I have run
Steve0
Join Date: 2007-07-17 Member: 61615Members
<div class="IPBDescription">Into a massive problem...</div>Well , i dunno where else to post this topic in regards to map problems, but i thought id chuck it on here because theres alot of good devs on here.
Anyway, My problem is. After saving/compiling my latest build of my map, for some reason everytime after compilation Hl2 runs , which it should do. But it runs an old version of the map and doesnt bother showing any of the changes to the map that i have done in hammer, i dont know why this is but im very confused. Its almost like its stuck in an early build. Ive gone round deleted the old autosaves , copied all my current project files into a new folder , went round and deleted all the old files/other directories it could have been in. So all thats left is the new dir with the current files in it, after copying them back to the original folder they should be the only existing files to do with my map.
But even after saving/compiling/running it still running this early build and i have no clue why... Anyone got any ideas ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Anyway, My problem is. After saving/compiling my latest build of my map, for some reason everytime after compilation Hl2 runs , which it should do. But it runs an old version of the map and doesnt bother showing any of the changes to the map that i have done in hammer, i dont know why this is but im very confused. Its almost like its stuck in an early build. Ive gone round deleted the old autosaves , copied all my current project files into a new folder , went round and deleted all the old files/other directories it could have been in. So all thats left is the new dir with the current files in it, after copying them back to the original folder they should be the only existing files to do with my map.
But even after saving/compiling/running it still running this early build and i have no clue why... Anyone got any ideas ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Comments
no additional game parameters in launch settings or in map compile.
Check in the directory of your .vmf's are if the new compiled version is in there, it always saves the .bsp in there first then after it finishes compiling it copy's that and puts it in the directory you tell it to.
Check in the directory of your .vmf's are if the new compiled version is in there, it always saves the .bsp in there first then after it finishes compiling it copy's that and puts it in the directory you tell it to.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dunno if they would be the problem.
Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files\steam\steamapps\steve0666\half-life 2\hl2\materials
Loading C:\Program Files\Steam\steamapps\steve0666\sourcesdk_content\hl2mp\mapsrc\ns2_lv17.vmf
Error: displacement found on a(n) func_detail entity - not supported
Thats the only error i can see in the console , but i dont know what it means. Ive checked my displacement maps and there all world geometry. Unless i missed one, is there a way to find where it is ?
Anyway if you find the one in question, turn it back to a world brush.
If anything, turn off the auto-load of HL2. Just have HL2 open yourself and do it manually; its not hard when its simply 'map ns2_blah'.
One thing i DO notice though, is that you're naming your map ns2_lv17. I think you mentioned before that this was for 'level 17' or something.
You should have a version marker at the end. Save your work often, and whenever you do something new or big, change the version number. I'm currently working on Ns_Stage. While i'm building it, i'm calling it 'ns_se01', then 'ns_se02', etc. I'm currently on 04, but Nexus had over a hundred. And why not? They dont take much space, and can really save your a** if you do something screwy.
Plus, when you get your first beta out, FOR GOD SAKE PLEASE do not simply name it 'ns2_lv17'. I cant stand mappers who do this. Add a _b1 at the end.
If you had a naming convention going on, this problem you're having would be a lot easier to clear up. Cuz right now, it sounds like a 50-50 chance its not saving, and you're simply reloading the old version.
If anything, turn off the auto-load of HL2. Just have HL2 open yourself and do it manually; its not hard when its simply 'map ns2_blah'.
One thing i DO notice though, is that you're naming your map ns2_lv17. I think you mentioned before that this was for 'level 17' or something.
You should have a version marker at the end. Save your work often, and whenever you do something new or big, change the version number. I'm currently working on Ns_Stage. While i'm building it, i'm calling it 'ns_se01', then 'ns_se02', etc. I'm currently on 04, but Nexus had over a hundred. And why not? They dont take much space, and can really save your a** if you do something screwy.
Plus, when you get your first beta out, FOR GOD SAKE PLEASE do not simply name it 'ns2_lv17'. I cant stand mappers who do this. Add a _b1 at the end.
If you had a naming convention going on, this problem you're having would be a lot easier to clear up. Cuz right now, it sounds like a 50-50 chance its not saving, and you're simply reloading the old version.<!--QuoteEnd--></div><!--QuoteEEnd-->
I saved it with a dif name , and recompiled it etc. It says it cant find the file ns2_lv17_b1. I think its looking for the bsp, and it wont compile one ;<
Menu item --> Map --> Entity Report...
Perhaps this will give you a better filtering option and overview to see where this elusive func_detail is.
I got so much geometry/overlapping brushes no hull brushes to stop light leaks no func_detail ontop of walls/ceilings/floors (them beeing world geometry). Ive just gone way to far ahead of myself really, and i have a layout which ive been building onto but it doesnt look balanced in gameplay terms etc. So i think i might abandon it and start working on a proper map, but plan ahead first. Ill post the last few screens in the NS1 forum thread which i only found today and looks like alot of very talented mappers in there that know what there doing for sure <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
<ul><li>Overlapping brushes, however some brushes should overlap like for example a water brush.</li><li>A complex brush touching a simple wall (ie: cylinder top touching a simple wall brush, hold more truth for HL1 (goldSRC) mapping then HL2 mapping I think.</li><li>Large open areas, which are very complex and viewable from another complex (high detail) area.</li><li>for gameplay/flow you shouldn't have a lot of protruding things which can snag a player. If you do have them try and clipbrush them so the player can't be snagged. Players get very annoyed when snagged by geometry (not only in NS <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ). Just lookup clipbrush tutorials on Valve-Erc or something for more info on this</li></ul>
Meh prolly more, best thing to learn mapping is by building a lot of stuff and see where you can improve. Trying to tackle a full map while you are learning will end up in a lot of disappointments if you have to keep rebuilding areas as you learn to optimise areas (or can't optimise due to rookie mistakes)
Just build some hallways, rooms and try and make them look detailed and also work on lighting. After you have a good grasp of what you need to do to make things look good and perform good. Try and create map areas or think up a map idea and work from there.
This is basically how I learned mapping for NS1. NS2/HL2 is more forgiving though, but maps still need optimisation of course <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Good luck!