Seting up Expert Compile
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Quote
Re: Seting up Expert Compile
Posted by itisjp on Fri Dec 3rd at 3:54pm 2004


Hello all,

I am trying to set up the expert compile. I used the tutorial http://www.snarkpit.com/editing.php?page=tutorials&id=126.

I compile the map and here is what I get. I made the text red for the access denied command (all the way near the bottom) I also have one other question about the

Memory leak: mempool blocks left in memory: 49

Is this just a memory leak? I have seen it on every map I have tried to compile even if it is just a hollow box around a info player start entity.

Thanks in advance,

Jp


** Executing...
** Command: "C:Program FilesSteamSteamAppsitisjpsourcesdkbinvbsp.exe"
** Parameters: "c:program filessteamsteamappsitisjphalf-life 2hl2mapshelloworld"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: c:program filessteamsteamappsitisjphalf-life 2hl2materials
Loading c:program filessteamsteamappsitisjphalf-life 2hl2mapshelloworld.vmf
"materials/nature/blendrockdirt005a_tooltexture.vtf": cached version doesn't exist
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program filessteamsteamappsitisjphalf-life 2hl2mapshelloworld.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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 (0) (4273 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:program filessteamsteamappsitisjphalf-life 2hl2mapshelloworld.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: C:Program FilesSteamSteamAppsitisjpsourcesdkbinvvis.exe
** Parameters: c:PROGRA~1steamSTEAMA~1itisjpHALF-L~2hl2mapsHELLOW~1

Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading c:progra~1steamsteama~1itisjphalf-l~2hl2mapsHELLOW~1.bsp
reading c:progra~1steamsteama~1itisjphalf-l~2hl2mapsHELLOW~1.prt
29 portalclusters
75 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: 0 visible clusters (0.00%)
Total clusters visible: 831
Average clusters visible: 28
Building PAS...
Average clusters audible: 29
visdatasize:468 compressed from 464
writing c:progra~1steamsteama~1itisjphalf-l~2hl2mapsHELLOW~1.bsp
0 seconds elapsed

** Executing...
** Command: C:Program FilesSteamSteamAppsitisjpsourcesdkbinvrad.exe
** Parameters: c:PROGRA~1steamSTEAMA~1itisjpHALF-L~2hl2mapsHELLOW~1

Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:progra~1steamsteama~1itisjphalf-l~2hl2mapsHELLOW~1.bsp
94 faces
49800 square feet [7171232.50 square inches]
0 displacements
0 square feet [0.00 square inches]
94 patches before subdivision
2792 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 58519, max 125
transfer lists: 0.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0095 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 1/1024 48/49152 ( 0.1%)
brushes 11/8192 132/98304 ( 0.1%)
brushsides 66/65536 528/524288 ( 0.1%)
planes 82/65536 1640/1310720 ( 0.1%)
vertexes 173/65536 2076/786432 ( 0.3%)
nodes 64/65536 2048/2097152 ( 0.1%)
texinfos 20/12288 1440/884736 ( 0.2%)
texdata 7/2048 224/65536 ( 0.3%)
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 94/65536 5264/3670016 ( 0.1%)
origfaces 30/65536 1680/3670016 ( 0.0%)
leaves 66/65536 3696/3670016 ( 0.1%)
leaffaces 121/65536 242/131072 ( 0.2%)
leafbrushes 29/65536 58/131072 ( 0.0%)
surfedges 558/512000 2232/2048000 ( 0.1%)
edges 313/256000 1252/1024000 ( 0.1%)
worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 6/32768 60/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 90/65536 180/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 78936/0 ( 0.0%)
visdata [variable] 468/16777216 ( 0.0%)
entdata [variable] 1699/393216 ( 0.4%)
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] 4273/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 118084 bytes ====

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 113811 bytes ====

Total triangle count: 250
Writing c:progra~1steamsteama~1itisjphalf-l~2hl2mapsHELLOW~1.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappsitisjphalf-life 2hl2mapshelloworld.bsp" "C:Program FilesSteamSteamAppsitisjphalf-life 2hl2mapshelloworld.bsp"


** Executing...
** Command:
** Parameters: -applaunch 320 -developer 1 -console 1 -map HELLOW~1

* Could not execute the command:
-applaunch 320 -developer 1 -console 1 -map HELLOW~1
* Windows gave the error message:
"Access is denied."





Quote
Re: Seting up Expert Compile
Posted by itisjp on Fri Dec 3rd at 4:07pm 2004


OK ... I am dumb as a rock. I had hammer set to Half-Life 2 instead of the Half-Life 2 Death Match in the Source SDK window. Sorry to waste everyones time.





Quote
Re: Seting up Expert Compile
Posted by omegaslayer on Fri Dec 3rd at 6:40pm 2004


For one never run the map while hammer is running unless you have a super computer. Two "map HELLOW~1" is an invalid name for a map I believe, try nameing it something else.
Try copying the bsp into your maps folder (C:Program FilesValveSteamSteamAppsyour e-mailhalf-life 2hl2maps) then run the game and in the console type "map your map name" without the quotes, and test your level that way.
PS: I always get that memory leak also, you want to look for the term *****leaked***** for it to be an actual leak, so you dont have anything to worry about.
[addsig]




Quote
Re: Seting up Expert Compile
Posted by Crono on Fri Dec 3rd at 6:52pm 2004


I don't have a super computer and I run maps with hammer running all the time ... Yes with HL2. I usually keep HL2 running in the background and alt + tab out. much quicker. [addsig]



Quote
Re: Seting up Expert Compile
Posted by Junkyard God on Fri Dec 3rd at 7:16pm 2004


i had that problem, becouse i have win ME instead of win xp i think, but it could be just the name of the map , if theres a ~ it's always bad (exept if you put it there)
[addsig]




Quote
Re: Seting up Expert Compile
Posted by Leperous on Fri Dec 3rd at 11:31pm 2004


Something in the latest Hammer update has "broken" the expert compile, and it can't seem to run the game executable any more. For now you'll have to enter "C:SteamSteam.exe" as the command manually.

Also note that some variables- e.g. $bspdir- don't work now, either. Hopefully this will be fixed soon






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