Question about bullsquid and 1.23

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fug4life
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Question about bullsquid and 1.23

Post by fug4life »

I read before about the bullsquid causing trouble before and I lost track as to whether all issues had been fixed or not?

I've Installed hl2 and obsidian 1.23 on my g/f's laptop. I'm having to play in 800x600 with moderate settings. The install of 1.23 on my old desktop in my map the bullsquids were fine. but now they have no skin on my g/f's laptop, just the purple and blacks chequers. I noticed when I installed 1.23 on my desktop that you have the choice of selecting eps1 content. with the install on the laptop I now can choose from all the source contents like
hl-2, cssource etc. Was maybe the install on my desktop outdated or corrupt? and is the bullsquid working as it should?

Damn I hate laptop keyboards I miss my arrow keys and numberpad configuration, I just can't play with w,s,a,d keys as good:(
skidz
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Post by skidz »

Im worried about releasing the HD bullsquid unofficial now because then the animation order wouldnt match with the one in the mod currently.
fug4life
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Post by fug4life »

Ok I got my map up and running on my new laptop,

When I loaded my map my video config had HDR which I think my video card couldn't handle because some of the models were a very bright white like pistol, ammo boxes, and npc models. So I switched HDR off and all was fine apart from two models, Alyx and G-man are a bright white? any ideas, I may have not set something up properly?
Also going back to bullsquids, should I wait for 1.3 for the model or is it possible to switch back, I don't really understand why It show'd the model fine on my old pc?
fug4life
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Post by fug4life »

---------------------------
Error!
---------------------------
MountAppFilesystem() failed: SteamMountAppFilesystem(215,22,0x1063fd74) failed with error 21: A different version of this FS is already in use

---------------------------
OK
---------------------------

Ok so I set up hammer and when I try to compile I get the above error.

compile log is this


** Executing...
** Command: "c:\program files\steam\steamapps\andy1307\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\Obsidian" "c:\program files\steam\steamapps\andy1307\sourcesdk_content\hl2\mapsrc\oc_teamwar5"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:\program files\steam\steamapps\SourceMods\Obsidian\materials
Loading c:\program files\steam\steamapps\andy1307\sourcesdk_content\hl2\mapsrc\oc_teamwar5.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 306 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files\steam\steamapps\andy1307\sourcesdk_content\hl2\mapsrc\oc_teamwar5.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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 (0) (653025 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3349 texinfos to 1522
Reduced 160 texdatas to 127 (6902 bytes to 5738)
Writing c:\program files\steam\steamapps\andy1307\sourcesdk_content\hl2\mapsrc\oc_teamwar5.bsp
7 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\andy1307\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\Obsidian" "c:\program files\steam\steamapps\andy1307\sourcesdk_content\hl2\mapsrc\oc_teamwar5"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\program files\steam\steamapps\andy1307\sourcesdk_content\hl2\mapsrc\oc_teamwar5.bsp
reading c:\program files\steam\steamapps\andy1307\sourcesdk_content\hl2\mapsrc\oc_teamwar5.prt
809 portalclusters
1724 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 98 visible clusters (0.00%)
Total clusters visible: 65673
Average clusters visible: 81
Building PAS...
Average clusters audible: 155
visdatasize:68874 compressed from 168272
writing c:\program files\steam\steamapps\andy1307\sourcesdk_content\hl2\mapsrc\oc_teamwar5.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\andy1307\sourcesdk\bin\vrad.exe"
** Parameters: -both -final -game "c:\program files\steam\steamapps\SourceMods\Obsidian" "c:\program files\steam\steamapps\andy1307\sourcesdk_content\hl2\mapsrc\oc_teamwar5"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\andy1307\sourcesdk_content\hl2\mapsrc\oc_teamwar5.bsp
5293 faces
515545 square feet [74238560.00 square inches]
30 displacements
9911 square feet [1427203.25 square inches]
5293 patches before subdivision
67714 patches after subdivision
139 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (45)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (32)
transfers 10978222, max 862
transfer lists: 83.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(364635, 346984, 252727)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(88524, 78164, 45442)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(24274, 19793, 9623)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(7420, 5669, 2359)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(2372, 1686, 610)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(803, 533, 172)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(282, 175, 51)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(102, 60, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(38, 21, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(14, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(6, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0559 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 57/1024 2736/49152 ( 5.6%)
brushes 1998/8192 23976/98304 (24.4%)
brushsides 14267/65536 114136/524288 (21.8%)
planes 6262/65536 125240/1310720 ( 9.6%)
vertexes 9191/65536 110292/786432 (14.0%)
nodes 2139/65536 68448/2097152 ( 3.3%)
texinfos 1522/12288 109584/884736 (12.4%)
texdata 127/2048 4064/65536 ( 6.2%)
dispinfos 30/0 5280/0 ( 0.0%)
disp_verts 2078/0 41560/0 ( 0.0%)
disp_tris 3264/0 6528/0 ( 0.0%)
disp_lmsamples 28664/0 28664/0 ( 0.0%)
faces 5293/65536 296408/3670016 ( 8.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4323/65536 242088/3670016 ( 6.6%)
leaves 2197/65536 70304/2097152 ( 3.4%)
leaffaces 7307/65536 14614/131072 (11.1%)
leafbrushes 3822/65536 7644/131072 ( 5.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 42506/512000 170024/2048000 ( 8.3%)
edges 26024/256000 104096/1024000 (10.2%)
LDR worldlights 139/8192 12232/720896 ( 1.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 618/32768 6180/327680 ( 1.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10812/65536 21624/131072 (16.5%)
cubemapsamples 14/1024 224/16384 ( 1.4%)
overlays 38/512 13376/180224 ( 7.4%)
LDR lightdata [variable] 3049756/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 68874/16777216 ( 0.4%)
entdata [variable] 417317/393216 (106.1%) VERY FULL!
LDR leaf ambient 2197/65536 52728/1572864 ( 3.4%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/21860 ( 0.0%)
pakfile [variable] 190507/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 653025/4194304 (15.6%)
==== Total Win32 BSP file data space used: 6031547 bytes ====

Total triangle count: 14638
Writing c:\program files\steam\steamapps\andy1307\sourcesdk_content\hl2\mapsrc\oc_teamwar5.bsp
1 minute, 26 seconds elapsed
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\andy1307\sourcesdk_content\hl2\mapsrc\oc_teamwar5.bsp
5293 faces
515545 square feet [74238560.00 square inches]
30 displacements
9911 square feet [1427203.25 square inches]
5293 patches before subdivision
67714 patches after subdivision
139 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (45)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (32)
transfers 10978222, max 862
transfer lists: 83.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(364635, 346985, 252727)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(88524, 78164, 45442)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(24274, 19793, 9623)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(7420, 5669, 2359)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2372, 1686, 610)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(803, 533, 172)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(282, 175, 51)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(102, 60, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(38, 21, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(14, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(6, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0660 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 57/1024 2736/49152 ( 5.6%)
brushes 1998/8192 23976/98304 (24.4%)
brushsides 14267/65536 114136/524288 (21.8%)
planes 6262/65536 125240/1310720 ( 9.6%)
vertexes 9191/65536 110292/786432 (14.0%)
nodes 2139/65536 68448/2097152 ( 3.3%)
texinfos 1522/12288 109584/884736 (12.4%)
texdata 127/2048 4064/65536 ( 6.2%)
dispinfos 30/0 5280/0 ( 0.0%)
disp_verts 2078/0 41560/0 ( 0.0%)
disp_tris 3264/0 6528/0 ( 0.0%)
disp_lmsamples 28664/0 28664/0 ( 0.0%)
faces 5293/65536 296408/3670016 ( 8.1%)
hdr faces 5293/65536 296408/3670016 ( 8.1%)
origfaces 4323/65536 242088/3670016 ( 6.6%)
leaves 2197/65536 70304/2097152 ( 3.4%)
leaffaces 7307/65536 14614/131072 (11.1%)
leafbrushes 3822/65536 7644/131072 ( 5.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 42506/512000 170024/2048000 ( 8.3%)
edges 26024/256000 104096/1024000 (10.2%)
LDR worldlights 139/8192 12232/720896 ( 1.7%)
HDR worldlights 139/8192 12232/720896 ( 1.7%)
waterstrips 618/32768 6180/327680 ( 1.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10812/65536 21624/131072 (16.5%)
cubemapsamples 14/1024 224/16384 ( 1.4%)
overlays 38/512 13376/180224 ( 7.4%)
LDR lightdata [variable] 3049756/0 ( 0.0%)
HDR lightdata [variable] 3049756/0 ( 0.0%)
visdata [variable] 68874/16777216 ( 0.4%)
entdata [variable] 417317/393216 (106.1%) VERY FULL!
LDR leaf ambient 2197/65536 52728/1572864 ( 3.4%)
HDR leaf ambient 2197/65536 52728/1572864 ( 3.4%)
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] 1/21860 ( 0.0%)
pakfile [variable] 190507/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 653025/4194304 (15.6%)
==== Total Win32 BSP file data space used: 9442671 bytes ====

Total triangle count: 14638
Writing c:\program files\steam\steamapps\andy1307\sourcesdk_content\hl2\mapsrc\oc_teamwar5.bsp
1 minute, 26 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\andy1307\sourcesdk_content\hl2\mapsrc\oc_teamwar5.bsp" "c:\program files\steam\steamapps\SourceMods\obsidian\maps\oc_teamwar5.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\andy1307\half-life 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\SourceMods\Obsidian" +map "oc_teamwar5"

I know my ent data was like this before.
Any Ideas anyone?
fug4life
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Post by fug4life »

Error when running maps from within a mod (Since 8/4/2006)
When attempting to run a map from within Hammer you may come across the following error message:



Here is the process for working around this issue until it is addressed in the SDK:

On Hammer's Tools > Options > Build Tools page change the Game Executable to be:
$SteamDir\steam.exe instead of $SteamUserDir\half-life 2\hl2.exe



From the Run Map dialog, prepend the -applaunch 215 parameter for the '$game_exe' command:

What this will do is run Steam and instruct it to launch 'Source SDK base' and point it to the map defined by the remainder of the $game_exe parameters. One thing to look out for is that you will need to build the DLL's for your mod before running it.

ok I will try the above
fug4life
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Post by fug4life »

Yep that seemed to work I'm back up and running again.
Although alyx and gman still seem very bright and where they are stood is right next to a light. I'm fairly surethey were no where near as bright and reflective before. but the map is brighter on the whole. hmm, the mind boggles... we'll least I got my map to compile again!
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