Well, I've made it how I wanted it to be
gameplay and lighting wise: The lower parts are well lit but cramped
and amush / flanking heavy while the upper levels are dark and prone to
snipers (hint: Nightvision = very useful)
I can run around in the map on my own but its rather laggy. When I try to run a game with bots CS:S Minimizes and I get this:
"ED_Alloc: no free edicts"
Followed by
"The instruction at "0x2417c1db" referenced memory at "0x00b22ed0". The memory could not be "read".
Click on OK to terminate the program"
I think its a little too memory-intensive, though it only takes
about quarter of an hour to compile - mainly because of vrad.
mat_wireframe shows that it is rendering almost everything. I cannot
remember that console command that lets you see yours FPS and that.
PS: The spotlights don't use dynamic lights so thats not the cause
VMF (the bsp wouldn't be much use methinks)
http://www.filefence.com/download.php?id=646
EDIT: I'll add the compile log in a moment - as I mentioned, it takes some time to compile
EDIT: Compile log:
<div class="code">
Code:<pre>** Executing...
** Command: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vbsp.exe"
** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\joinee_rj\half-life 2\hl2\materials
Loading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.vmf
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 46 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_09...
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 (1) (803568 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (803568 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.bsp
7 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vvis.exe"
** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.bsp
reading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.prt
600 portalclusters
1884 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (133)
Optimized: 935 visible clusters (0.00%)
Total clusters visible: 145173
Average clusters visible: 241
Building PAS...
Average clusters audible: 596
visdatasize:93257 compressed from 96000
writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.bsp
2 minutes, 15 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk\bin\vrad.exe"
** Parameters: "c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition"
Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.bsp
8627 faces
798267 square feet [114950512.00 square inches]
0 displacements
0 square feet [0.00 square inches]
8627 patches before subdivision
46951 patches after subdivision
421 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (451)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (292)
transfers 1315024, max 125
transfer lists: 10.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(91072, 83271, 59855)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(10276, 9130, 6516)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1436, 1252, 889)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(193, 165, 117)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(28, 23, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(4, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0884 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 418 (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
422/1024
20256/49152 (41.2%)
brushes
1413/8192
16956/98304 (17.2%)
brushsides
13185/65536 105480/524288
(20.1%)
planes
9804/65536 196080/1310720 (15.0%)
vertexes
12994/65536 155928/786432
(19.8%)
nodes
5584/65536 178688/2097152 ( 8.5%)
texinfos
2259/12288 162648/884736
(18.4%)
texdata
10/2048
320/65536 ( 0.5%)
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
8627/65536 483112/3670016 (13.2%)
origfaces
7414/65536 415184/3670016 (11.3%)
leaves
6007/65536 336392/3670016 ( 9.2%)
leaffaces
10275/65536
20550/131072 (15.7%)
leafbrushes
2232/65536
4464/131072 ( 3.4%)
surfedges
66750/512000 267000/2048000 (13.0%)
edges
40384/256000 161536/1024000 (15.8%)
worldlights
420/8192
36960/720896 ( 5.1%)
waterstrips
1371/32768 13710/327680
( 4.2%)
waterverts
0/65536
0/786432 ( 0.0%)
waterindices
17907/65536
35814/131072 (27.3%)
cubemapsamples
0/1024
0/16384 ( 0.0%)
overlays
0/512
0/180224 ( 0.0%)
lightdata
[variable]
1341096/0 ( 0.0%)
visdata
[variable] 93257/16777216 ( 0.6%)
entdata
[variable] 199834/393216
(50.8%)
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]
1/12 ( 8.3%)
pakfile
[variable]
9906/0 ( 0.0%)
Win32 Specific Data:
physics
[variable] 803568/4194304 (19.2%)
Total Win32 BSP file data space used: 5058741 bytes
Linux Specific Data:
physicssurface [variable] 803568/6291456 (12.8%)
Total Linux BSP file data space used: 5058741 bytes
Total triangle count: 21149
Writing c:\program files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.bsp
12 minutes, 30 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program
files\valve\steam\steamapps\joinee_rj\sourcesdk_content\cstrike\mapsrc\aim_inquisition.bsp"
"c:\program files\valve\steam\steamapps\joinee_rj\counter-strike
source\cstrike\maps\aim_inquisition.bsp"
[/pre]
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