SNARKPIT CREW MAP -- www.snarkpit.com
By: Alien_Sniper (N/A)
Dietz (N/A)
Grimlock (grimlock@somethingdied.com)
Mazemaster (n_alger_@hotmail.com)
Orpheus (orpheus@ejoop.com)
ReNo (reno@elva-mod.co.uk)
Yak_Fighter (Yak_Fighter@hotmail.com)
I've taken over this map since Orpheus decided to quit HL. As this map
has basically been abandoned by everyone, me included, I have decided to
make the changes I deem necessary and attempt to compile and finish this map.
If you object to my changes, I still have Orpheus's last compile and can
revert back if need be. I will be keeping various betas and will make a
detailed changelog so you can see what I've done for each section.
Any and all comments are welcome. I can easily change things now that I can
compile it, but be reasonable as many of the map limits are close to maxed
out (especially clipnodes). Tell me something like redo a section and I'll
tell you to go to hell.
MAX_MAP_MIPTEX: overcome in beta 1 by adding -texdata memory
MAX_MAP_PLANES: overcome in beta 1 by using XP_Cagey's tools
MAX_MAP_CLIPNODES: overcome in beta 2 by clipping off many sections
MAX_MAP_MODELS: overcome in beta 3 by entity optimization
MAX_MAP_FACES: overcome in beta 4 by fixing a leak
MAX_PATCHES: overcome in beta 4 by using HLRAD with -sparse command
MAX_MAP_LIGHTING: overcome in beta 4 by adding -lightdata memory
Any and all comments are welcome. I can easily change things now that I can compile it, but be reasonable as many of the map limits are close to maxed out (especially clipnodes). Tell me something like redo a section and I'll tell you to go to hell.
CHANGELOG
BETA 5
-a_s- removed yellow lights in main room. this is a test to see how the lighting looks and is in no way permanent
-yak- fixed a brush through floor error in main room
-yak- deleted some lights in first main room cause they sucked
-yak- deleted some lights in rock room as it's just too bright in there
-grim- fixed a pitch black air duct area, dunno how that one happened
-grim- there were six light entities where there should have been two
-dietz- clipped off a few more areas
-dietz- went a little overboard with null textures causing a noticeable HOM. now fixed
-dietz- deleted a pointless func_illusionary that for some reason could be seen in the sky from Grimlock's area
-dietz- slowed down fan a little bit to closer match sound
-dietz- deleted a light and corner detail because it caused a nasty clipping error ingame
-all- reduced light_env intensity by 60%, we shall see how this looks
BETA 4
I had two issues, a max_map_faces error and a leak. I started first by retexturing as
much as I could with the null texture. If it turned out that it couldn't fix the error,
it would still reduce r_speeds a little bit. Turns out that I had a leak in A_S's section
caused by me chopping up the ceiling in the outdoor hallways to fit an angled light in there.
There was no void showing, but I guess it was one of those tiny gaps between angled brushes.
I just added null textured brushes over the top of the section and fixed the problem.
BETA 3 -this is going to be purely an entity optimization beta unless I come across anything else (at least 24 brush entities need to go)
-a_s- moved two name signs into wall and removed func_ill
-a_s- moved two lights into ceiling and removed func_ill
-yak- moved two lights into ceiling and removed func_ill in connection room
-yak- merged 7 func_walls into 1 in connection room
-yak- merged 4 func_ills into 1 in connection room
-yak- moved two lights into ceiling in first main room and removed func_ill
-yak- merged 2 func_wall lights in overlook into 1 func_ill
-yak- merged 2 func_wall lights in sniperhall into 1 func_wall
-yak- moved 3 lights in 2nd main room into ceiling and removed func_ill
-yak- merged 2 func_ills into 1 in hallways
-yak- merged 2 func_ills into 1 in 2nd main room
-yak- merged 6 func_walls into 2 in 2nd main room
-yak- merged 2 func_ills into 1 in 2nd main room
-yak- merged 4 func_ills into 1 in back room
-yak- merged another 4 func_ills into 1 in back room
-yak- merged 2 func_walls into 1 func_ill in back hallways
-yak- moved 2 lights into ceiling in 2nd main room and removed func_ill
-yak- merged 4 func_ills into 1 at blue teleporter
-dietz- merged 3 func_walls into 1 in lower hallway
-dietz- merged 2 func_walls into 1 in red teleporter
-dietz- merged 2 func_walls into 1 at sniper deck
-dietz- merged 4 func_ills into 1 at sniper deck
-dietz- merged 4 func_walls into 1 at sniper deck
-dietz- moved sign into the wall and removed func_ill at sniper deck
-dietz- merged 4 func_walls into 1 at upper hallway
-dietz- merged 4 func_ills into 1 at upper hallway
-dietz- merged 4 func_walls into 1 at upper hallway
-dietz- merged 3 func_ills into 1 at upper hallway
-dietz- merged 3 func_ills into 1 in waterway
-reno- merged 2 func_ills into 1 in first main room
-reno- merged 4 func_walls into 1 in second main room
-reno- lowered the volume of the wren and cricket sounds
-reno- moved two signs into the wall and removed func_ill in third room
-MAX_MAP_MODELS-
I reduced the solid entities in the map from 424 to 350 and fixed this error. Compile gave a leak and MAX_MAP_FACES...
BETA 2
-all- added as many clip brushes as I could find
-all- made all the signs func_illusionaries to rectify an old complaint and reduce r_speeds
-all- replaced an op4 texture with a hl.wad texture to get rid of missing texture errors
-orph- made some texture corrections to recify old complaints
-orph- changed the stairs to reduce faces
-orph- changed the floor to reduce faces and clipnodes
-orph- moved the name sign into the wall
-orph- removed a step on the ramp to the elevator
-orph- texture fixes on the elevator ladders (and people used to bitch at me for making perfectly aligned ladder prefabs...)
-orph- brush adjustments in elevator section
-orph- resized two walls just because I can
-orph- oh holy crap, Orph, you need to remake that warning light prefab. I'll just clip the thing off instead.
-orph- removed some completely unnecessary 1 unit gaps between wall brushes and lights that I'll assume added clipnodes
-yak- deleted two pipes that were unnecessary details
-yak- fixed an overlapping brush
-yak- better clips around yellow teleporter
-yak- better clips around blue teleporter
-yak- simplified the corner of the tunnel
-yak- texture fix in first main room
-yak- removed lip in floor of first main room
-yak- fixed misshapen wall in second main room
-yak- removed wasteful detail brushes in back room
-grim- moved the pump station sign into the wall to remove clipnodes and wasteful faces
-grim- made a texture correction to rectify old complaint in egon room
-grim- fixed an overlapping brush in egon room
-grim- texture fixes in egon room
-grim- lowered the volume of some deafening cricket chirps
-grim- texture fixes in engine room
-grim- fixed a wall that consisted of an untextured door frame and a brush blocking what used to be an empty doorway
-grim- moved the name sign into that spot
-grim- moved high voltage sign into wall to fix clipnode, face, and movement issues
-grim- fixed a window that was func_illusionary allowing players to get essentially outside the level
-grim- texture fixes in hallway to pipe trap
-grim- fixed some gaps in the ceiling near the pipe trap
-grim- fixed a floor gap in pipe trap
-dietz- fixed a clipping issue with the bridge
-dietz- fixed a texture error
-dietz- fixed another texture error
-dietz- changed a group of brushes in RPG room to a func_wall
-dietz- increased the speed of a fan x4 to closer match the sound being played
-dietz- clipped off red teleporter
-The Great Leak Hunt-
-dietz- found three 8 unit wide brushes that had no business being where they were
HAHA! Fixed the leak on the very first try. What're the odds on that?
-MAX_MAP_CLIPNODES-
Fixed, now I get a max_map_models error as there's more than 400 solid brush entities in the map. Moving on to beta3
BETA 1
-orph- re-added the stairs he removed to eliminate a huge dead-end :D
-orph- texture alignments in the skylights
-orph- deleted some bush textured things in the big sign area as they looked strange and were unnecessary
-orph- changed the outside of the area to fix a bug that had brushes disappearing in the sky
-orph- found and corrected a number of slight brush errors that were a few units off
-orph- removed the passageway between the elevator and the sniping point because of view distance and r_speed problems
-orph- created a new hall that connects the elevator and sniping point but removes the above errors
-orph- lowered a window a little bit so we could see the pretty sign from the second floor
-orph- redid the clip brushes around the ceiling
-yak- fixed an insignificant texture error in a doorway
-yak- removed unnecessary lights in hallway overlooking Grimlock's outside area
-yak- moved a detail door to a different location
-yak- changed some stupid arcitecture in the first main room
-yak- changed a small part of the ceiling in the first main room
-yak- added a ladder in the first main room
-yak- changed the floor of the 'rockroof' room
-yak- texture fix in the connection room
-yak- added a sign to the connection room
-yak- texture fix in the back room
-yak- removed some lights in back room
-yak- added a sign to the back room
-yak- added teleporter sprites
-reno- fixed a sign in middle room so it wouldn't flicker
-a_s- fixed a sign in square room so it wouldn't flicker
-grim- fixed a sign in bowl so it wouldn't flicker
-grim- fixed a sign in machine room so it wouldn't flicker
-dietz- removed a clip brush that interfered with swimming, extended the floor in front of ammo room to compensate
-dietz- removed a clip brush that interfered with walking on the second level
-dietz- added clip brushes in all the small areas that players cannot reach
-dietz- he said at one point that the ammo room was supposed to be a teleporter, and I aim to please. The teleporter looks like the other two and they are set up to go yellow -> blue -> red -> yellow
-dietz- added teleporter sprite
** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\"
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe
** Parameters: "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile" -chart -texdata 6144
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlcsg.exe "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile"-chart -texdata 6144
Entering c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 6291456 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
146 brushes (totalling 872 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (76.48 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (55.15 seconds)
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0)
planes 624/32767 12480/655340 ( 1.9)
vertexes 0/65535 0/786420 ( 0.0)
nodes 0/32767 0/786408 ( 0.0)
texinfos 9935/32767 397400/1310680 (30.3)
faces 0/65535 0/1310700 ( 0.0)
clipnodes 0/32767 0/262136 ( 0.0)
leaves 0/8192 0/229376 ( 0.0)
marksurfaces 0/65535 0/131070 ( 0.0)
surfedges 0/512000 0/2048000 ( 0.0)
edges 0/256000 0/1024000 ( 0.0)
texdata [variable] 0/6291456 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 0/524288 ( 0.0)
0 textures referenced
=== Total BSP file data space used: 409880 bytes ===
Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 230 used textures, 94.65 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\signs.wad
- Contains 8 used textures, 3.29 percent of map (8 textures in wad)
Using Wadfile: \sierra\half-life\valve\tfc.wad
- Contains 3 used textures, 1.23 percent of map (279 textures in wad)
added 50 additional animating textures.
Warning: ::FindTexture() texture NULL not found!
Are you sure you included zhlt.wad in your wadpath list?
Warning: ::FindTexture() texture 18WHL_FLOOR not found!
Warning: ::LoadLump() texture 18WHL_FLOOR not found!
Warning: ::LoadLump() texture NULL not found!
Texture usage is at 4.29 mb (of 6.00 mb MAX)
135.26 seconds elapsed [2m 15s]
----- END hlcsg -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe
** Parameters: "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile" -chart -texdata 6144
hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlbsp.exe "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile"-chart -texdata 6144
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 6291456 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
Error: ReadSurfs (line 1): 7996 > g_numplanes
----- END hlbsp -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlvis.exe
** Parameters: "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile" -chart -texdata 6144
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlvis.exe "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile"-chart -texdata 6144
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile.log for the cause.
----- END hlvis -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe
** Parameters: "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile" -chart -texdata 6144 -bounce 3 -sparse -chop 80 -smooth 80
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\zhlt\hlrad.exe "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile"-chart -texdata 6144 -bounce 3 -sparse -chop 80 -smooth 80
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile.log for the cause.
----- END hlrad -----
** Executing...
** Command: Copy File
** Parameters: "c:\documents and settings\joseph flannelly\desktop\miscellaneous\snarkpitcrew map files\spc_compile.bsp" "C:\Steam\SteamApps\yakfighter@aol.com\half-life\valve\maps\spc_compile.bsp"
The command failed. Windows reported the error:
"The system cannot find the path specified."
Warning: Leaf portals saw into leaf
Problem at portal between leaves 352 and 332:
(-2248.021 -192.607 937.826)
(-2125.394 -102.813 416.000)
(-2102.905 -117.919 416.000)
(-2207.990 -207.992 902.954)
(-2208.005 -207.998 903.004)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 387 and 388:
(-2143.892 287.668 416.000)
(-2198.892 196.000 416.000)
(-2181.566 196.000 334.685)
(-2172.793 204.736 318.115)
(-2100.000 304.000 256.000)
(-2100.000 304.000 256.000)