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		<title>TF2Maps.net</title>
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		<language>en</language>
		<lastBuildDate>Wed, 22 May 2013 18:21:08 GMT</lastBuildDate>
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			<title>TF2Maps.net</title>
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		<item>
			<title>Hammer bug with texture undo of grouped brushes?</title>
			<link>http://forums.tf2maps.net/showthread.php?t=21200&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 20:34:30 GMT</pubDate>
			<description>Can someone confirm this bug with Hammer(version 4.1 build 6048)? 
 
1. Make a few brushes (or displacements) 
2. Group them all together (Ctrl-G)...</description>
			<content:encoded><![CDATA[<div>Can someone confirm this bug with Hammer(version 4.1 build 6048)?<br />
<br />
1. Make a few brushes (or displacements)<br />
2. Group them all together (Ctrl-G)<br />
3. Browse for a new texture<br />
4. Click &quot;Apply Current Texture&quot; icon<br />
5. Press Ctrl-Z to try to undo the texture<br />
<br />
I would expect the first time I press Ctrl-Z to undo the texture, but sometimes it requires me to press it two times, sometimes 5 or more, and sometimes it won't even undo it at all.  Also, when it finally does undo the texture, it un-groups everything.  It may even select a random nearby brush while stepping backwards through the undo's.  Strange behavior.<br />
<br />
The work-around is to just use the Face Edit Sheet to apply textures to groups, or to just not use groups.</div>

]]></content:encoded>
			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>duppy</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21200</guid>
		</item>
		<item>
			<title>How do I get my map tested?</title>
			<link>http://forums.tf2maps.net/showthread.php?t=21199&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 19:42:48 GMT</pubDate>
			<description><![CDATA[Hi 
First of all I have to say how happy I'm for joining this Community, I relatvly new here and I hope I get to know you all very soon. 
 
I have a...]]></description>
			<content:encoded><![CDATA[<div>Hi<br />
First of all I have to say how happy I'm for joining this Community, I relatvly new here and I hope I get to know you all very soon.<br />
<br />
I have a question how do I get my map tested?</div>

]]></content:encoded>
			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>Toolshop</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21199</guid>
		</item>
		<item>
			<title>Map rendering problem</title>
			<link>http://forums.tf2maps.net/showthread.php?t=21198&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 18:04:58 GMT</pubDate>
			<description>So when I am in game on my map I noticed that most of the map is being rendered even it is behind walls and doors. There are a few places on the map,...</description>
			<content:encoded><![CDATA[<div>So when I am in game on my map I noticed that most of the map is being rendered even it is behind walls and doors. There are a few places on the map, corners mostly, where when I stand in them the rest of the map doesn't render. :confused: My compys performance goes from 14-20 fps, normally on the level, to 68-75 fps when in these special corners. I hope I explained myself correctly, also I don't have leaks because I don't have any point files. This is my first map btw. :) Thanks for the help</div>

]]></content:encoded>
			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>Pheasant_Pain</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21198</guid>
		</item>
		<item>
			<title>Help! Map having strange glitches.</title>
			<link>http://forums.tf2maps.net/showthread.php?t=21197&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 12:55:40 GMT</pubDate>
			<description>The map I made and have been working on for quite a while now is suddenly having some very strange glitches. For example the most recent one was when...</description>
			<content:encoded><![CDATA[<div>The map I made and have been working on for quite a while now is suddenly having some very strange glitches. For example the most recent one was when I started up the map, as either Blu or Red, my character would just fall through the floor as though the floor failed to render. It's not just the floor though, it's usually like half the area around spawn suddenly fails to render and turns invisible and cannot be interacted with. <br />
<br />
Another issue I am having, is that when I load up a pointfile, just to find some leaks to fix the above issue, it always points to my resupply_lockers. Not the function surrounding it, but the prop itself. I've done almost everything within my imagination that could fix this to no avail. <br />
<br />
My final issue is that all my ambient_generics aren't working and I can't import custom textures in. I used to be able to do the latter but lately whenever I import in a texture (with both VTF and VMT), Hammer just registers it as the black and magenta texture that appears when there is an error. I double checked almost everything. Tried fooling around with the settings, and even tried changing the file format for the pictures. Nothing. As for the ambient_generics, they simply fail to play in game. I've checked and made sure that their file format was .mp3 and that they were in 44,100Khz. Yet I am unable to hear them whenever I go clearly within the audible range. Also if anyone could tell me how to make them loop I'd be highly appreciative. <br />
<br />
Just to help out anyone who can read code better than I do, here is the error report.<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">** Executing...<br />
** Command: &quot;C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe&quot;<br />
** Parameters: -game &quot;C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf&quot; &quot;C:\HammerAutosave\romace_001.vmf&quot;<br />
<br />
Valve Software - vbsp.exe (May 16 2013)<br />
8 threads<br />
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials<br />
Loading C:\HammerAutosave\romace_001.vmf<br />
ConVarRef mat_reduceparticles doesn't point to an existing ConVar<br />
Patching WVT material: maps/romace_001/nature/blenddirtgrass008b_lowfriction_wvt_patch<br />
Patching WVT material: maps/romace_001/nature/blendrockgroundwallforest_wvt_patch<br />
fixing up env_cubemap materials on brush sides...<br />
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)<br />
**** leaked ****<br />
Entity prop_dynamic_override (-1005.13 -145.00 -32.00) leaked!<br />
<br />
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 1024.0 638.0)<br />
Leaf 0 contents: <br />
Leaf 1 contents: CONTENTS_SOLID <br />
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID <br />
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID <br />
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID <br />
Candidate brush IDs: <br />
<br />
<br />
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 512.0 638.0)<br />
Leaf 0 contents: <br />
Leaf 1 contents: CONTENTS_SOLID <br />
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID <br />
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID <br />
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID <br />
Candidate brush IDs: <br />
<br />
<br />
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 -512.0 638.0)<br />
Leaf 0 contents: <br />
Leaf 1 contents: CONTENTS_SOLID <br />
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID <br />
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID <br />
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID <br />
Candidate brush IDs: <br />
<br />
<br />
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 -1536.0 638.0)<br />
Leaf 0 contents: <br />
Leaf 1 contents: CONTENTS_SOLID <br />
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID <br />
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID <br />
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID <br />
Candidate brush IDs: <br />
<br />
<br />
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 1024.0 638.0)<br />
Leaf 0 contents: <br />
Leaf 1 contents: CONTENTS_SOLID <br />
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID <br />
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID <br />
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID <br />
Candidate brush IDs: <br />
<br />
<br />
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 0.0 638.0)<br />
Leaf 0 contents: CONTENTS_SOLID <br />
Leaf 1 contents: <br />
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID <br />
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID <br />
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID <br />
Candidate brush IDs: <br />
<br />
<br />
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 1024.0 638.0)<br />
Leaf 0 contents: <br />
Leaf 1 contents: CONTENTS_SOLID <br />
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID <br />
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID <br />
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID <br />
Candidate brush IDs: <br />
<br />
<br />
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (256.0 0.0 638.0)<br />
Leaf 0 contents: CONTENTS_SOLID <br />
Leaf 1 contents: <br />
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID <br />
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID <br />
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID <br />
Candidate brush IDs: <br />
<br />
*** Suppressing further FindPortalSide errors.... ***<br />
Processing areas...done (0)<br />
Building Faces...done (0)<br />
Chop Details...done (0)<br />
Find Visible Detail Sides...done (0)<br />
Merging details...done (0)<br />
FixTjuncs...<br />
PruneNodes...<br />
WriteBSP...<br />
done (0)<br />
*** Error: Skybox vtf files for skybox/sky_rainbow_01 weren't compiled with the same size texture and/or same flags!<br />
Can't load skybox file skybox/sky_rainbow_01 to build the default cubemap!<br />
*** Error: Skybox vtf files for skybox/sky_rainbow_01 weren't compiled with the same size texture and/or same flags!<br />
Can't load skybox file skybox/sky_rainbow_01 to build the default cubemap!<br />
Finding displacement neighbors...<br />
Finding lightmap sample positions...<br />
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10<br />
Building Physics collision data...<br />
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.<br />
done (1) (472623 bytes)<br />
Error loading studio model &quot;&quot;!<br />
Error! To use model &quot;models/props_lab/cactus.mdl&quot;<br />
&nbsp; &nbsp; &nbsp; with prop_static, it must be compiled with $staticprop!<br />
Error loading studio model &quot;models/props_lab/cactus.mdl&quot;!<br />
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10<br />
Water found with no water_lod_control entity, creating a default one.<br />
Compacting texture/material tables...<br />
Reduced 360 texinfos to 291<br />
Reduced 54 texdatas to 50 (1436 bytes to 1246)<br />
Writing C:\HammerAutosave\romace_001.bsp<br />
2 seconds elapsed<br />
<br />
** Executing...<br />
** Command: &quot;C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe&quot;<br />
** Parameters: -game &quot;C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf&quot; &quot;C:\HammerAutosave\romace_001&quot;<br />
<br />
Valve Software - vvis.exe (May 16 2013)<br />
8 threads<br />
reading c:\hammerautosave\romace_001.bsp<br />
reading c:\hammerautosave\romace_001.prt<br />
LoadPortals: couldn't read c:\hammerautosave\romace_001.prt<br />
<br />
<br />
** Executing...<br />
** Command: &quot;C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe&quot;<br />
** Parameters:&nbsp; -game &quot;C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf&quot; &quot;C:\HammerAutosave\romace_001&quot;<br />
<br />
Valve Software - vrad.exe SSE (May 16 2013)<br />
<br />
&nbsp; &nbsp; &nbsp; Valve Radiosity Simulator&nbsp; &nbsp;  <br />
8 threads<br />
[Reading texlights from 'lights.rad']<br />
[34 texlights parsed from 'lights.rad']<br />
<br />
Loading c:\hammerautosave\romace_001.bsp<br />
No vis information, direct lighting only.<br />
Setting up ray-trace acceleration structure... Done (0.26 seconds)<br />
3024 faces<br />
1 degenerate faces<br />
850963 square feet [122538704.00 square inches]<br />
7 Displacements<br />
63386 Square Feet [9127679.00 Square Inches]<br />
48 direct lights<br />
BuildFacelights:&nbsp; &nbsp;  0...1...2...3...4...5...6...7...8...9...10 (5)<br />
Build Patch/Sample Hash Table(s).....Done&lt;0.0124 sec&gt;<br />
FinalLightFace:&nbsp; &nbsp; &nbsp; 0...1...2...3...4...5...6...7...8...9...10 (1)<br />
FinalLightFace Done<br />
0 of 0 (0% of) surface lights went in leaf ambient cubes.<br />
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)<br />
Writing leaf ambient...done<br />
Ready to Finish<br />
<br />
Object names&nbsp; &nbsp; &nbsp;  Objects/Maxobjs&nbsp; Memory / Maxmem&nbsp; Fullness <br />
------------&nbsp; &nbsp; &nbsp;  ---------------&nbsp; ---------------&nbsp; -------- <br />
models&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 14/1024&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 672/49152&nbsp; &nbsp; ( 1.4%) <br />
brushes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 307/8192&nbsp; &nbsp; &nbsp; &nbsp;  3684/98304&nbsp; &nbsp; ( 3.7%) <br />
brushsides&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1937/65536&nbsp; &nbsp; &nbsp;  15496/524288&nbsp;  ( 3.0%) <br />
planes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1128/65536&nbsp; &nbsp; &nbsp;  22560/1310720&nbsp; ( 1.7%) <br />
vertexes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 4410/65536&nbsp; &nbsp; &nbsp;  52920/786432&nbsp;  ( 6.7%) <br />
nodes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  2000/65536&nbsp; &nbsp; &nbsp;  64000/2097152&nbsp; ( 3.1%) <br />
texinfos&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  291/12288&nbsp; &nbsp; &nbsp;  20952/884736&nbsp;  ( 2.4%) <br />
texdata&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  50/2048&nbsp; &nbsp; &nbsp; &nbsp;  1600/65536&nbsp; &nbsp; ( 2.4%) <br />
dispinfos&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 7/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1232/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
disp_verts&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1815/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  36300/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
disp_tris&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  3200/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 6400/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
disp_lmsamples&nbsp; &nbsp; &nbsp; 116232/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 116232/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
faces&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  3024/65536&nbsp; &nbsp; &nbsp; 169344/3670016&nbsp; ( 4.6%) <br />
hdr faces&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0/65536&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/3670016&nbsp; ( 0.0%) <br />
origfaces&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1097/65536&nbsp; &nbsp; &nbsp;  61432/3670016&nbsp; ( 1.7%) <br />
leaves&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2015/65536&nbsp; &nbsp; &nbsp;  64480/2097152&nbsp; ( 3.1%) <br />
leaffaces&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  3411/65536&nbsp; &nbsp; &nbsp; &nbsp; 6822/131072&nbsp;  ( 5.2%) <br />
leafbrushes&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 942/65536&nbsp; &nbsp; &nbsp; &nbsp; 1884/131072&nbsp;  ( 1.4%) <br />
areas&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2/256&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 16/2048&nbsp; &nbsp;  ( 0.8%) <br />
surfedges&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 18814/512000&nbsp; &nbsp; &nbsp; 75256/2048000&nbsp; ( 3.7%) <br />
edges&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 10337/256000&nbsp; &nbsp; &nbsp; 41348/1024000&nbsp; ( 4.0%) <br />
LDR worldlights&nbsp; &nbsp; &nbsp; &nbsp;  48/8192&nbsp; &nbsp; &nbsp; &nbsp;  4224/720896&nbsp;  ( 0.6%) <br />
HDR worldlights&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0/8192&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0/720896&nbsp;  ( 0.0%) <br />
leafwaterdata&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1/32768&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 12/393216&nbsp;  ( 0.0%) <br />
waterstrips&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 403/32768&nbsp; &nbsp; &nbsp; &nbsp; 4030/327680&nbsp;  ( 1.2%) <br />
waterverts&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/65536&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/786432&nbsp;  ( 0.0%) <br />
waterindices&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5538/65536&nbsp; &nbsp; &nbsp;  11076/131072&nbsp;  ( 8.5%) <br />
cubemapsamples&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/1024&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0/16384&nbsp; &nbsp; ( 0.0%) <br />
overlays&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/512&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/180224&nbsp;  ( 0.0%) <br />
LDR lightdata&nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp;  3393000/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
HDR lightdata&nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
visdata&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/16777216 ( 0.0%) <br />
entdata&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp;  18493/393216&nbsp;  ( 4.7%) <br />
LDR ambient table&nbsp; &nbsp;  2015/65536&nbsp; &nbsp; &nbsp; &nbsp; 8060/262144&nbsp;  ( 3.1%) <br />
HDR ambient table&nbsp; &nbsp;  2015/65536&nbsp; &nbsp; &nbsp; &nbsp; 8060/262144&nbsp;  ( 3.1%) <br />
LDR leaf ambient&nbsp; &nbsp;  11075/65536&nbsp; &nbsp; &nbsp; 310100/1835008&nbsp; (16.9%) <br />
HDR leaf ambient&nbsp; &nbsp; &nbsp; 2015/65536&nbsp; &nbsp; &nbsp;  56420/1835008&nbsp; ( 3.1%) <br />
occluders&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
occluder polygons&nbsp; &nbsp; &nbsp; &nbsp; 0/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
occluder vert ind&nbsp; &nbsp; &nbsp; &nbsp; 0/0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
detail props&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1/12&nbsp; &nbsp; &nbsp;  ( 8.3%) <br />
static props&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1/4424&nbsp; &nbsp;  ( 0.0%) <br />
pakfile&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; &nbsp; 1766/0&nbsp; &nbsp; &nbsp; &nbsp; ( 0.0%) <br />
physics&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; 472623/4194304&nbsp; (11.3%) <br />
physics terrain&nbsp; &nbsp; &nbsp;  [variable]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  0/1048576&nbsp; ( 0.0%) <br />
<br />
Level flags = 0<br />
<br />
Total triangle count: 8392<br />
Writing c:\hammerautosave\romace_001.bsp<br />
11 seconds elapsed<br />
<br />
** Executing...<br />
** Command: Copy File<br />
** Parameters: &quot;C:\HammerAutosave\romace_001.bsp&quot; &quot;C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\romace_001.bsp&quot;</code><hr />
</div></div>

]]></content:encoded>
			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>sanityrepresent</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21197</guid>
		</item>
		<item>
			<title><![CDATA[buildcubemaps doesn't work for me]]></title>
			<link>http://forums.tf2maps.net/showthread.php?t=21195&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 05:47:58 GMT</pubDate>
			<description>Ever since the SteamPipe update, the tools have been all wonky for me. I have no idea of how I fixed the visible clip brushes or the missing material...</description>
			<content:encoded><![CDATA[<div>Ever since the SteamPipe update, the tools have been all wonky for me. I have no idea of how I fixed the visible clip brushes or the missing material problems, but now when I buildcubemaps, the cubemaps turn out black. Yeah, I disabled mat_specular, and switched maps and reloaded all materials. They are the skybox by default, but after running buildcubemaps, they are just black. I verified this by extracting the VTFs from the BSP and every single one of them is a 32x32 black square (with 6 faces that are also black)<br />
<br />
Any idea of how to fix this&gt;</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>echeese</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21195</guid>
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			<title>ahh hammer is fixed</title>
			<link>http://forums.tf2maps.net/showthread.php?t=21194&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 00:20:05 GMT</pubDate>
			<description><![CDATA[per Fletcher at Valve 
 
 
---Quote--- 
There&#8217;s no need to opt into the sdk beta branch anymore.  The tools are just shipping with the game.  Opt out...]]></description>
			<content:encoded><![CDATA[<div>per Fletcher at Valve<br />
<br />
<div style="margin:20px; margin-top:5px; ">
	<div class="smallfont" style="margin-bottom:2px">Quote:</div>
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			<hr />
			
				There&#8217;s no need to opt into the sdk beta branch anymore.  The tools are just shipping with the game.  Opt out of all betas, sync the latest, and run the hammer.bat.
			
			<hr />
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</div></div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>Brewskii187</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21194</guid>
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			<title>Does the hammer editor run on Linux?</title>
			<link>http://forums.tf2maps.net/showthread.php?t=21192&amp;goto=newpost</link>
			<pubDate>Mon, 20 May 2013 21:23:35 GMT</pubDate>
			<description><![CDATA[I searched the entire internet and I didn't find any answers to this question. It might seem stupid to ask but since Steam is now on Linux, is there...]]></description>
			<content:encoded><![CDATA[<div>I searched the entire internet and I didn't find any answers to this question. It might seem stupid to ask but since Steam is now on Linux, is there any way to get the hammer editor working on a Linux OS to make TF2 maps?<br />
<br />
I currently don't have a Linux machine so I haven't tried anything yet, has anyone else?</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>DonutVikingChap</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21192</guid>
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			<title>Hammer skybox glitch</title>
			<link>http://forums.tf2maps.net/showthread.php?t=21191&amp;goto=newpost</link>
			<pubDate>Mon, 20 May 2013 21:18:48 GMT</pubDate>
			<description><![CDATA[I was trying to create a new map, when something strange happened with the skybox. I tried to changed the skybox texture, but it didn't do anything...]]></description>
			<content:encoded><![CDATA[<div>I was trying to create a new map, when something strange happened with the skybox. I tried to changed the skybox texture, but it didn't do anything to the map. So I could use some help. Here's a picture of it.<br />
<br />
<a href="http://imageshack.us/photo/my-images/824/skyboxerror.jpg/" target="_blank">http://imageshack.us/photo/my-images...yboxerror.jpg/</a><br />
<br />
Can you help me?</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>Siren</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21191</guid>
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			<title>TF2M Map pack</title>
			<link>http://forums.tf2maps.net/showthread.php?t=21190&amp;goto=newpost</link>
			<pubDate>Sun, 19 May 2013 18:24:23 GMT</pubDate>
			<description>So in the chat a few of us got talking about how to make everything perfect in the world of mapping, and we got around to the idea of making another...</description>
			<content:encoded><![CDATA[<div>So in the chat a few of us got talking about how to make everything perfect in the world of mapping, and we got around to the idea of making another map pack, like those we've done for halloween in the past. I like this idea. I think we should do it.<br />
<br />
<b>Ideas that were bounced around:</b><ul><li>Make it a &quot;holiday&quot; themed pack, including mostly exotic and unusual map settings, like borneo, ankor, maritime and egypt themed maps, etc etc.</li>
<li>Doing it in summer, either this one or next one. I also suggested &quot;Australian summer holiday-November/January.&quot;</li>
</ul></div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>LeSwordfish</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21190</guid>
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			<title>Good ways to cut VVIS ???</title>
			<link>http://forums.tf2maps.net/showthread.php?t=21189&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 18:59:22 GMT</pubDate>
			<description><![CDATA[I am looking for ways to cut down my compile time. My VVIS takes insanly long I'm talkin hours. I have a rather large map. You can see here...]]></description>
			<content:encoded><![CDATA[<div>I am looking for ways to cut down my compile time. My VVIS takes insanly long I'm talkin hours. I have a rather large map. You can see here <a href="http://forums.tf2maps.net/showthread.php?t=21165" target="_blank">http://forums.tf2maps.net/showthread.php?t=21165</a><br />
<br />
VVIS slows my PC down to almost a halt and I have a pretty good rig. I am woking on optimization right now.</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>Toxindude</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21189</guid>
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			<title>hammer fix</title>
			<link>http://forums.tf2maps.net/showthread.php?t=21186&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 01:21:34 GMT</pubDate>
			<description><![CDATA[2 things : 
1.I tried this fix : http://forums.tf2maps.net/showthread.php?t=21166 but now when i click hammer it won't pop up. 
 
2.Where can i get...]]></description>
			<content:encoded><![CDATA[<div>2 things :<br />
1.I tried this fix : <a href="http://forums.tf2maps.net/showthread.php?t=21166" target="_blank">http://forums.tf2maps.net/showthread.php?t=21166</a> but now when i click hammer it won't pop up.<br />
<br />
2.Where can i get the SDK Beta ?</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>NoirSuede</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21186</guid>
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			<title>Carve - an open-source editor</title>
			<link>http://forums.tf2maps.net/showthread.php?t=21178&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 20:57:41 GMT</pubDate>
			<description>With the TF2 SteamPipe conversion predictably breaking the SDK (though admittedly Valve did do a good job of putting a beta out quickly), I began...</description>
			<content:encoded><![CDATA[<div>With the TF2 SteamPipe conversion predictably breaking the SDK (though admittedly Valve did do a good job of putting a beta out quickly), I began thinking about what it would be like to create an editor from scratch. As lovely as Hammer is, it is incredibly old in places and is lacking some of the more basic functions of a 3D editor - namely things like rotating around arbitrary points, aligning to arbitrary points, nice displacement editing controls and the like. I thought it might also be useful to have the editor open-source - I know that developing an editor from scratch on my own would take inordinate amounts of time and effort and so a collaboration with like-minded people would make sense, but this would also allow anyone who felt like the editor was missing a feature to either request that it be added or go and implement it themselves.<br />
<br />
The editor I am calling Carve, precisely because this function will not be present in the application. A list of things I am hoping to implement in and above basic Hammer-style tools, however, is as follows:<br />
<ul><li>Allowing rotation around an arbitrary point.</li>
<li>Aligning to an arbitrary point.</li>
<li>Allowing rotation and translation in both global and local axes.</li>
<li>Click-and-drag on faces to select or paint textures.</li>
<li>Clipping along an arbitrary plane (even picking a face of a brush to use as a clipping plane) and being able to translate/rotate this plane accurately before performing the clip.</li>
<li>Manipulating displacements using brushes similar to those found in terrain editors such as Far Cry.</li>
<li>Allowing selection and transformation of arbitrary groups of vertices on displacement surfaces.</li>
<li>Allowing the option to select multiple brushes and tie them either to one whole brush entity or many individual brush entities.</li>
<li>In-built support to export arbitrary groups of brushes with Propper.</li>
<li>Extend Arch tool to add Hole tool - takes a bounding box and creates the convex structure around a hole with 4 or more vertices. (Equivalent but neater way of carving a cylindrical hole in a wall)</li>
<li>Vertex rounding. (Idolon)</li>
<li>Previews when in the process of creating complex generated primitives such as arches. (Idolon)</li>
</ul><br />
If anyone has other reasonable suggestions to add to this list then I will gladly consider them.<br />
<br />
I currently have <a href="https://github.com/x6herbius/carve" target="_blank"><u>the workbench branch of the editor on GitHub;</u></a> it's written in Visual Studio Express 2012 using C# and SlimDX for DirectX support. I'm not 100% sure how GitHub works (I'm assuming requests can be made to submit revisions etc.) but if you fancy taking a look it's all there. At the moment I'm at the stage of having created a window complete with DirectX viewport and a lovely robust config system currently being used for the graphics options but which will be expanded throughout the application.</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>x6herbius</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21178</guid>
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			<title>Help Materials not found after Compile</title>
			<link>http://forums.tf2maps.net/showthread.php?t=21177&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 16:00:44 GMT</pubDate>
			<description>I just was running a test in my tester map. I ran compile and got this.  
 
Material not found!: TOOLS/TOOLSNODRAW 
ConVarRef mat_reduceparticles...</description>
			<content:encoded><![CDATA[<div>I just was running a test in my tester map. I ran compile and got this. <br />
<br />
Material not found!: TOOLS/TOOLSNODRAW<br />
ConVarRef mat_reduceparticles doesn't point to an existing ConVar<br />
Material not found!: GLASS/GLASSWINDOW001A<br />
Material not found!: CONCRETE/COMPUTERWALL005D<br />
Material not found!: CONCRETE/COMPUTERWALL005A<br />
Material not found!: CONCRETE/COMPUTERWALL005<br />
Material not found!: METAL/METALCHROME001<br />
Material not found!: METAL/METALCHROME002<br />
Material not found!: CONCRETE/CONCRETEWALL001E<br />
Material not found!: CONCRETE/CONCRETEWALL012Z<br />
Material not found!: CONCRETE/COMPUTERWALL003A<br />
Material not found!: TOOLS/TOOLSSKIP<br />
Material not found!: TOOLS/TOOLSHINT<br />
<br />
What is the deal ???</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>Toxindude</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21177</guid>
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			<title>Map suddenly is fullbright and shows many brushes that should be invisible</title>
			<link>http://forums.tf2maps.net/showthread.php?t=21175&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 03:16:32 GMT</pubDate>
			<description><![CDATA[I need to get to bed, so I'm going to keep this short for now. 
 
My map just randomly started to make itself fullbright and many brushes. I can't...]]></description>
			<content:encoded><![CDATA[<div>I need to get to bed, so I'm going to keep this short for now.<br />
<br />
My map just randomly started to make itself fullbright and many brushes. I can't find any issues (no leaks). Is there anything else that could cause this, or is Hammer just being Hammer?</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>hooky</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21175</guid>
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			<title><![CDATA[[Help] Map compiling in "dev mode"]]></title>
			<link>http://forums.tf2maps.net/showthread.php?t=21172&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 01:08:29 GMT</pubDate>
			<description><![CDATA[I'm in the process of doing an art pass on my first map, and I read about a neat thing called developer mode, so the next time I compiled I added...]]></description>
			<content:encoded><![CDATA[<div>I'm in the process of doing an art pass on my first map, and I read about a neat thing called developer mode, so the next time I compiled I added -dev and -console to my additional game parameters, and it worked.<br />
<br />
Well, that's not the problem, but now my map is permanently stuck in this mode. Even when I remove the -dev launch option and set developer to 0 in the console. When I give this map to other people they see the same things I see on my end, so it has to be something in Hammer doing this, and not my TF2 settings.<br />
<br />
What it's <b>supposed</b> to look like: <a href="http://puu.sh/2TFIB/469624793d.jpg" target="_blank">http://puu.sh/2TFIB/469624793d.jpg</a><br />
<br />
What it ends up actually looking like: <a href="http://puu.sh/2TFGx.jpg" target="_blank">http://puu.sh/2TFGx.jpg</a><br />
<br />
Anyone know how I can revert this back to the way it was? I didn't see any errors in the compile log either.</div>

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			<category domain="http://forums.tf2maps.net/forumdisplay.php?f=12">Mapping Discussion</category>
			<dc:creator>Snoshoe</dc:creator>
			<guid isPermaLink="true">http://forums.tf2maps.net/showthread.php?t=21172</guid>
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