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clown1337
08-31-2008, 02:53 PM
There is alot more but I tried keeping it small :) (word limit)


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mad_max10\sourcesdk\bin\oran gebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mad_max10\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\mad_max10\sourcesdk_content\ tf\mapsrc\cp_basic4"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\mad_max10\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\mad_max10\sourcesdk_content\ tf\mapsrc\cp_basic4.vmf
Patching WVT material: maps/cp_basic4/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-3080.000000, 16392.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-3080.000000, 16392.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-3080.000000, 16392.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-3080.000000, 16392.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 13312.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 16392.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 15360.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 16392.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 16384.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 16384.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 16392.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 16384.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 16384.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 16384.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 16384.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: DEV/DEV_MEASURECRATE02, near (0.000000, 15360.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: DEV/DEV_MEASURECRATE02, near (1024.000000, 16384.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: DEV/DEV_MEASURECRATE02, near (112.000000, 16320.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 16384.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: METAL/METALDOOR032B, near (112.000000, 16384.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: METAL/METALDOOR032B, near (144.000000, 16320.000000, 14400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (112.000000, 16384.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (112.000000, 16384.000000, -14464.000000))
WARNING: BSP node with unbounded volume (material: DEV/DEV_MEASURECRATE02, near (144.000000, 16320.000000, -16256.000000))
WARNING: BSP node with unbounded volume (material: DEV/DEV_MEASURECRATE02, near (112.000000, 15360.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (144.000000, 16320.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: DEV/DEV_MEASURECRATE02, near (112.000000, 16320.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (144.000000, 16320.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (112.000000, 16320.000000, -16320.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (112.000000, 15360.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 13312.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 15360.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 14336.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 14336.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (112.000000, 15360.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, 14336.000000, -16336.000000))
WARNING: BSP node with unbounded volume (material: DEV/DEV_MEASURECRATE02, near (0.000000, 14336.000000, -16336.000000))




this pretty much sums it up

Immortal-D
08-31-2008, 03:06 PM
All this error means is that you have some weird geometry in your map. Either a bad vertex placement, or you really warped a displacement brush. Technically, it's a volume of infinite size, and one that denotes where the player can go. Fire up the map, and see if you can find anything strange, or get a major performance hit. Otherwise, it's no biggie. If it really bugs you, just follow the coordinates given in the compile log to track down the rogue brushes.

clown1337
08-31-2008, 03:11 PM
Since I've just mapping there is no box around the map,,

and you just float in space, and the area around you is hall of mirrors

and where can I find the coordinates? :cursing:

Please add me on steam

Mad_Max10

thanks

Immortal-D
08-31-2008, 03:45 PM
Since I've just mapping there is no box around the map,,

and you just float in space, and the area around you is hall of mirrors

and where can I find the coordinates? :cursing:

Please add me on steam

Mad_Max10

thanks

Well there ya go. W/out an enclosed space, you're going to get all kinds of weird errors. As for the coordinates, when you're mousing over in the 2d view, look to the very bottom middle of the screen.

clown1337
08-31-2008, 03:50 PM
Well there ya go. W/out an enclosed space, you're going to get all kinds of weird errors. As for the coordinates, when you're mousing over in the 2d view, look to the very bottom middle of the screen.

But when I try to close it the Box I make doesn't show up!!!!

Immortal-D
08-31-2008, 04:02 PM
But when I try to close it the Box I make doesn't show up!!!!

/facepalm. Are you just creating a big cube around it, or actually making the individual walls by hand? If the former, you'll need to hit ctrl+h to hollow out the cube. Otherwise it'll be a solid block. And make sure it has a real texture? if it's just nodraw, it will be invisible ingame. I think you should start here; http://developer.valvesoftware.com/wiki/Creating_a_Room Then work your way up. For what it's worth, I started mapping back in Deathmatch and knew absolutely nothing. Read through that tutorial and went from there. Good luck m8 :)

FaTony
08-31-2008, 04:12 PM
Why did you tell him about "make hollow"? It's the 2nd evil after carve...

clown1337
08-31-2008, 04:42 PM
Okay so I make a floor, I want to make sure it is there ingame....
Here are pics...
http://www.zilefile.com/files/3169_n8yov/fail.bmp
http://www.zilefile.com/files/3170_xoq6i/hitsave.bmp
http://www.zilefile.com/files/3171_udcyc/run....bmp
http://www.zilefile.com/files/3172_6gs7v/this.bmp
http://www.zilefile.com/files/3173_rhw52/hit%20okay.bmp
http://www.zilefile.com/files/3174_zsna5/now%20this....bmp

what did I do wrong,,

attempting to fix by saving as new file,,,

DJive
08-31-2008, 05:06 PM
your map is not sealed/enclosed, you need to do such.

Spacemonkeynz
08-31-2008, 05:40 PM
The void is evil. It harbors all the worst creatures from your nightmares, like the Daleks.

It's best to keep it out of your map.

The best way to view mapping, is in my opinion, is to view each area as an 'inside' room, with no windows to the void outside.

A outside area is just another 'inside' room, but with skybox textures on the walls, instead of normal wall textures.

VelvetFistIronGlove
08-31-2008, 07:34 PM
What he said.

Moreover, thinking of each area as a room with small passages connecting them makes for a well optimised map without too much difficulty.