CounterIT by tokingmonkey

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Map Info

  • 0 ratings
  • 2173 views
  • 322 downloads
  • added Fri May 19th 2006
  • updated Sun Oct 26th 2025
  • more content for: Counter Strike Source

Map Description

map of a university

Discussion

Posted by fishy on Mon May 22nd 2006 at 4:17pm

all of your stairs, all of the rails that surround the sheets of glass, in fact anything that doesn't contribute to sealing of or shielding large areas, should be made into func_details. most of the glass should be func_detail too. only have the glass that needs to be broken for gameplay reasons as breakable.

that should help with vis taking a long time. atm, it would take hours and hours to figure out that the rails, stairs, thin bits and pieces, etc aren't blocking anything.

having all of the prop_physics set to 'start asleep' (flags tab of the property dialogue box) helps to reduce strain on the engine/cpu on mapload. it might not cure whatever is causing your map not to load, but it's a start in the right direction.
Posted by tokingmonkey on Mon May 22nd 2006 at 10:35am
[Author]

<span style="color: red;">hey

fixed the leaks in the map. now it takes a long time to compile (unless i don't run VIS) but it finishes fine.

the main problem we have now is that the map crashes while loading. abt halfway through the loadscreen css shuts down.

any ideas?

i'm posting the compile log and a copy of this problematic version for anyone who has any idea. any help would be extremely appreciated!

** Executing...
** Command: "c:\games\steam\steamapps\bord3pc2\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\games\steam\steamapps\bord3pc2\counter-strike source\cstrike" "C:\Documents and Settings\TEMP\Desktop\bjarne sucks\de_CounterIT_fixofficeandstairs"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:\games\steam\steamapps\bord3pc2\counter-strike source\cstrike\materials
Loading C:\Documents and Settings\TEMP\Desktop\bjarne sucks\de_CounterIT_fixofficeandstairs.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing C:\Documents and Settings\TEMP\Desktop\bjarne sucks\de_CounterIT_fixofficeandstairs.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 (1) (833137 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (833137 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2294 texinfos to 1265
Reduced 16 texdatas to 15 (504 bytes to 438)
Writing C:\Documents and Settings\TEMP\Desktop\bjarne sucks\de_CounterIT_fixofficeandstairs.bsp
18 seconds elapsed
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "c:\games\steam\steamapps\bord3pc2\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\games\steam\steamapps\bord3pc2\counter-strike source\cstrike" "C:\Documents and Settings\TEMP\Desktop\bjarne sucks\de_CounterIT_fixofficeandstairs"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\documents and settings\temp\desktop\bjarne sucks\de_CounterIT_fixofficeandstairs.bsp
No vis information, direct lighting only.
15373 faces
14 degenerate faces
704606 square feet [101463376.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0988 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 414/1024 19872/49152 (40.4%)
brushes 1987/8192 23844/98304 (24.3%)
brushsides 12494/65536 99952/524288 (19.1%)
planes 4480/65536 89600/1310720 ( 6.8%)
vertexes 37462/65536 449544/786432 (57.2%)
nodes 10655/65536 340960/2097152 (16.3%)
texinfos 1265/12288 91080/884736 (10.3%)
texdata 15/2048 480/65536 ( 0.7%)
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 15373/65536 860888/3670016 (23.5%)
origfaces 5942/65536 332752/3670016 ( 9.1%)
leaves 11070/65536 354240/2097152 (16.9%)
leaffaces 18288/65536 36576/131072 (27.9%)
leafbrushes 6123/65536 12246/131072 ( 9.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 99992/512000 399968/2048000 (19.5%)
edges 59108/256000 236432/1024000 (23.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1857/32768 18570/327680 ( 5.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27867/65536 55734/131072 (42.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2720688/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 319133/393216 (81.2%) VERY FULL!
LDR leaf ambient 11070/65536 265680/1572864 (16.9%)
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] 1/12 ( 8.3%)
pakfile [variable] 14893/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 833137/4194304 (19.9%)

Total Win32 BSP file data space used: 7576287 bytes

Linux Specific Data:
physicssurface [variable] 833137/6291456 (13.2%)

Total Linux BSP file data space used: 7576287 bytes

Total triangle count: 45283
Writing c:\documents and settings\temp\desktop\bjarne sucks\de_CounterIT_fixofficeandstairs.bsp
14 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\TEMP\Desktop\bjarne sucks\de_CounterIT_fixofficeandstairs.bsp" "c:\games\steam\steamapps\bord3pc2\counter-strike source\cstrike\maps\de_CounterIT_fixofficeandstairs.bsp"

http://www.yousendit.com/transfer.php?action=download&ufid=91C08D66094C87D8</span>
Posted by Elon Yariv on Sun May 21st 2006 at 4:40pm

Maybe the whole group is the entity. :wtf:
Posted by tokingmonkey on Sun May 21st 2006 at 1:38pm
[Author]

just a quick addition

is there any way to move this post to the map-editting section?
sorry abt the mistake but was kinda in a hurry and i had no idea i was
putting it in the wrong area

just wondering, do you know why it is that after i added some stuff to
the level, it compiled fine but then when loading in css it crashes
halfway through the load screen?

also some of the stuff i have is func_detail and i've read somewhere
that that should not be outside (or on the border acting as a wall) of
the level. the problem is that a lot of the stuff is grouped
together (almost all the brushes that are the walls of the level) and
one or a few of them are func_detail because i can find them in the
entity report thing. the problem i have is when i press "Go to"
it will select the entire group. when i try ungrouping it it
simply won't ungroup. when i press on them again it groups all
the stuff again so i can't figure out which one is func_detail.
and then even when i do, how do i just make it an ordinary brush
without this func anymore?
Posted by Pvt.Scythe on Sun May 21st 2006 at 1:28pm

You can't get the ZHLT compile tools work, because they are for
Half-Life 1 and Couter-Strike: Source runs on Source engine(HL2). Thus
forget about them and stick with the ones that came with Hammer.
Posted by tokingmonkey on Sun May 21st 2006 at 1:08pm
[Author]

sorry abt posting it here guys. was just kinda in a rush and i
didn't realize map editting questions should be put in editting part
and not maps in general. really sorry

but anyway about the leaf nodes and stuff. i don't really get
what that all means. initially i thought the problem was due to
the fact that our map is basically one really large room (5 floors)
with office areas on the side so somehow when you are at either end of
the large room the thing would have to compute everything in the whole
map due to the VIS thingy. as you can see my terminology is
terrible because i haven't quite got a grasp on all the stuff yet..also
i read up on the hint/skip brushes thing but i also saw on some sites
that if you want to use those you have to use ZHLT compile tools, not
hammer's built in ones and we can't get that working because it's only
for .map files or something?..
Posted by Orpheus on Sat May 20th 2006 at 11:20am

Juim said:
Someone here can help you, but I think this is a topic for the HL2 editing forums.
I concur.

Reno asked you not to post editing questions in the General forums so you move them to Maps.

Lets seriously try to locate the Editing forums next time. :cool:
DO NOT ask editing questions in here, or the topic will be deleted!
Those pesky green boxes were put there for a reason. Consider this the last warning.
Posted by fishy on Sat May 20th 2006 at 10:55am

Leaf 4371 (portal 17851) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
as portals are all about what can be seen from where, i reckon the compile log is giving you some good advice here.
Posted by tokingmonkey on Sat May 20th 2006 at 8:50am
[Author]

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

hey again

i recently made some adjustments to the level, adding some stairs/ramps
on the side and moving a region on to the other side of the map.
i also deleted the box which surrounded the level as a cheap way to
stop leaks. now the damn thing compiles fine but when i run it,
halfway through loading it crashes ("hl2 has to shut down" msg).
the compile log for this version is listed below.
** Executing...

** Command: "c:\program files\valve\steam\steamapps\ryangiggs11\sourcesdk\bin\vbsp.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\ryangiggs11\counter-strike source\cstrike"
"C:\Documents and Settings\Cris Voldum.CRIS\Desktop\CounterIT
stuff\de_CounterIT_test"

Valve Software - vbsp.exe (Jan 2 2006)

1 threads

materialPath: c:\program files\valve\steam\steamapps\ryangiggs11\counter-strike source\cstrike\materials

Loading C:\Documents and Settings\Cris Voldum.CRIS\Desktop\CounterIT stuff\de_CounterIT_test.vmf

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)

**** leaked ****

Entity prop_physics (1187.10 145.77 382.91) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, -512.0, 294.0)

Leaf 0 contents:

Leaf 1 contents: CONTENTS_SOLID

viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID

This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID

Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID

Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4705.5, 0.0, 294.0)

Leaf 0 contents:

Leaf 1 contents: CONTENTS_SOLID

viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID

This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID

Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID

Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4275.0, 0.0, 294.0)

Leaf 0 contents:

Leaf 1 contents: CONTENTS_SOLID

viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID

This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID

Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID

Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4177.5, 0.0, 294.0)

Leaf 0 contents:

Leaf 1 contents: CONTENTS_SOLID

viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID

This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID

Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID

Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0, 0.0, 294.0)

Leaf 0 contents:

Leaf 1 contents: CONTENTS_SOLID

viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID

This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID

Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID

Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0, -2048.0, 294.0)

Leaf 0 contents: CONTENTS_SOLID

Leaf 1 contents:

viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID

This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID

Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID

Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, -1536.0, 294.0)

Leaf 0 contents:

Leaf 1 contents: CONTENTS_SOLID

viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID

This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID

Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID

Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, -1536.0, 294.0)

Leaf 0 contents: CONTENTS_SOLID

Leaf 1 contents:

viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID

This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID

Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID

Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***

Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (0)

Find Visible Detail Sides...

Merged 348 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (4)

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 (1) (966542 bytes)

Emitting linux collision data (use -nolinuxdata to disable).

Building Physics collision data...

done (1) (966542 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Compacting texture/material tables...

Reduced 2647 texinfos to 1600

Reduced 15 texdatas to 14 (472 bytes to 420)

Writing C:\Documents and Settings\Cris Voldum.CRIS\Desktop\CounterIT stuff\de_CounterIT_test.bsp

10 seconds elapsed

Memory leak: mempool blocks left in memory: 2

** Executing...

** Command: "c:\program files\valve\steam\steamapps\ryangiggs11\sourcesdk\bin\vvis.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\ryangiggs11\counter-strike source\cstrike"
"C:\Documents and Settings\Cris Voldum.CRIS\Desktop\CounterIT
stuff\de_CounterIT_test"

Valve Software - vvis.exe (Jan 2 2006)

1 threads

reading c:\documents and settings\cris voldum.cris\desktop\counterit stuff\de_CounterIT_test.bsp

reading c:\documents and settings\cris voldum.cris\desktop\counterit stuff\de_CounterIT_test.prt

LoadPortals: couldn't read c:\documents and settings\cris voldum.cris\desktop\counterit stuff\de_CounterIT_test.prt

** Executing...

** Command: "c:\program files\valve\steam\steamapps\ryangiggs11\sourcesdk\bin\vrad.exe"

** Parameters: -game "c:\program
files\valve\steam\steamapps\ryangiggs11\counter-strike source\cstrike"
"C:\Documents and Settings\Cris Voldum.CRIS\Desktop\CounterIT
stuff\de_CounterIT_test"

Valve Software - vrad.exe SSE (Jan 16 2006)

----- Radiosity Simulator ----

1 threads

[Reading texlights from 'lights.rad']

[1 texlights parsed from 'lights.rad']

Loading c:\documents and settings\cris voldum.cris\desktop\counterit stuff\de_CounterIT_test.bsp

No vis information, direct lighting only.

17342 faces

15 degenerate faces

1316066 square feet [189513600.00 square inches]

0 displacements

0 square feet [0.00 square inches]

0 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)

Build Patch/Sample Hash Table(s).....Done<0.1334 sec>

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)

FinalLightFace Done

Ready to Finish

0 of 0 (0% of) surface lights went in leaf ambient cubes.

ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models
476/1024
22848/49152 (46.5%)

brushes
2317/8192
27804/98304 (28.3%)

brushsides
14574/65536 116592/524288
(22.2%)

planes
5132/65536 102640/1310720 ( 7.8%)

vertexes
32231/65536 386772/786432
(49.2%)

nodes
11104/65536 355328/2097152 (16.9%)

texinfos
1600/12288 115200/884736
(13.0%)

texdata
14/2048
448/65536 ( 0.7%)

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
17342/65536 971152/3670016 (26.5%)

origfaces
7606/65536 425936/3670016 (11.6%)

leaves
11581/65536 370592/2097152 (17.7%)

leaffaces
27141/65536
54282/131072 (41.4%)

leafbrushes
8078/65536 16156/131072
(12.3%)

areas
2/256
16/2048 ( 0.8%)

surfedges
117318/512000 469272/2048000 (22.9%)

edges
69620/256000 278480/1024000 (27.2%)

LDR worldlights
0/8192
0/720896 ( 0.0%)

HDR worldlights
0/8192
0/720896 ( 0.0%)

waterstrips
2303/32768 23030/327680
( 7.0%)

waterverts
0/65536
0/786432 ( 0.0%)

waterindices
36252/65536
72504/131072 (55.3%)

cubemapsamples
0/1024
0/16384 ( 0.0%)

overlays
0/512
0/180224 ( 0.0%)

LDR lightdata
[variable]
4323276/0 ( 0.0%)

HDR lightdata
[variable]
0/0 ( 0.0%)

visdata
[variable]
0/16777216 ( 0.0%)

entdata
[variable] 352157/393216
(89.6%) VERY FULL!

LDR leaf ambient 11581/65536 277944/1572864 (17.7%)

HDR leaf ambient
Posted by Dark_Kilauea on Fri May 19th 2006 at 8:52pm

Also, post your compile log please :smile: