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Giles Papworth
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Posted: 14th May 2003 11:46
I have put in a post earlier about bsp maps, but i am still having difficulty for some strange reason. has anyone got a default .map file (before compilation into bsp) that i can look at for a bit more help?
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Posted: 14th May 2003 13:04
superchief, I can email you a very simple Map file but what was your problem though?

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 14th May 2003 14:30
My problem was that i have created a very simple map, just a square room, that is it. When i try and use the compiled bsp map in my prog it won't load, well i get a blue screen. I have tried to place the camera in the map with no luck.

You can email me at [email protected], if that doesn't work i can give you a different address

I am the Superchief, Funk Lord of the universe
APEXnow
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Posted: 14th May 2003 14:34
superchief, proably a daft question but did you make sure that you used the SET CAMERA BSP command, and if your BSP file has textures, make sure that the Textures WAD file is also in the same directory as your DB project. If it's a HalfLife texture, use HALFLIFE.WAD, unless you've made your own or something. I'll email you a BSP file which I know works.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 14th May 2003 14:39
Thanks for sending the map, i will test it.

I will put your name and contact in the credits of the game that i make. i will tell you how i got on with the map


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APEXnow
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Posted: 14th May 2003 15:00
Superchief, there should be an email on your way now.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 14th May 2003 16:23
cheers for that email. I am looking at the level now. I have used the smallest amount of code ever to try and make this work and it does work.
im jus having a bit of trouble with textures now, i got the textures but they are a bit screwed up, as if there is no lighting

I am the Superchief, Funk Lord of the universe
Giles Papworth
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Posted: 14th May 2003 16:26
also is there anyway of shrinking the bsp camera so that it actually goes inside the map?

I am the Superchief, Funk Lord of the universe
APEXnow
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Posted: 14th May 2003 16:45
If you're using SET BSP CAMERA COLLISION, reduce the size of the radius and place the camera smack bang at 0, 0.5, 0. It's a small simple BSP file and if you examine the build log file, I've added extra parameters of each command. CSG uses no clip and Rad uses an ambient level of around 20%.

The noclip parameter is used to remove the collision hulls from the BSP file since DBPro doesn't use them. Why this is I have no idea.... I EAGERLY await the next DB updates I can tell ya LOL.

Anything else you need help with, just post here.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 14th May 2003 17:24
i have a bit of a problem that the camera now sits on top of my bsp, not inside it, any clues?

By the way sorry for being a dumb ass on all this, i can handle basic 3d but im a bit of a novice when it comes to bsp

I am the Superchief, Funk Lord of the universe
APEXnow
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Posted: 14th May 2003 17:41
Superchief, The BSP file was constructed so that the center of the floor should align exactly with the World origin in DBPro. In other words, if you place your camera at co-ordinates 0, 0.5, 0, It should hover just above the floor. Use the POSITION CAMERA command.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 14th May 2003 17:59
so technically if i create a single floor in worldcraft at position 0,0,0 the camera will hover above it?

I am the Superchief, Funk Lord of the universe
APEXnow
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Posted: 14th May 2003 18:09
Yep, the origin of both DBPro and Hammer are ezactly the same. The only thing that's different is the scalling. As far as I know, 64 units in Hammer is equavalent to around 1.36 or something in DBPro.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 14th May 2003 19:23
last but not least problem, now the map is working, i have put an enviromental light in, but i get sortof rainbow colors all over the walls and any objects created in worldcraft, any ideas?

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Posted: 14th May 2003 19:32
Yes, the reason is that the Rad compiler only uses the Light Entity. Environmental lights are specifically for HalfLife or Quake 3D engine. You need to stick to using the Light Entity. The colourful effect is cause by the fact that there are no Lightmap textures in the BSP file, hence it's random colour data.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 15th May 2003 12:05
I have one more slight problem, i have tried compiling another map, it won't compile. I have created a new map and it just won't work. It gets to vis.exe and says

LoadPortals: Couldn't read c:\siearra\half-life\valve\maps\giles.prt

any idea why i cannot get a prt generated?

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APEXnow
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Posted: 15th May 2003 13:09
Can you post the Log file generated during the build, Put in the source box. I suspect that you may have had a leak during the BSP build or something causing the Portals file not to be generated.

I'll have a look and see what might be the problem

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 15th May 2003 13:15
hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlcsg -----
Command line: "C:\Program Files\Worldcraft\hlcsg.exe"C:\SIERRA\Half-Life\valve\maps\giles

-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]


entering C:\SIERRA\Half-Life\valve\maps\giles.map
CreateBrush:
(0.01 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.02 seconds)
Using WAD File: \sierra\half-life\valve\halflife.wad
Using WAD File: \sierra\half-life\valve\xeno.wad
Using WAD File: \sierra\half-life\valve\liquids.wad
Using WAD File: \sierra\half-life\valve\spraypaint.wad
Using WAD File: \sierra\half-life\valve\cached.wad
Using WAD File: \sierra\half-life\valve\decals.wad
Using WAD File: \sierra\half-life\valve\gfx.wad
Texture usage is at 0.01 mb (of 4.00 mb MAX)
1.00 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlbsp -----
Command line: "C:\Program Files\Worldcraft\hlbsp.exe"C:\SIERRA\Half-Life\valve\maps\giles

-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


Warning: No entities exist in hull 0, no filling performed for this hull
Warning: No entities exist in hull 1, no filling performed for this hull
Warning: No entities exist in hull 2, no filling performed for this hull
Warning: No entities exist in hull 3, no filling performed for this hull
1.02 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlvis -----
Command line: "C:\Program Files\Worldcraft\hlvis.exe"C:\SIERRA\Half-Life\valve\maps\giles

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


Error: Portal file 'C:\SIERRA\Half-Life\valve\maps\giles.prt' does not exist, cannot vis the map


----- END hlvis -----

I am the Superchief, Funk Lord of the universe
APEXnow
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Posted: 15th May 2003 13:45 Edited at: 15th May 2003 13:48
Superchief, have you place any entities into your map file at all. Even any lights? According to the Log, you haven't got any entities inside your map. Now if you have, one or more entities are outside the map. What this means is that all entities must be inside and not outside in the void. A map that should work is if you place a single light (entity) inside a HOLLOW cube, not a SOLID one. Baaically the rules are. No entities should be inside the SOLID geometry bits, but the level should also be completely enclosed from the outside world. This is why if you have outdoor sections, the sky is usually a large box surrounding the outdoor area with the SKY texture on it. Does this make sence?

EDITED: Inside sections are represented using HOLLOWed out areas of shapes like cubes etc. It's trying to distiguish the different between inside and outside where as outside is the actual void that extends into infinity.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 15th May 2003 13:46
when i put a light in i get this:

hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlcsg -----
Command line: "C:\Program Files\Worldcraft\hlcsg.exe"C:\SIERRA\Half-Life\valve\maps\giles

-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]


entering C:\SIERRA\Half-Life\valve\maps\giles.map
CreateBrush:
(0.01 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.03 seconds)
Using WAD File: \sierra\half-life\valve\halflife.wad
Using WAD File: \sierra\half-life\valve\xeno.wad
Using WAD File: \sierra\half-life\valve\liquids.wad
Using WAD File: \sierra\half-life\valve\spraypaint.wad
Using WAD File: \sierra\half-life\valve\cached.wad
Using WAD File: \sierra\half-life\valve\decals.wad
Using WAD File: \sierra\half-life\valve\gfx.wad
Texture usage is at 0.01 mb (of 4.00 mb MAX)
1.00 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlbsp -----
Command line: "C:\Program Files\Worldcraft\hlbsp.exe"C:\SIERRA\Half-Life\valve\maps\giles

-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


Warning: === LEAK in hull 0 ===
Entity light @ ( 64, 64, 192)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

Warning: === LEAK in hull 1 ===
Entity light @ ( 64, 64, 192)
Warning: === LEAK in hull 2 ===
Entity light @ ( 64, 64, 192)
Warning: === LEAK in hull 3 ===
Entity light @ ( 64, 64, 192)
2.05 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlvis -----
Command line: "C:\Program Files\Worldcraft\hlvis.exe"C:\SIERRA\Half-Life\valve\maps\giles
>> There was a problem compiling the map.
>> Check the file C:\SIERRA\Half-Life\valve\maps\giles.log for the cause.

----- END hlvis -----

I am the Superchief, Funk Lord of the universe
APEXnow
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Posted: 15th May 2003 13:51
Yeah, thats the problem. The whole map needs to be surrounded with a Hollow Cube with the SKY texture placed onto it. The SKY texture is important for you at the moment because if you use another texture, the RAD light compiler will attempt to generate lightmaps for the whole cube and that'll really churn up the memory and processor for a while. Plus there's a limit to how big (Light effected) surfaces can be.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
APEXnow
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Posted: 15th May 2003 13:57
Superchief, you know the map I sent you. Notice how the light is inside the hollowed out cube but the Top and sides of the cube have the SKY texture on it. This should be applied to all areas of the map. Entities inside HOLLOWED out shapes but the whole map is enclosed, i.e. The cube.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 15th May 2003 14:15
ok tried the hollow cube thing then it asks me how thick i would like the walls, any preferance?

I am the Superchief, Funk Lord of the universe
APEXnow
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Posted: 15th May 2003 14:20
Well, anything is good but the default is probably best (32 I think) If you use Positive Integers, it thickens inwards, Use negative numbers to keep the cube insides the same (Grows outwards)

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 15th May 2003 14:30
if i give you a location to download my map, can you see what the problem with it is?

I am the Superchief, Funk Lord of the universe
APEXnow
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Posted: 15th May 2003 14:33 Edited at: 15th May 2003 14:34
Yeah, sure , actually send it to me via the email reply address

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 15th May 2003 14:54
message is on its way

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APEXnow
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Posted: 15th May 2003 14:59
Ok, I'll have a look and get back to you

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
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Posted: 15th May 2003 15:38
Superchief, I've sent back a reply explaining what happened

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 15th May 2003 15:39
Cheers for that, did the light go funny for you on that map or not?

I am the Superchief, Funk Lord of the universe
APEXnow
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Posted: 15th May 2003 15:43
Yeah, the reason is that because the Portal file failed to generate, RAD doesn't run so there is no Lightmap information in the file. Hence the colourful disco display

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 15th May 2003 15:47
also one last question, on the version before you fixed it i could see the hollowed out box. how come on the one that you alter i can't?

me bein a dumb ass again

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Posted: 15th May 2003 15:49 Edited at: 15th May 2003 15:51
Erm, not sure, hang on....

EDIT: There should only be the outer cube, it might be your grid colour, select the MAP menu and turn of the Grid View option, just incase you're missing it. That is right though, there should just be one large hollowed out cube.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 15th May 2003 16:58
i still can't see the hollowed out cube

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Posted: 15th May 2003 17:14
Oo-err, The map file I sent you contained your decals, a single light and the Cube, the cube is made up of six individual cuboids making the floor, four walls and a cieling. I'm not sure why you can't see it. Does it compile ok though?

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 15th May 2003 17:47
i can see the cube in the middle (ie walls floor and roof) but is that the hollow cube?? im a little miffed, sorry for being dum.

on mine i have the room (walls...) inside a huge hollow box is the correct, cause on yours all i can see is the room, no hollow box like on mine! (plus i have now taken of decals and put lighting in now, and it works great! cheers)

The only reason why i ask i cause when i create the same map using the one that you sent me back the bsp is half the size when i compile it!

I am the Superchief, Funk Lord of the universe
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Posted: 15th May 2003 18:18
Ok, that single cube, which when you first built the level, started out as a single non hollowed cube. You then (hollow tool) cut out a chunk or space of the cube, hence the original cube is now made up of six cuboids. It complies with the BSP rules, your entities are inside the (HOLLOWED) out part, not inside the actual cuboids that make up the floor and walls etc. The cube also acts as the bounding box for the whole level.

If you were to add a door to your room, lets say to an outside space like a garden or something, you would construct another cube onto the side of the room's cube and carve out the door using the carve tool.

To show you exactly what I mean, I will send you another MAP file that shows how to put multiple rooms and outside areas. You should be able to see how the level is constructed to give you an idea of how to build your own. Ok , BRB

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 15th May 2003 19:09
cheers for that, also i have just learnt what you mean. What i had been doing is creating a hollowed out box, then creating my room inside it, not using the hollowed out box for my room!! oops, but that map on multiple rooms will be extreemly useful as thats what i was gunna try and to next.

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Posted: 15th May 2003 19:12
Ok mate, email should be on it's way, it's a two room map with an outside area. Very simple but it demonstrates the priciple of multiple rooms etc. You'll need to compile it into a BSP ofcourse

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.
Giles Papworth
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Posted: 15th May 2003 19:17
cheers for all you help, your a star.

if i ever produce anything worth bying you have a free copy (im sure i won't but its worth a go!!)

cheers for all your help, i will be in touch again no doubt!

I am the Superchief, Funk Lord of the universe
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Posted: 15th May 2003 19:27
Sure thing, glad to help

Look forward to the masterpiece hehe.

Paul.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.

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