Bug of unknown cause
Quote from AntiVector on May 26, 2011, 8:47 pmI've had a problem with Hammer on several different (yet simple!) maps.
All the map has in it entity-wise are 2 turrets, a hard-light bridge, a prefab Faith plate (not too skillful with the instance), a prop_tractor_beam, and some instances for elevators and the funnel frame.
oh, and some glass. that's it. The turrets worked fine in previous tests of the same file, but the save I currently have compiles the map, loads portal 2 has the loading screen for the map, but right as the map is about to spawn, Portal 2 quits. It doesn't crash, it just quits.here's my compile log
- Code: Select all
Select all
-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvbs
p.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "C
:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmapsTwo_of_ev
erything.vmf"
-------------------------------------------------------------------------------Valve Software - vbsp.exe (May 3 2011)
4 threads
materialPath: c:program files (x86)steamsteamappscommonportal 2portal2mat
erials
Loading C:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmaps
Two_of_everything.vmf
[b]ConVarRef gpu_level doesn't point to an existing ConVar[/b]
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 180 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmaps
Two_of_everything.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (241957 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1163 texinfos to 463
Reduced 27 texdatas to 26 (760 bytes to 738)
Writing C:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmaps
Two_of_everything.bsp
1 second elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvvi
s.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" -f
ast "C:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmapsTwo
_of_everything"
-------------------------------------------------------------------------------Valve Software - vvis.exe (May 3 2011)
fastvis = true
4 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
Two_of_everything.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
Two_of_everything.prt
104 portalclusters
253 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 129 visible clusters (0.00%)
Total clusters visible: 5511
Average clusters visible: 52
Building PAS...
Average clusters audible: 58
visdatasize:2915 compressed from 3328
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
Two_of_everything.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvra
d.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "
C:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmapsTwo_of_e
verything"
-------------------------------------------------------------------------------Valve Software - vrad.exe SSE (May 3 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
Two_of_everything.bsp
Setting up ray-trace acceleration structure... Done (1.01 seconds)
1262 faces
275660 square feet [39695048.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1262 patches before subdivision
22224 patches after subdivision
26 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 2315855, max 439
transfer lists: 17.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2038, 2276, 2188)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(551, 619, 580)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(214, 239, 214)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(103, 114, 99)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(55, 61, 51)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(31, 35, 28)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(19, 21, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(12, 14, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(8, 9, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(6, 7, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 5, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(3, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(2, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(1, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0123 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
8 of 8 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 27/1024 1296/49152 ( 2.6%)
brushes 641/8192 7692/98304 ( 7.8%)
brushsides 5633/65536 45064/524288 ( 8.6%)
planes 5288/65536 105760/1310720 ( 8.1%)
vertexes 2350/65536 28200/786432 ( 3.6%)
nodes 586/65536 18752/2097152 ( 0.9%)
texinfos 463/12288 33336/884736 ( 3.8%)
texdata 26/2048 832/65536 ( 1.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1262/65536 70672/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 988/65536 55328/3670016 ( 1.5%)
facebrushes 129/0 258/0 ( 0.0%)
facebrushlists 1262/0 5048/0 ( 0.0%)
leaves 614/65536 19648/2097152 ( 0.9%)
leaffaces 1665/65536 3330/131072 ( 2.5%)
leafbrushes 1103/65536 2206/131072 ( 1.7%)
areas 6/256 48/2048 ( 2.3%)
surfedges 9807/512000 39228/2048000 ( 1.9%)
edges 5727/256000 22908/1024000 ( 2.2%)
LDR worldlights 26/8192 2600/819200 ( 0.3%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 129/32768 1290/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2490/65536 4980/131072 ( 3.8%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1880280/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2915/16777216 ( 0.0%)
entdata [variable] 78260/393216 (19.9%)
LDR ambient table 614/65536 2456/262144 ( 0.9%)
HDR ambient table 614/65536 2456/262144 ( 0.9%)
LDR leaf ambient 843/65536 23604/1835008 ( 1.3%)
HDR leaf ambient 614/65536 17192/1835008 ( 0.9%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/10236 ( 0.0%)
pakfile [variable] 224024/0 ( 0.0%)
physics [variable] 241957/4194304 ( 5.8%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 3349
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
Two_of_everything.bsp
6 seconds elapsed-------------------------------------------------------------------------------
Running command: copy "C:Program Files (x86)SteamSteamAppscommonportal 2sd
k_contentmapsTwo_of_everything.bsp" "c:program files (x86)steamsteamappsco
mmonportal 2portal2mapsTwo_of_everything.bsp"
-------------------------------------------------------------------------------Finished. Press a key to close.
The bold stuff is in yellow on my screen, and the map isn't optimized yet.
(hence all the lighting bounces)
Is this glitch a common, explainable, facepalm-worthy occurrence or is it something specific that I've forked up?
I've had a problem with Hammer on several different (yet simple!) maps.
All the map has in it entity-wise are 2 turrets, a hard-light bridge, a prefab Faith plate (not too skillful with the instance), a prop_tractor_beam, and some instances for elevators and the funnel frame.
oh, and some glass. that's it. The turrets worked fine in previous tests of the same file, but the save I currently have compiles the map, loads portal 2 has the loading screen for the map, but right as the map is about to spawn, Portal 2 quits. It doesn't crash, it just quits.
here's my compile log
- Code: Select all
Select all
-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvbs
p.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "C
:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmapsTwo_of_ev
erything.vmf"
-------------------------------------------------------------------------------Valve Software - vbsp.exe (May 3 2011)
4 threads
materialPath: c:program files (x86)steamsteamappscommonportal 2portal2mat
erials
Loading C:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmaps
Two_of_everything.vmf
[b]ConVarRef gpu_level doesn't point to an existing ConVar[/b]
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 180 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmaps
Two_of_everything.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (241957 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1163 texinfos to 463
Reduced 27 texdatas to 26 (760 bytes to 738)
Writing C:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmaps
Two_of_everything.bsp
1 second elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvvi
s.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" -f
ast "C:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmapsTwo
_of_everything"
-------------------------------------------------------------------------------Valve Software - vvis.exe (May 3 2011)
fastvis = true
4 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
Two_of_everything.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
Two_of_everything.prt
104 portalclusters
253 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 129 visible clusters (0.00%)
Total clusters visible: 5511
Average clusters visible: 52
Building PAS...
Average clusters audible: 58
visdatasize:2915 compressed from 3328
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
Two_of_everything.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvra
d.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "
C:Program Files (x86)SteamSteamAppscommonportal 2sdk_contentmapsTwo_of_e
verything"
-------------------------------------------------------------------------------Valve Software - vrad.exe SSE (May 3 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
Two_of_everything.bsp
Setting up ray-trace acceleration structure... Done (1.01 seconds)
1262 faces
275660 square feet [39695048.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1262 patches before subdivision
22224 patches after subdivision
26 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 2315855, max 439
transfer lists: 17.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2038, 2276, 2188)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(551, 619, 580)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(214, 239, 214)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(103, 114, 99)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(55, 61, 51)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(31, 35, 28)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(19, 21, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(12, 14, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(8, 9, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(6, 7, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 5, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(3, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(2, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(1, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0123 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
8 of 8 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 27/1024 1296/49152 ( 2.6%)
brushes 641/8192 7692/98304 ( 7.8%)
brushsides 5633/65536 45064/524288 ( 8.6%)
planes 5288/65536 105760/1310720 ( 8.1%)
vertexes 2350/65536 28200/786432 ( 3.6%)
nodes 586/65536 18752/2097152 ( 0.9%)
texinfos 463/12288 33336/884736 ( 3.8%)
texdata 26/2048 832/65536 ( 1.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1262/65536 70672/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 988/65536 55328/3670016 ( 1.5%)
facebrushes 129/0 258/0 ( 0.0%)
facebrushlists 1262/0 5048/0 ( 0.0%)
leaves 614/65536 19648/2097152 ( 0.9%)
leaffaces 1665/65536 3330/131072 ( 2.5%)
leafbrushes 1103/65536 2206/131072 ( 1.7%)
areas 6/256 48/2048 ( 2.3%)
surfedges 9807/512000 39228/2048000 ( 1.9%)
edges 5727/256000 22908/1024000 ( 2.2%)
LDR worldlights 26/8192 2600/819200 ( 0.3%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 129/32768 1290/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2490/65536 4980/131072 ( 3.8%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1880280/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2915/16777216 ( 0.0%)
entdata [variable] 78260/393216 (19.9%)
LDR ambient table 614/65536 2456/262144 ( 0.9%)
HDR ambient table 614/65536 2456/262144 ( 0.9%)
LDR leaf ambient 843/65536 23604/1835008 ( 1.3%)
HDR leaf ambient 614/65536 17192/1835008 ( 0.9%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/10236 ( 0.0%)
pakfile [variable] 224024/0 ( 0.0%)
physics [variable] 241957/4194304 ( 5.8%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 3349
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
Two_of_everything.bsp
6 seconds elapsed-------------------------------------------------------------------------------
Running command: copy "C:Program Files (x86)SteamSteamAppscommonportal 2sd
k_contentmapsTwo_of_everything.bsp" "c:program files (x86)steamsteamappsco
mmonportal 2portal2mapsTwo_of_everything.bsp"
-------------------------------------------------------------------------------Finished. Press a key to close.
The bold stuff is in yellow on my screen, and the map isn't optimized yet.
(hence all the lighting bounces)
Is this glitch a common, explainable, facepalm-worthy occurrence or is it something specific that I've forked up?
Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]
Quote from msleeper on May 26, 2011, 8:50 pmLighting bounces are not bad, in fact they're good. That is lighting being calculated.
Are you able to load the map through the console, just starting Portal 2 normally? Without running it through Hammer?
Lighting bounces are not bad, in fact they're good. That is lighting being calculated.
Are you able to load the map through the console, just starting Portal 2 normally? Without running it through Hammer?
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from AntiVector on May 26, 2011, 8:55 pmgot a Bit farther on that front, it just repeats the first sound in the map twice and THEN quits.
got a Bit farther on that front, it just repeats the first sound in the map twice and THEN quits.
Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]
Quote from AntiVector on May 26, 2011, 8:57 pmI am now in the process of removing all of the entities....
I am now in the process of removing all of the entities....
Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]
Quote from msleeper on May 26, 2011, 8:59 pmDon't double post.
And try posting your VMF or BSP. You can do it as attachments, no need to upload to the DLDB.
Don't double post.
And try posting your VMF or BSP. You can do it as attachments, no need to upload to the DLDB.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from AntiVector on May 26, 2011, 9:12 pmI'm probably being a N00B and searching in the wrong place here, but it says both BSP and VMF are forbidden.
EDIT: so THATS how you edit posts!
I'm probably being a N00B and searching in the wrong place here, but it says both BSP and VMF are forbidden.
EDIT: so THATS how you edit posts!
Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]
Quote from msleeper on May 26, 2011, 9:15 pmYeah, wow, the button that says "Edit" edits the post.
You can upload a BSP or a VMF as a post attachment. You can't upload them to the DLDB. Guess which one I was telling you to do.
Yeah, wow, the button that says "Edit" edits the post.
You can upload a BSP or a VMF as a post attachment. You can't upload them to the DLDB. Guess which one I was telling you to do.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from AntiVector on May 26, 2011, 9:17 pmSo yeah. I was being a N00B
twice.
<Facepalms>
So yeah. I was being a N00B
twice.
<Facepalms>
Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]
Quote from AntiVector on May 26, 2011, 9:21 pmSo yeah.
I am a n00b.
sigh.
anyway, here's the file.
Edit: DAMN double posted again.
[quote "msleeper"]NO need to upload to the DLDB.[/quote]
I need to read.
I've made a mess of things, haven't I?
So yeah.
I am a n00b.
sigh.
anyway, here's the file.
Edit: DAMN double posted again.
[quote "msleeper"]NO need to upload to the DLDB.[/quote]
I need to read.
I've made a mess of things, haven't I?
Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]
Quote from Marlovious on May 26, 2011, 9:33 pm[s]Your prop_tractor_beam isn't sealed. Put a noclip around it.[/s]
Nevermind. I'm also a noob. I opened the vmf from my downloads folder and Hammer didn't load the instances.
[s]Your prop_tractor_beam isn't sealed. Put a noclip around it.[/s]
Nevermind. I'm also a noob. I opened the vmf from my downloads folder and Hammer didn't load the instances.
