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Author Topic: Mapping?  (Read 69030 times)
SIR_halyavshik
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« Reply #15 on: July 30, 2008, 10:00:58 PM »

have no idea whats wrong
Quote
"GameInfo"
{
   game   "Exterminatus Map Development Kit"
   title   ""
   type multiplayer_only
   nomodels 0
   nohimodel 1
   nocrosshair 1
   icon "ex_installed"
   hidden_maps
   {
      "test_speakers"      1
      "test_hardware"      1
   }


   FileSystem
   {
      SteamAppId            215      // This will mount all the GCFs we need (215=Source Base SDK, 240=CS:S, 220=HL2, 320=HL2DM).
//Was 320
      ToolsAppId            211      // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
      AppId               211      // Un-borking valves fuckup 24/12/05
      
      //
      // The code that loads this file automatically does a few things here:
      //
      // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
      // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
      //    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
      // 3. For the first "Game" search path, it adds a search path called "MOD".
      // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
      //

      //
      // Search paths are relative to the base directory, which is where hl2.exe is found.
      //
      // |gameinfo_path| points at the directory where gameinfo.txt is.
      // We always want to mount that directory relative to gameinfo.txt, so
      // people can mount stuff in c:\mymod, and the main game resources are in
      // someplace like c:\program files\valve\steam\steamapps\half-life 2.
      //
      SearchPaths
      {
         Game            |gameinfo_path|.
         Game            sourcetest
         Game            hl2mp
         Game            hl2
      }
   }
}
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ChromeAngel
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« Reply #16 on: July 30, 2008, 11:21:12 PM »

uh that's the EX GameInfo.txt

I mean the GameConfig.txt in c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\ where you set up your Source SDK for EX

http://83.169.21.186/40ksource.com/common/wiki_manual/index.php?title=Mapping
« Last Edit: March 15, 2010, 09:44:01 PM by Bahl » Logged

SIR_halyavshik
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« Reply #17 on: July 30, 2008, 11:27:07 PM »

uh my bad
i didnt pay attantion to Config
Sorry

by the way
now happing this
map didn't compiled
Quote
** Executing...
** Command: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\ex\" "C:\maps\ex_city1"

Valve Software - vbsp.exe (Dec 11 2006)
Command line: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vbsp.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1"

usage  : vbsp [options...] mapfile
example: vbsp -onlyents c:\hl2\hl2\maps\test

Common options (use -v to see all options):

  -v (or -verbose): Turn on verbose output (also shows more command
                    line options).

  -onlyents   : This option causes vbsp only import the entities from the .vmf
                file. -onlyents won't reimport brush models.
  -onlyprops  : Only update the static props and detail props.
  -glview     : Writes .gl files in the current directory that can be viewed
                with glview.exe. If you use -tmpout, it will write the files
                into the \tmp folder.
  -nodetail   : Get rid of all detail geometry. The geometry left over is
                what affects visibility.
  -nowater    : Get rid of water brushes.
  -low        : Run as an idle-priority process.

  -vproject <directory> : Override the VPROJECT environment variable.
  -game <directory>     : Same as -vproject.


** Executing...
** Command: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\ex\" "C:\maps\ex_city1"

Valve Software - vvis.exe (Nov  8 2007)
Command line: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vvis.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1"

usage  : vvis [options...] bspfile
example: vvis -fast c:\hl2\hl2\maps\test

Common options:

  -v (or -verbose): Turn on verbose output (also shows more command
  -fast           : Only do first quick pass on vis calculations.
  -mpi            : Use VMPI to distribute computations.
  -low            : Run as an idle-priority process.
                    env_fog_controller specifies one.

  -vproject <directory> : Override the VPROJECT environment variable.
  -game <directory>     : Same as -vproject.

Other options:
  -novconfig      : Don't bring up graphical UI on vproject errors.
  -radius_override: Force a vis radius, regardless of whether an
  -mpi_pw <pw>    : Use a password to choose a specific set of VMPI workers.
  -threads        : Control the number of threads vbsp uses (defaults to the #
                    or processors on your machine).
  -nosort         : Don't sort portals (sorting is an optimization).
  -tmpin          : Make portals come from \tmp\<mapname>.
  -tmpout         : Make portals come from \tmp\<mapname>.
  -FullMinidumps  : Write large minidumps on crash.

VMPI-specific options:

[mpi]
Enable VMPI.

[-mpi_Worker]
Workers use this to connect to a VMPI job. Specify the IP address of the master. Example: -mpi_worker 1.2.3.4  or  -mpi_worker 1.2.3.4:242

[-mpi_Port]
Use this on the master to force it to bind to a specified port. Otherwise it binds to 23311 (and ascending port numbers if 23311 doesn't work).

[-mpi_Graphics]
Show a graphical representation of work units [grey=work unit not sent yet, red=sent, green=completed, blue=in-process]

[-mpi_Retry]
Use this on the worker to have it retry connecting to the master forever. Otherwise it will exit if it can't connect to the master immediately.

[-mpi_AutoRestart]
Use this on the worker to have it restart with the same command line parameters after completing a job. Useful in conjunction with -mpi_Retry to have an always-on worker ready to do work.

[-mpi_TrackEvents]
Enables a debug menu during jobs (press D to access). Note: -mpi_Graphics automatically enables -mpi_TrackEvents.

[-mpi_ShowDistributeWorkStats]
After finishing a stage in the work unit processing, shows statistics.

[-mpi_TimingWait]
Causes the master to wait for a keypress to start so workers can connect before it starts. Used for performance measurements.

[-mpi_WorkerCount]
Set the maximum number of workers allowed in the job.

[-mpi_AutoLocalWorker]
Used on the master's machine. Automatically spawn a worker on the local machine. Used for testing.

[-mpi_FileTransmitRate]
VMPI file transmission rate in kB/sec.

[-mpi_Verbose]
Set to 0, 1, or 2 to control verbosity of debug output.

[-mpi_NoMasterWorkerThreads]
Don't process work units locally (in the master). Only used by the SDK work unit distributor.


** Executing...
** Command: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\SteamApps\SourceMods\ex\" "C:\maps\ex_city1"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
Command line: "c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vrad.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1"

usage  : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test

Common options:

  -v (or -verbose): Turn on verbose output (also shows more command
  -bounce #       : Set max number of bounces (default: 100).
  -fast           : Quick and dirty lighting.
  -final          : High quality processing.
  -low            : Run as an idle-priority process.
  -mpi            : Use VMPI to distribute computations.
  -rederror       : Show errors in red.

  -vproject <directory> : Override the VPROJECT environment variable.
  -game <directory>     : Same as -vproject.

Other options:
  -novconfig      : Don't bring up graphical UI on vproject errors.
  -dump           : Write debugging .txt files.
  -dumpnormals    : Write normals to debug files.
  -threads        : Control the number of threads vbsp uses (defaults to the #
                    or processors on your machine).
  -lights <file>  : Load a lights file in addition to lights.rad and the
                    level lights file.
  -noextra        : Disable supersampling.
  -debugextra     : Places debugging data in lightmaps to visualize
                    supersampling.
  -smooth #       : Set the threshold for smoothing groups, in degrees
                    (default 45).
  -dlightmap      : Force direct lighting into different lightmap than
                    radiosity.
  -stoponexit      : Wait for a keypress on exit.
  -mpi_pw <pw>    : Use a password to choose a specific set of VMPI workers.
  -nodetaillight  : Don't light detail props.
  -centersamples  : Move sample centers.
  -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
                    The number specified must be less than 1.0 or it will be
                    ignored.
  -loghash        : Log the sample hash table to samplehash.txt.
  -onlydetail     : Only light detail props and per-leaf lighting.
  -maxdispsamplesize #: Set max displacement sample size (default: 512).
  -softsun <n>    : Treat the sun as an area light source of size <n> degrees.                    Produces soft shadows.
                    Recommended values are between 0 and 5. Default is 0.
  -FullMinidumps  : Write large minidumps on crash.
  -chop           : Smallest number of luxel widths for a bounce patch, used on edges
  -maxchop         : Coarsest allowed number of luxel widths for a patch, used in face interiors

  -LargeDispSampleRadius: This can be used if there are splotches of bounced light
                          on terrain. The compile will take longer, but it will gather
                          light across a wider area.
  -compressconstant <n> : compress lightmaps whose color variation is less than n units.
  -StaticPropLighting   : generate backed static prop vertex lighting
  -StaticPropPolys   : Perform shadow tests of static props at polygon precision
  -OnlyStaticProps   : Only perform direct static prop lighting (vrad debug option)
  -StaticPropNormals : when lighting static props, just show their normal vector

VMPI-specific options:

[mpi]
Enable VMPI.

[-mpi_Worker]
Workers use this to connect to a VMPI job. Specify the IP address of the master. Example: -mpi_worker 1.2.3.4  or  -mpi_worker 1.2.3.4:242

[-mpi_Port]
Use this on the master to force it to bind to a specified port. Otherwise it binds to 23311 (and ascending port numbers if 23311 doesn't work).

[-mpi_Graphics]
Show a graphical representation of work units [grey=work unit not sent yet, red=sent, green=completed, blue=in-process]

[-mpi_Retry]
Use this on the worker to have it retry connecting to the master forever. Otherwise it will exit if it can't connect to the master immediately.

[-mpi_AutoRestart]
Use this on the worker to have it restart with the same command line parameters after completing a job. Useful in conjunction with -mpi_Retry to have an always-on worker ready to do work.

[-mpi_TrackEvents]
Enables a debug menu during jobs (press D to access). Note: -mpi_Graphics automatically enables -mpi_TrackEvents.

[-mpi_ShowDistributeWorkStats]
After finishing a stage in the work unit processing, shows statistics.

[-mpi_TimingWait]
Causes the master to wait for a keypress to start so workers can connect before it starts. Used for performance measurements.

[-mpi_WorkerCount]
Set the maximum number of workers allowed in the job.

[-mpi_AutoLocalWorker]
Used on the master's machine. Automatically spawn a worker on the local machine. Used for testing.

[-mpi_FileTransmitRate]
VMPI file transmission rate in kB/sec.

[-mpi_Verbose]
Set to 0, 1, or 2 to control verbosity of debug output.

[-mpi_NoMasterWorkerThreads]
Don't process work units locally (in the master). Only used by the SDK work unit distributor.


** Executing...
** Command: Copy File
** Parameters: "C:\maps\ex_city1.bsp" "c:\program files\steam\steamapps\sir_halyavshik\half-life 2\hl2\maps\ex_city1.bsp"
« Last Edit: July 30, 2008, 11:36:59 PM by SIR_halyavshik » Logged

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ChromeAngel
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« Reply #18 on: July 31, 2008, 09:46:41 AM »

You seem to have some mismatched quotes there, you are using Hammer to compile?  Areyou using advanced or basic compile mode?

"c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vbsp.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1"

should look more like

"c:\program files\steam\steamapps\sir_halyavshik\sourcesdk\bin\ep1\bin\vbsp.exe" -game "c:\program files\steam\SteamApps\SourceMods\ex" C:\maps\ex_city1
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SIR_halyavshik
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« Reply #19 on: July 31, 2008, 01:14:25 PM »

im using basic compile mode (all normal)
and yes , im using hammer
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Typheron
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« Reply #20 on: July 31, 2008, 05:04:10 PM »

you could try the default fast compile, i find it more stable when comileing on my home system.
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SIR_halyavshik
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« Reply #21 on: August 01, 2008, 12:11:43 PM »

same
i cant understand why it happens
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Typheron
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« Reply #22 on: August 01, 2008, 12:21:56 PM »

I think the answer to that one is "because Valve coded it"
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SIR_halyavshik
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« Reply #23 on: August 01, 2008, 01:25:53 PM »

maybe some more variants?
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SIR_halyavshik
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« Reply #24 on: August 01, 2008, 05:58:10 PM »

new pictures
http://img122.imageshack.us/img122/8431/excity10000ot8.jpg
http://img122.imageshack.us/img122/7840/excity10002te2.jpg
http://img122.imageshack.us/img122/7351/excity10003gp1.jpg
http://img122.imageshack.us/img122/3579/excity10004yb6.jpg
nids alternative rush way
http://img122.imageshack.us/img122/9112/excity10005au9.jpg

By the way , can you make ex_dropzone be enable and disable
it can be only Killed - its not enough
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ChromeAngel
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« Reply #25 on: August 01, 2008, 07:25:47 PM »


Did you make those railings in hammer?  If so we should probably make a model to replace them with for efficiencies sake.

FYI their are sandbag models in the MDK (or at least on the forum somewhere).

ex_dropzones are designed to have their activity controlled via their ex_objective.  Use the capture inputs on the objective to control who (if anyone) can spawn at it's ex_dropzones.
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SIR_halyavshik
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« Reply #26 on: August 01, 2008, 08:01:07 PM »

all in hammer
models from Exterminatus didnt want to work in hl2
If you ask - yes i added Exterminatus's .fgd
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ChromeAngel
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« Reply #27 on: August 01, 2008, 08:37:54 PM »

all in hammer
models from Exterminatus didnt want to work in hl2
If you ask - yes i added Exterminatus's .fgd


Hmm... We really must get your Source SDK set up to work with Exterminatus.  I suspect your compiling issues is another GameConfig.txt problem.

I have been working on a utility to do that configuration automatically.  You can download it from http://www.chromeangel.co.uk/Exterminatus/EX_MDK_Setup.exe if you want to give it a try.  You'll probably need to restore the backup of your GameConfig.txt first, otherwise you'll end up with 2 Exterminatuses in your mod list and the SDK will get thoroughly confused.  If you download that EXE and put it in your sourcemods/ex/ folder before running it the utility should do the rest.
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SIR_halyavshik
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« Reply #28 on: August 02, 2008, 06:12:41 PM »

no effect
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ChromeAngel
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« Reply #29 on: August 02, 2008, 06:46:42 PM »

The utility didn't do anything? or the compile still fails?

I forgot to mention you'll need to restart the Source SDK after running the utility.

Comparing our logs I appear to have no backslash after SourceMods\ex in my -game path, you might want to try that.
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