move_rope and keyframe_rope issue.
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Quote
Re: move_rope and keyframe_rope issue.
Posted by Rambomst on Thu Jul 8th at 12:23pm 2010


I am having a serious issue creating a simple rope and I can't see where I have gone wrong.

This is what it looks like ingame.

The rope is leading to 0,0,0 cords and there are no entity's or brushes at those cords and there are no duplicate names.

This is what it looks like in hammer.







Also I have tried making a func_brush above the light on the roof then connecting the phys_ballsocket ent 1 to the func_brush then connecting ent 2 to the light model but that didn't work either.




Quote
Re: move_rope and keyframe_rope issue.
Posted by haymaker on Fri Jul 9th at 1:08am 2010


iirc in the 06 engine at least, any playable space at 0 0 0 results in all kinds of anomalies, you may be running into one

try selecting your entire map w tex lock on and moving it downwards until 0 0 0 is outside your play area




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Re: move_rope and keyframe_rope issue.
Posted by Rambomst on Fri Jul 9th at 5:17am 2010


After doing that the rope just goes through the roof in the direction of 0,0,0.

*edit*

I am not sure if this is linked but I am also having issues getting logic_auto to work. I have it set to to run on OnMultiNewRound but it never activates any of the sounds or other things I have set it to do.




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Re: move_rope and keyframe_rope issue.
Posted by Riven on Fri Jul 9th at 11:21pm 2010


Well, if your logic_auto is not working, my first question to you would be: does your map have a leak?

Then from the first image, I'm guessing even though the rope stretches to the 0,0,0 coordinates, the light model still swings as wanted?

If not, the only thing I can suggest would be to follow this tutorial if you haven't already: Tire Swing.

It looks as though you're missing the phys_lengthconstraint entity. If your setup matches that of the one in the tutorial you might have better results. If not, try posting your compile log, and we may see something in there that tells us what the issue is.

One thing of note in the tutorial: The tutorial assumes it's ok for the physics object attached at the end of the rope to move about freely on a bendable rope. Using a phys_ballsocket will treat the rope like more of a solid rod, and the physics object on the end too. Is that what you're intending?






Quote
Re: move_rope and keyframe_rope issue.
Posted by Rambomst on Sat Jul 10th at 1:08am 2010


Using that method allows you to shoot the light into the ceiling, that's why I was using a phys_ballsocket and the rope still didn't work >.<

So here is my compile log.
Code


** Executing...
** Command: "d:steamsteamappsXXXsourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "d:steamsteamappsXXXcounter-strike sourcecstrike" "C:UsersXXXDocumentsMapjb_portal_test.vmf"

Valve Software - vbsp.exe (Jun 8 2010)
2 threads
materialPath: d:steamsteamappsXXXcounter-strike sourcecstrikematerials
Loading C:UsersXXXDocumentsMapjb_portal_test.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
Could not locate 'GameData' key in d:steamsteamappsXXXcounter-strike sourcecstrikegameinfo.txt
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 332 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:UsersXXXDocumentsMapjb_portal_test.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (5) (904346 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4475 texinfos to 3538
Reduced 56 texdatas to 52 (1556 bytes to 1395)
Writing C:UsersXXXDocumentsMapjb_portal_test.bsp
7 seconds elapsed

** Executing...
** Command: "d:steamsteamappsXXXsourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "d:steamsteamappsXXXcounter-strike sourcecstrike" "C:UsersXXXDocumentsMapjb_portal_test"

Valve Software - vvis.exe (Jun 8 2010)
2 threads
reading c:usersXXXdocumentsmapjb_portal_test.bsp
reading c:usersXXXdocumentsmapjb_portal_test.prt
424 portalclusters
1225 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 (0)
Optimized: 88 visible clusters (0.00%)
Total clusters visible: 24988
Average clusters visible: 58
Building PAS...
Average clusters audible: 385
visdatasize:38718 compressed from 47488
writing c:usersXXXdocumentsmapjb_portal_test.bsp
0 seconds elapsed

** Executing...
** Command: "d:steamsteamappsXXXsourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "d:steamsteamappsXXXcounter-strike sourcecstrike" "C:UsersXXXDocumentsMapjb_portal_test"

Valve Software - vrad.exe SSE (Jun 8 2010)

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

Loading c:usersXXXdocumentsmapjb_portal_test.bsp
Setting up ray-trace acceleration structure... Done (2.38 seconds)
7350 faces
260965 square feet [37579056.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
7350 patches before subdivision
54840 patches after subdivision
84 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (28)
transfers 11310980, max 1217
transfer lists: 86.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(172774, 218640, 245185)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(47794, 60796, 67174)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(12962, 16699, 18250)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(3811, 4840, 5132)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1125, 1405, 1444)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(358, 429, 420)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(116, 133, 123)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(40, 43, 38)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(14, 14, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(5, 5, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0259 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 232/1024 11136/49152 (22.7%)
brushes 1826/8192 21912/98304 (22.3%)
brushsides 18784/65536 150272/524288 (28.7%)
planes 13698/65536 273960/1310720 (20.9%)
vertexes 11000/65536 132000/786432 (16.8%)
nodes 2204/65536 70528/2097152 ( 3.4%)
texinfos 3538/12288 254736/884736 (28.8%)
texdata 52/2048 1664/65536 ( 2.5%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 7350/65536 411600/3670016 (11.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6688/65536 374528/3670016 (10.2%)
leaves 2437/65536 77984/2097152 ( 3.7%)
leaffaces 9358/65536 18716/131072 (14.3%)
leafbrushes 2640/65536 5280/131072 ( 4.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 60332/512000 241328/2048000 (11.8%)
edges 37053/256000 148212/1024000 (14.5%)
LDR worldlights 84/8192 7392/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 337/32768 3370/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7941/65536 15882/131072 (12.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 4147956/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 38718/16777216 ( 0.2%)
entdata [variable] 220713/393216 (56.1%)
LDR ambient table 2437/65536 9748/262144 ( 3.7%)
HDR ambient table 2437/65536 9748/262144 ( 3.7%)
LDR leaf ambient 8689/65536 243292/1835008 (13.3%)
HDR leaf ambient 2437/65536 68236/1835008 ( 3.7%)
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] 1/23438 ( 0.0%)
pakfile [variable] 174112/0 ( 0.0%)
physics [variable] 904346/4194304 (21.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 18550
Writing c:usersXXXdocumentsmapjb_portal_test.bsp
1 minute, 5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:UsersXXXDocumentsMapjb_portal_test.bsp" "d:steamsteamappsXXXcounter-strike sourcecstrikemapsjb_portal_test.bsp"




Quote
Re: move_rope and keyframe_rope issue.
Posted by Rambomst on Sat Jul 10th at 2:56am 2010


Also just to add onto that. The map doesn't have a leak and the light model does swing as I wanted.




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