit banned
  • FinlordFinlord Senior
    edited 1:44AM
    QUOTE (Blood-Wiper @ Nov 7 2010, 03:43 PM) »
    Did you try interlopers?


    Yes I did.
  • Blood-WiperBlood-Wiper Vicious Psycho Banned
    edited 1:44AM
    So the only problem is that you don't get your env_embers? doesn't seem that fatal but It does add to the maps theme.
    Little bit banned
  • FinlordFinlord Senior
    edited 1:44AM
    QUOTE (Blood-Wiper @ Nov 7 2010, 04:23 PM) »
    So the only problem is that you don't get your env_embers? doesn't seem that fatal but It does add to the maps theme.



    Yep. All fires and such look bit dull whitout them.
  • Blood-WiperBlood-Wiper Vicious Psycho Banned
    edited 1:44AM
    How about env_lightglow?
    Little bit banned
  • ZinuXZinuX Mutated Walrus Hamster Members, Beta Tester
    edited November 2010
    I guess you didnt enable vvis, vrad and vbsp for the compile. Which is probably your problem.
    dragonattacksig04.pngrage.jpg
  • FinlordFinlord Senior
    edited 1:44AM
    Well I compiled it again and still have same proglem.

    I have some questions:

    Is these " Error! Unable to load model "*****" " messages bad thing?
    Compile logs end seems little weird to me so is there some proglem?


    ** Executing...
    ** Command: "e:\steam\steamapps\mruuti\sourcesdk\bin\source2007\bin\vbsp.exe"
    ** Parameters: -game "e:\steam\steamapps\mruuti\pirates, vikings, and knights ii\pvkii" "E:\Steam\steamapps\mruuti\PVkii\Pvk_UnderWorld_b5_v3"

    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: e:\steam\steamapps\mruuti\pirates, vikings, and knights ii\pvkii\materials
    Loading E:\Steam\steamapps\mruuti\PVkii\Pvk_UnderWorld_b5_v3.vmf
    Patching WVT material: maps/pvk_underworld_b5_v3/finlord/fin_rockflat2on1_wvt_patch
    Patching WVT material: maps/pvk_underworld_b5_v3/sykes/grass_07_mud_wvt_patch
    fixing up env_cubemap materials on brush sides...
    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 (1)
    Find Visible Detail Sides...
    Merged 2196 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing E:\Steam\steamapps\mruuti\PVkii\Pvk_UnderWorld_b5_v3.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.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 (3) (647886 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 4929 texinfos to 2579
    Reduced 108 texdatas to 83 (5773 bytes to 4280)
    Writing E:\Steam\steamapps\mruuti\PVkii\Pvk_UnderWorld_b5_v3.bsp
    18 seconds elapsed

    ** Executing...
    ** Command: "e:\steam\steamapps\mruuti\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "e:\steam\steamapps\mruuti\pirates, vikings, and knights ii\pvkii" "E:\Steam\steamapps\mruuti\PVkii\Pvk_UnderWorld_b5_v3"

    Valve Software - vvis.exe (Jul 7 2010)
    2 threads
    reading e:\steam\steamapps\mruuti\pvkii\Pvk_UnderWorld_b5_v3.bsp
    reading e:\steam\steamapps\mruuti\pvkii\Pvk_UnderWorld_b5_v3.prt
    168 portalclusters
    570 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (34)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 27694
    Average clusters visible: 164
    Building PAS...
    Average clusters audible: 166
    visdatasize:8368 compressed from 8064
    writing e:\steam\steamapps\mruuti\pvkii\Pvk_UnderWorld_b5_v3.bsp
    34 seconds elapsed

    ** Executing...
    ** Command: "e:\steam\steamapps\mruuti\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -both -game "e:\steam\steamapps\mruuti\pirates, vikings, and knights ii\pvkii" "E:\Steam\steamapps\mruuti\PVkii\Pvk_UnderWorld_b5_v3"

    Valve Software - vrad.exe SSE (Jul 7 2010)

    Valve Radiosity Simulator
    2 threads
    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file e:\steam\steamapps\mruuti\sourcesdk\bin\orangebox\bin\lights.rad.
    Loading e:\steam\steamapps\mruuti\pvkii\Pvk_UnderWorld_b5_v3.bsp
    Error! Unable to load model "models/props/schooner/schooner_static.mdl"
    Error! Unable to load model "models/props/longship/longship_static.mdl"
    Error! Unable to load model "models/props/campfire/campfire.mdl"
    Error! Unable to load model "models/props/skjalg/firebowl.mdl"
    Error! Unable to load model "models/props/temple/wall_torch.mdl"
    Error! Unable to load model "models/props/temple/cornertorch.mdl"
    Error! Unable to load model "models/props/spike/spike_01.mdl"
    Error! Unable to load model "models/props_foliage/oak_tree01.mdl"
    Error! Unable to load model "models/de_corse/ladder.mdl"
    Error! Unable to load model "models/props/crate/bigcrate.mdl"
    Error! Unable to load model "models/props/sacks/sacks1.mdl"
    Error! Unable to load model "models/props/sacks/singlesack1.mdl"
    Error! Unable to load model "models/props/barrel/bigbarrel.mdl"
    Error! Unable to load model "models/props/temple/resized/volcano.mdl"
    Setting up ray-trace acceleration structure... Done (8.40 seconds)
    8603 faces
    4 degenerate faces
    2406942 square feet [346599680.00 square inches]
    246 Displacements
    213673 Square Feet [30769008.00 Square Inches]
    8599 patches before subdivision
    86993 patches after subdivision
    93 direct lights
    BuildFacelights: 0...1...2..
    WARNING: Too many light styles on a face at (-1880.000000, 1681.000000, 248.000000)
    .3...4...5...6...7...8.
    WARNING: Too many light styles on a face at (-2128.000000, 1840.000000, 671.000000)
    ..9...10 (127)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (192)
    transfers 10227702, max 1724
    transfer lists: 78.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(37885, 4662, 75)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #2 added RGB(1835, 195, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #3 added RGB(115, 10, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(8, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #5 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0275 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 (127)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness





    models 147/1024 7056/49152 (14.4%)
    brushes 1590/8192 19080/98304 (19.4%)
    brushsides 13203/65536 105624/524288 (20.1%)
    planes 14352/65536 287040/1310720 (21.9%)
    vertexes 15953/65536 191436/786432 (24.3%)
    nodes 1387/65536 44384/2097152 ( 2.1%)
    texinfos 2579/12288 185688/884736 (21.0%)
    texdata 83/2048 2656/65536 ( 4.1%)
    dispinfos 246/0 43296/0 ( 0.0%)
    disp_verts 20822/0 416440/0 ( 0.0%)
    disp_tris 33408/0 66816/0 ( 0.0%)
    disp_lmsamples 611567/0 611567/0 ( 0.0%)
    faces 8603/65536 481768/3670016 (13.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6652/65536 372512/3670016 (10.2%)
    leaves 1535/65536 49120/2097152 ( 2.3%)
    leaffaces 10101/65536 20202/131072 (15.4%)
    leafbrushes 2333/65536 4666/131072 ( 3.6%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 68691/512000 274764/2048000 (13.4%)
    edges 41252/256000 165008/1024000 (16.1%)
    LDR worldlights 93/8192 8184/720896 ( 1.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 13/32768 156/393216 ( 0.0%)
    waterstrips 827/32768 8270/327680 ( 2.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 16860/65536 33720/131072 (25.7%)
    cubemapsamples 38/1024 608/16384 ( 3.7%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 21965988/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 8368/16777216 ( 0.0%)
    entdata [variable] 115849/393216 (29.5%)
    LDR ambient table 1535/65536 6140/262144 ( 2.3%)
    HDR ambient table 1535/65536 6140/262144 ( 2.3%)
    LDR leaf ambient 4898/65536 137144/1835008 ( 7.5%)
    HDR leaf ambient 1535/65536 42980/1835008 ( 2.3%)
    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] 1/10124 ( 0.0%)
    pakfile [variable] 4153035/0 ( 0.0%)
    physics [variable] 647886/4194304 (15.4%)
    physics terrain [variable] 105687/1048576 (10.1%)

    Level flags = 0

    Total triangle count: 24691
    Writing e:\steam\steamapps\mruuti\pvkii\Pvk_UnderWorld_b5_v3.bsp
    8 minutes, 35 seconds elapsed
    Valve Software - vrad.exe SSE (Jul 7 2010)

    Valve Radiosity Simulator
    2 threads
    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file e:\steam\steamapps\mruuti\sourcesdk\bin\orangebox\bin\lights.rad.
    Loading e:\steam\steamapps\mruuti\pvkii\Pvk_UnderWorld_b5_v3.bsp
    Error! Unable to load model "models/props/schooner/schooner_static.mdl"
    Error! Unable to load model "models/props/longship/longship_static.mdl"
    Error! Unable to load model "models/props/campfire/campfire.mdl"
    Error! Unable to load model "models/props/skjalg/firebowl.mdl"
    Error! Unable to load model "models/props/temple/wall_torch.mdl"
    Error! Unable to load model "models/props/temple/cornertorch.mdl"
    Error! Unable to load model "models/props/spike/spike_01.mdl"
    Error! Unable to load model "models/props_foliage/oak_tree01.mdl"
    Error! Unable to load model "models/de_corse/ladder.mdl"
    Error! Unable to load model "models/props/crate/bigcrate.mdl"
    Error! Unable to load model "models/props/sacks/sacks1.mdl"
    Error! Unable to load model "models/props/sacks/singlesack1.mdl"
    Error! Unable to load model "models/props/barrel/bigbarrel.mdl"
    Error! Unable to load model "models/props/temple/resized/volcano.mdl"
    Setting up ray-trace acceleration structure...
    ** Executing...
    ** Command: Copy File
    ** Parameters: "E:\Steam\steamapps\mruuti\PVkii\Pvk_UnderWorld_b5_v3.bsp" "e:\steam\steamapps\mruuti\pirates, vikings, and knights ii\pvkii\maps\Pvk_UnderWorld_b5_v3.bsp"

  • ZinuXZinuX Mutated Walrus Hamster Members, Beta Tester
    edited 1:44AM
    warning: too many light styles on a face at (-1880.000000, 1681.000000, 248.000000)

    Description:
    There's a face with too many different light styles of light shining on it. (more than six). For every switchable light (that is: any light that is named or has a custom appearance) shining on a face, vrad.exe makes a new lightstyle. Basically, it calculates how the face looks like when:
    -light 1 is on and light 2 is off
    -light 1 is on and light 2 is on
    -light 1 is off and light 2 is off
    -light 1 is off and light 2 is on
    I'm sure you understand how 6 switchable lights make 2 ^ 6 lightstyles, and how this enormous amount of memory has to be saved somehow. and limited.

    Solution:
    To stop this error, remove lights, dont give the light names unless you need to, make sure certain lights dont shine on the face (max_shining distance or by blocking it with brushes) or simply dont use that much switchable lights. Dynamic lights are not used by vrad.exe thus dont count. Lights with the same names are counted as the same lights. Find the location of the error using the coordinates.
    dragonattacksig04.pngrage.jpg
  • FinlordFinlord Senior
    edited 1:44AM
    Yes I know that one but it should not cause env_embers disappearing.
  • FinlordFinlord Senior
    edited December 2010
    Hello everybody.

    I'm not going to continue working this map anymore. I've lost my interest for this map and I have not enought time making this.

    But

    I have an offer. If you have enought mapping skills and interest to continue this map I will grant you permission for this map and I'll send you all custom content what I have done for this map so far. All I ask is that when/if you release this map you'll mention me one of main author. Many things are broken ( nothing major ) or badly unfinished and needs repairing and there is lot of areas and buildings that looks exactly same as in beta4 and they should be remade.

    Please send me PM if you are interested.

    icon_yarrpirate.gif
  • Gen.WatsonHVGen.WatsonHV Senior
    edited 1:44AM
    I'm going to allow a couple days to see if other mappers are interested.

    If no one is interested, I will be.
  • FinlordFinlord Senior
    edited 1:44AM
    Well I sent my map (and other stuff) to Kakis who contacted me so next news about progress this map will come from him.

  • FinlordFinlord Senior
    edited February 2015
    Its been a while (5 years) since I did some mapping and it seems kakis didnt make any progress with this map so I'm going to finish beta version 5 soon.

    There is still cuople of structures that needs upgrading, lighting needs to be done over again and few more small things before I release b5. I think its ready in 1-2 weeks.

    Here is some pictures how it looks right now and for some reason these photos are pretty dark but in the game its more brightly. I'll post better pictures when I have more time.

    eW4KUk.png
    cXRGpT.png
    sDPqnt.png
    CeaxwX.png
    YWpKKR.png
    iqKhdm.png
  • kow75kow75 Senior
    edited 1:44AM
    I think you should make a blended texture for the lava, you got a really nasty looking Tileing going on there for the lava. I think I made one in my texture pack. if not theirs plenty of lava textures in that pack to play with. It looks very un-natural and pulls away from your maps eye candy ;)

    Plus I see a lot of narrow passages and rooms. those areas are big time cluster zones in any map. Try opening them up more.

    And scents you have a camping issue with archers. I would add in a random timer to the map. that lunches lava bombs at the towers to help prevent long camping up there and/or any other spot where camping is a issue. ;)
  • FinlordFinlord Senior
    edited 1:44AM
    I have been too busy to finish b5 but I haven't stopped working. If anyone are interested testing it I could release this map like it is right now. It would help me to fix flaws of this map if someone who have tested it give some feedback. This version would be 4.5 or b5 WIP.

    kow75 wrote:

    I think you should make a blended texture for the lava, you got a really nasty looking Tileing going on there for the lava. I think I made one in my texture pack. if not theirs plenty of lava textures in that pack to play with. It looks very un-natural and pulls away from your maps eye candy ;)

    Plus I see a lot of narrow passages and rooms. those areas are big time cluster zones in any map. Try opening them up more.

    And scents you have a camping issue with archers. I would add in a random timer to the map. that lunches lava bombs at the towers to help prevent long camping up there and/or any other spot where camping is a issue. ;)


    Lava texture is just temporary until I find or make a new one. I don't know if that lava bomb is necessary because camping won't help winning when playing holygrail mode. Before releasing b5 I have planned to add a lots of cover on narrow passages.
  • Trojan•CliniqueTrojan•Clinique Be precise. A lack of precision is dangerous. Senior
    edited 1:44AM
    Talk to me on steam, if you require any new textures ect... I'll provide.
  • FinlordFinlord Senior
    edited 1:44AM

    Talk to me on steam, if you require any new textures ect... I'll provide.


    Thanks Trojan, I will.
  • GazGaz Sir PVKII Team
    edited 1:44AM
    Looking much better!

    One thing I would recommend, the tiling (repitition) on the lava is really obvious.
    Scale it up a little, and then rotate it by 30 degrees, should hide it a lot more :)
  • FinlordFinlord Senior
    edited 1:44AM
    Gaz wrote:

    Looking much better!

    One thing I would recommend, the tiling (repitition) on the lava is really obvious.
    Scale it up a little, and then rotate it by 30 degrees, should hide it a lot more :)


    Thanks. I´ll try that.
  • El NegroEl Negro The Genuinely Only Sane Person Guests
    edited 1:44AM
    Hey Finny, any Release Candidate for B5?

    I'd love to try this out...Hell, if it's good, it's gonna be in a dedicated server!
    I make mods.
    Your soul cannot be saved.
    Like my mods and think I deserve something? It's always money, you can pay me up on PayPal using this e-mail; TheSandhog@outlook.com
    Or just use this link; https://www.paypal.me/TheSandhog

  • FinlordFinlord Senior
    edited April 2016
    El Negro wrote:

    Hey Finny, any Release Candidate for B5?

    I'd love to try this out...Hell, if it's good, it's gonna be in a dedicated server!


    There is not much work left so I could try to finish b5 in couple of weeks.
Sign In or Register to comment.