Items respawn at a weird place
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Re: Items respawn at a weird place
Posted by reaper47 on Sun Aug 13th at 11:13pm 2006


I'm having the weirdest problem with some random items (various ammo boxes, batteries ect.). I put them where I want them in Hammer and when first starting the map in game they are where they're supposed to be but once I pick em up instead of respawning at their initial point they respawn pretty much on the other side of the map.

It turned out that they spawn at the 0,0,0 (x,y,z) coordinates of the Hammer grid (literally in the middle of nowhere image ). So I assume there are some problems with the point where I place them. I put them a few units above ground, turned them, put them a little more to the left/right. Doesn't seem to help.

Another item spawning problem which I think is a bit different is that items spawn underneath func_details and displacements. They fall right through them at spawn. This one seems solvable with some tools textures but the 0,0,0 coordinate spawn I do not understand. They spawn over a nice, solid, concrete floor.




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Re: Items respawn at a weird place
Posted by DrGlass on Mon Aug 14th at 1:53am 2006


if you have somethin spawning at 000 it means they don't know where to go. Recheck your entities, go through every option and make sure its right.

Also you are mapping for hl2dm? maybe if you post your compile log.




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Re: Items respawn at a weird place
Posted by reaper47 on Mon Aug 14th at 11:32am 2006


HL2DM, yes.

Looks like I haven't done a full VIS compile in ages. Could that create any errors?


materialPath: c:spielesteamsteamappsreaper47@gmx.athalf-life 2 deathmatchhl2mpmaterials
Loading c:spielesteamsteamappsreaper47@gmx.atsourcesdk_contenthl2mpmapsrcdm_3006_alpha1.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 56 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:spielesteamsteamappsreaper47@gmx.atsourcesdk_contenthl2mpmapsrcdm_3006_alpha1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_05rt"
Can't load skybox file skybox/sky_day01_05 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) (449143 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1904 texinfos to 1192
Reduced 139 texdatas to 112 (5018 bytes to 3687)
Writing c:spielesteamsteamappsreaper47@gmx.atsourcesdk_contenthl2mpmapsrcdm_3006_alpha1.bsp
6 seconds elapsed



1 threads
reading c:spielesteamsteamappsreaper47@gmx.atsourcesdk_contenthl2mpmapsrcdm_3006_alpha1.bsp
reading c:spielesteamsteamappsreaper47@gmx.atsourcesdk_contenthl2mpmapsrcdm_3006_alpha1.prt
1207 portalclusters
3696 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 38509 visible clusters (0.00%)
Total clusters visible: 520886
Average clusters visible: 431
Building PAS...
Average clusters audible: 810
visdatasize:244035 compressed from 366928
writing c:spielesteamsteamappsreaper47@gmx.atsourcesdk_contenthl2mpmapsrcdm_3006_alpha1.bsp
6 seconds elapsed



[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:spielesteamsteamappsreaper47@gmx.atsourcesdk_contenthl2mpmapsrcdm_3006_alpha1.bsp
4840 faces
1 degenerate faces
454303 square feet [65419668.00 square inches]
103 displacements
17150 square feet [2469680.25 square inches]
4839 patches before subdivision
74699 patches after subdivision
118 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6924776, max 591
transfer lists: 52.8 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(143996, 116843, 71982)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(15023, 11095, 6040)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1620, 1086, 511)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(190, 118, 52)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(22, 13, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(3, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1334 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
62 of 64 (96% 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 7/1024 336/49152 ( 0.7%)
brushes 1262/8192 15144/98304 (15.4%)
brushsides 8326/65536 66608/524288 (12.7%)
planes 3050/65536 61000/1310720 ( 4.7%)
vertexes 10317/65536 123804/786432 (15.7%)
nodes 2506/65536 80192/2097152 ( 3.8%)
texinfos 1192/12288 85824/884736 ( 9.7%)
texdata 112/2048 3584/65536 ( 5.5%)
dispinfos 103/0 18128/0 ( 0.0%)
disp_verts 3591/0 71820/0 ( 0.0%)
disp_tris 5120/0 10240/0 ( 0.0%)
disp_lmsamples 53300/0 53300/0 ( 0.0%)
faces 4840/65536 271040/3670016 ( 7.4%)
hdr faces 4840/65536 271040/3670016 ( 7.4%)
origfaces 2885/65536 161560/3670016 ( 4.4%)
leaves 2514/65536 80448/2097152 ( 3.8%)
leaffaces 5901/65536 11802/131072 ( 9.0%)
leafbrushes 3214/65536 6428/131072 ( 4.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 34468/512000 137872/2048000 ( 6.7%)
edges 21041/256000 84164/1024000 ( 8.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 118/8192 10384/720896 ( 1.4%)
waterstrips 423/32768 4230/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6843/65536 13686/131072 (10.4%)
cubemapsamples 18/1024 288/16384 ( 1.8%)
overlays 12/512 4224/180224 ( 2.3%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 2239828/0 ( 0.0%)
visdata [variable] 244035/16777216 ( 1.5%)
entdata [variable] 27584/393216 ( 7.0%)
LDR leaf ambient 2514/65536 60336/1572864 ( 3.8%)
HDR leaf ambient 2514/65536 60336/1572864 ( 3.8%)
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] 1/7110 ( 0.0%)
pakfile [variable] 205306/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 449143/4194304 (10.7%)
==== Total Win32 BSP file data space used: 4933740 bytes ====




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Re: Items respawn at a weird place
Posted by DrGlass on Mon Aug 14th at 6:27pm 2006


nothing out of the ordinary. Not doing VIS or RAD can create some problems, but not with props and wepons I would think.

There are two things you should try, first make a new map and place some wepons and a light in there, if it all works then you know its not a game/hammer problem.

If that works then go through your current map and start hiding non-essential things, like func_detail, any volumetric entities (trigger_vphysics, etc.) and other point based entities. I ussaly turn them all off then bring a number of them back into the map untill the problem happens again, so I can limit myself to just a few entities thay may cause the problem.

Give that a try and hit us back.




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Re: Items respawn at a weird place
Posted by reaper47 on Tue Aug 22nd at 4:09pm 2006


The problem disappeared as unexpectedly as it appeared. If some of you have a similar problem, I'm sorry, I don't know what and if I changed anything to fix it. All I found is that it only seems to happen if there's a displacement brush underneth the item (even if it's inside a brush, thus not visible to the player!). Anyway, it's gone. <img src=" SRC="images/smiles/icon_smile.gif">




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