pvk_arena spawnpoints (pvkii 2.2)

wAyzwAyz Senior
edited November 2011 in Community Maps
Hi,

I wanted to edit the spawn points of pvk_arena like in 2.4, so that the player spawns right in front of the gate. I've already decompiled the pvk_arena.bsp with vmex, so I can read the pvk_arena.vmf with hammer editor now. Problem is, I cannot recompile it. Here's the log of hammer editor:
CODE
materialPath: C:\games\pvkii\pvkii\materials
Loading C:\x\pvk_arena_d.vmf
Entity 226: func_areaportal can only be a single brush


4 threads
reading c:\x\pvk_arena_d.bsp
Error opening c:\x\pvk_arena_d.bsp


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

Loading c:\x\pvk_arena_d.bsp
Error opening c:\x\pvk_arena_d.bsp


I'm not very familar with mapping & the editor, so perhaps someone can help me to fix this problem?
I also tried to recompile other maps like pvk_temple, that for example works without any problems.
Would be very nice if someone helped me smile.gif

Comments

  • TschoppoTschoppo the choppin´ Senior
    edited 10:35PM
    Entity 226: func_areaportal can only be a single brush

    slugsig.jpg

  • wAyzwAyz Senior
    edited 10:35PM
    I thought that this would be the problem, but I haven't got any idea how to fix it.
  • PaladinPaladin Senior
    edited 10:35PM
    Don't you need to ask for permission from the original author of the map before decompiling and making changes to it?

    Although, I wouldn't think changing the spawn points of another person's map would be a big deal.
    2v2z7rr.jpg
  • KOKORONOKAWARIKOKORONOKAWARI Funny Little Japanese Drawing Person Senior
    edited 10:35PM
    QUOTE (Paladin @ Nov 19 2011, 01:36 PM) »
    Don't you need to ask for permission from the original author of the map before decompiling and making changes to it?

    Although, I wouldn't think changing the spawn points of another person's map would be a big deal.


    I've been tempted to change one of pvk_lockout's spawn points you get stuck in the floor since I haven't been able to find out who the creator was and how to contact them =x

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  • wAyzwAyz Senior
    edited November 2011
    QUOTE (Paladin @ Nov 19 2011, 07:36 PM) »
    Don't you need to ask for permission from the original author of the map before decompiling and making changes to it?

    Although, I wouldn't think changing the spawn points of another person's map would be a big deal.


    I've already tried to ask someone of the pvkii team but I haven't received an answer yet, so I tried it with vmex.
    But I hope someone will help me. Would be cool if some mapper of the pvkii team answered me here.
  • ZinuXZinuX Mutated Walrus Hamster Members, Beta Tester
    edited 10:35PM
    Well, arena is made by Yeehaa and Jahhur. Maps are a bit personal possessions so you should PM Jahhur to ask permission (Yeehaa isn't around anymore).
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  • GourdainGourdain Senior
    edited 10:35PM
    Do people still play 2.2 to have to make maps for it?
    Gourdain the guardian!
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  • edited November 2011
    Me and wAyz and a few others recently got back into it, it wouldn't be a surprise if we get more people back in it. We've now got a steady server going on with an excellent ping(european) so everyone's free to join biggrin.gif

    He also managed to fix it with lil help from me.
  • anemoneanemone Senior
    edited 10:35PM
    someone want to fix keep? 50 versions of the map each glitchier than the last... shiny mental purple and getting stuck in spawn because someone cbf moving spawn away from raised ground ffs
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  • KOKORONOKAWARIKOKORONOKAWARI Funny Little Japanese Drawing Person Senior
    edited 10:35PM
    QUOTE (anemone @ Nov 22 2011, 01:44 AM) »
    shiny mental purple


    Video --> Advanced --> High Dynamic Range

    Turn it off and I believe that fixed the shiny issue

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  • edited 10:35PM
    mabye try mat_specular 0?

    seems to fix it sometimes for me
  • HeiHei and truly did she know the name of the Kong Senior
    edited November 2011
    QUOTE (KOKORONOKAWARI @ Nov 22 2011, 08:23 AM) »
    Video --> Advanced --> High Dynamic Range

    Turn it off and I believe that fixed the shiny issue


    Nope, not for me. I still get shiny purple on both tr_desertruin (the official one, yes) and every version of Float. Probably on other custom maps too, but I rarely play em.

    QUOTE (THEMANOFWAR @ Nov 22 2011, 08:57 AM) »
    mabye try mat_specular 0?

    seems to fix it sometimes for me



    Haven't tried this

    Curiously enough, on desertruin the metal doesn't turn purple until somebody breaks a window on the house by the tower.
  • GourdainGourdain Senior
    edited 10:35PM
    QUOTE (Hei%F0rik%20Kong @ Nov 22 2011, 06:28 PM) »
    Nope, not for me. I still get shiny purple on both tr_desertruin (the official one, yes) and every version of Float. Probably on other custom maps too, but I rarely play em.




    Haven't tried this

    Curiously enough, on desertruin the metal doesn't turn purple until somebody breaks a window on the house by the tower.

    Sounds cubemap related.
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  • KOKORONOKAWARIKOKORONOKAWARI Funny Little Japanese Drawing Person Senior
    edited 10:35PM
    The purple model is cubemap related as Gourdain mentioned, I was referring more to the shiny bright blinding part

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  • GourdainGourdain Senior
    edited 10:35PM
    QUOTE (KOKORONOKAWARI @ Nov 22 2011, 09:57 PM) »
    The purple model is cubemap related as Gourdain mentioned, I was referring more to the shiny bright blinding part

    That's cubemap and HDR related.
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  • KOKORONOKAWARIKOKORONOKAWARI Funny Little Japanese Drawing Person Senior
    edited 10:35PM
    Either way the blinding brightness doesn't appear for me anymore on keep

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