[MP]Missile Silo (oc_silo)

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Gary
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[MP]Missile Silo (oc_silo)

Post by Gary »

A small map I am working on next to Zombie Survival, but this map is classic multiplayer(teams maybe?), it's the empty missile silo from Ep2.

No idea if there will be AI or not, I am not sure how I could make it so player's have a choice.

I'll post pictures when I can get it to compile, so far I have just been fixing textures and deleting useless parts of the map.

This is the compile log, as you can see at the end it failed(file not found).

Code: Select all

** Executing...
** Command: "c:\program files\steam\steamapps\gjsdeath\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\Obsidian" "C:\Program Files\Steam\SteamApps\map projects\silo"

KeyValues Error: RecursiveLoadFromBuffer:  got } in key in file c:\program files\steam\steamapps\SourceMods\Obsidian\gameinfo.txt
GameInfo, FileSystem, SearchPaths, 
KeyValues Error: RecursiveLoadFromBuffer:  got } in key in file c:\program files\steam\steamapps\SourceMods\Obsidian\gameinfo.txt
GameInfo, FileSystem, SearchPaths, 
KeyValues Error: RecursiveLoadFromBuffer:  got } in key in file c:\program files\steam\steamapps\SourceMods\Obsidian\gameinfo.txt
GameInfo, FileSystem, SearchPaths, 
Valve Software - vbsp.exe (Mar  5 2009)
2 threads
materialPath: c:\program files\steam\steamapps\SourceMods\Obsidian\materials
Loading C:\Program Files\Steam\SteamApps\map projects\silo.vmf
material "concrete/ep2_concretewall01c" not found.
Material not found!: CONCRETE/EP2_CONCRETEWALL01C
material "concrete/ep2_concretewall01b" not found.
Material not found!: CONCRETE/EP2_CONCRETEWALL01B
material "concrete/concreteceiling_bunker01a" not found.
Material not found!: CONCRETE/CONCRETECEILING_BUNKER01A
material "concrete/ep2_concretewall01e" not found.
Material not found!: CONCRETE/EP2_CONCRETEWALL01E
material "concrete/concretewall_bunker07a" not found.
Material not found!: CONCRETE/CONCRETEWALL_BUNKER07A
material "concrete/concretewall_bunker07c" not found.
Material not found!: CONCRETE/CONCRETEWALL_BUNKER07C
material "concrete/concretewall_bunker07b" not found.
Material not found!: CONCRETE/CONCRETEWALL_BUNKER07B
material "concrete/ep2_concretewall01a" not found.
Material not found!: CONCRETE/EP2_CONCRETEWALL01A
material "concrete/concretewall_bunker07d" not found.
Material not found!: CONCRETE/CONCRETEWALL_BUNKER07D
material "metal/metalgrate_silo01a" not found.
Material not found!: METAL/METALGRATE_SILO01A
material "metal/metalgrate_silo01b" not found.
Material not found!: METAL/METALGRATE_SILO01B
material "nature/snowy_treeline001" not found.
Material not found!: NATURE/SNOWY_TREELINE001
material "effects/display_silodoors" not found.
Material not found!: EFFECTS/DISPLAY_SILODOORS
material "concrete/concretewall_bunker05b" not found.
Material not found!: CONCRETE/CONCRETEWALL_BUNKER05B
material "metal/metaltruss029a" not found.
Material not found!: METAL/METALTRUSS029A
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity prop_static (2112.00 -10608.00 -1224.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2138.0 -10562.0 -1152.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 668: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2200.0 -10624.0 -1168.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 668: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2074.0 -10506.0 -1168.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 668: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2208.0 -10624.0 -1276.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 668: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2232.0 -10624.0 -1276.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 668: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2232.0 -10624.0 -1228.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 668: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2134.0 -10566.0 -1276.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 668: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2074.0 -10506.0 -1232.0)
Leaf 0 contents: CONTENTS_SOLID CONTENTS_WATER CONTENTS_TRANSLUCENT 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER 
Candidate brush IDs: Brush 668: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 714 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Overlay touching too many faces (touching 76, max 64)
Overlay decals/trashdecal03a at 1343.6 -11243.8 -320.0

** Executing...
** Command: "c:\program files\steam\steamapps\gjsdeath\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\Obsidian" "C:\Program Files\Steam\SteamApps\map projects\silo"

Valve Software - vvis.exe (Mar  5 2009)
KeyValues Error: RecursiveLoadFromBuffer:  got } in key in file c:\program files\steam\steamapps\SourceMods\Obsidian\gameinfo.txt
GameInfo, FileSystem, SearchPaths, 
KeyValues Error: RecursiveLoadFromBuffer:  got } in key in file c:\program files\steam\steamapps\SourceMods\Obsidian\gameinfo.txt
GameInfo, FileSystem, SearchPaths, 
KeyValues Error: RecursiveLoadFromBuffer:  got } in key in file c:\program files\steam\steamapps\SourceMods\Obsidian\gameinfo.txt
GameInfo, FileSystem, SearchPaths, 
2 threads
reading c:\program files\steam\steamapps\map projects\silo.bsp
Error opening c:\program files\steam\steamapps\map projects\silo.bsp

** Executing...
** Command: "c:\program files\steam\steamapps\gjsdeath\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\SourceMods\Obsidian" "C:\Program Files\Steam\SteamApps\map projects\silo"

KeyValues Error: RecursiveLoadFromBuffer:  got } in key in file c:\program files\steam\steamapps\SourceMods\Obsidian\gameinfo.txt
GameInfo, FileSystem, SearchPaths, 
KeyValues Error: RecursiveLoadFromBuffer:  got } in key in file c:\program files\steam\steamapps\SourceMods\Obsidian\gameinfo.txt
GameInfo, FileSystem, SearchPaths, 
KeyValues Error: RecursiveLoadFromBuffer:  got } in key in file c:\program files\steam\steamapps\SourceMods\Obsidian\gameinfo.txt
GameInfo, FileSystem, SearchPaths, 
Valve Software - vrad.exe SSE (Mar  5 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[44 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\map projects\silo.bsp
Error opening c:\program files\steam\steamapps\map projects\silo.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\map projects\silo.bsp" "c:\program files\steam\steamapps\SourceMods\obsidian\maps\silo.bsp"

The command failed. Windows reported the error:
  "The system cannot find the file specified."
KON_Air
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Post by KON_Air »

You don't have those textures, you have, as I guess, a friggin' gaint leak, SDK not set properly, at least one overlay f*cked up big time and perhaps a lot, lot more.
Gary
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Post by Gary »

Ah, I see... and I got to it to compile, though it crashes O.C. when loading... so I suppose I'll keep working on Zombie Survival.
I am about to post some pictures in that topic.
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Post by fug4life »

Ambitious,

Delete the Area Portals, I'd say they're also screwed up. Along with anything else.

A question?

If I rememeber EP2 silo is a bit like the hl-1 chamber with the tentacle i.e its made up from about 2-3 maps. You'll have to keep stripping a lot out before you 'get lucky' and get a decent compile imo that's if your joining these maps together, also I asume that to get the silo maps you also de_compiled, recompiling de_compiled maps is an art in its self.
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KON_Air
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Post by KON_Air »

Recompiling, decompiled maps is a waste of time. Just take whatever you need/couldn't figure out as a prefab and build your own map. Of course I'm talking about HL2 maps, you will have ask for stuff in non-offical maps :P
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Post by shiftey »

As far as the areaportals situation, when decompiling, the areportals turn to world brushes. Simply finding each one and making it an areaportal again should work.

But having successfully merged up to 4 HL2 maps together in the past, I'll tell you it isn't worth it. Just try to recreate everything and if there is something you can't do make it to a prefab and try your best to optimize it. Valve mappers were on tight schedules so they mapped sloppy and very unoptimized. It's best to just do everything yourself.
Gary
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Post by Gary »

Well this was going to be a close combat map, just the silo part with the few rooms already attached.

I would never make a MP map that is 4 bsp's merged together, players would hate taking 20 minutes getting to the other side of the map then finding out the guy he was looking for is on the other side where he just was.
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Post by destiny »

now thats anoying.
anime watcher and manga reader and doesnt care what others think of it.
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shiftey
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Post by shiftey »

Lots of Valve maps intertwine. It may seem like you traveled for a good 20 minutes but in reality you only accomplished moving 20 ft by going in some convoluted direction.

So in MP maps, you can just open up those blocked paths and everything is accessible instantly.
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Post by fug4life »

KON_air said it in a nut shell, trying to use decompiled maps is just a nightmare.

And Shiftey is right, if you actually look at the silo maps they're actually small confined areaa divided up into verious level/platforms of height. Add them all together and the map is still not huge. The reason Valve divide them up into level changes is because of all the extra entity work that goes into their SP maps compared to the average mapper's map.
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Post by Sapwood2 »

Decompiled maps are such hard work to fix that making a new map is a lot easier. I was doing a test to see if Synergy maps can be ported over to OC. Surprisingly you can do so, but the textures will be messed up badly. Setting up the OC SDK is quite complicated due to outdated information about pre-EP2 OC.
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Post by Shana »

Sapwood2 wrote:Decompiled maps are such hard work to fix that making a new map is a lot easier. I was doing a test to see if Greenland maps can be ported over to OC. Surprisingly you can do so, but the textures will be messed up badly. Setting up the OC SDK is quite complicated due to outdated information about pre-EP2 OC.
Screw decompiling and recompiling, use mapadds.

Also, i wonder what "outdated information" you are talking about as setting up the oc sdk isnt any hard at all.
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Post by Gary »

Well, Oc_silo can't be a mapadd, it's meant to be a small MP map.
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Post by fug4life »

W0rf0x is right, with some imagination its very easy to make a multiplay red vs blue teamplay map out of it if you wanted (or even add lives).
I turned all the halflife:source team deathmatcth into obsidian teamdeathmatch. With out too much trouble.

You need to have a bit of hammer imagination to pull it off.


Note: I pray I can recover my files from my HDD :( Or that someone has a copy of all the stuff I made bsp and script wise :(
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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