i get same version of the map even if i change it
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Re: i get same version of the map even if i change it
Posted by The fox on Mon Jan 17th at 12:17pm 2005


hello i need help here i add some stuffs to a hl2 sp map i compile it gives no errors and i go ingame and its still same without changes what do i do wrong? it has worked before



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Re: i get same version of the map even if i change it
Posted by ReNo on Mon Jan 17th at 12:28pm 2005


Are you sure the map is getting copied into your hl2mp/maps folder?
[addsig]




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Re: i get same version of the map even if i change it
Posted by The fox on Mon Jan 17th at 12:31pm 2005


yes i have even copyed it over manually deleted the map and leted it copy over it





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Re: i get same version of the map even if i change it
Posted by Leperous on Mon Jan 17th at 12:46pm 2005


Post your compile log please...



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Re: i get same version of the map even if i change it
Posted by The fox on Mon Jan 17th at 12:50pm 2005



** Executing...
** Command: "c:programvalvesteamsteamapps\sourcesdkbinvbsp.exe"
** Parameters: -game "c:programvalvesteamsteamapps\half-life 2hl2" "C:ProgramValveSteamSteamApps\sourcesdk_contentk-19"

Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: c:programvalvesteamsteamapps\half-life 2hl2materials
Loading C:ProgramValveSteamSteamApps\sourcesdk_contentk-19.vmf
Brush 10542: origin brushes not allowed in world

** Executing...
** Command: "c:programvalvesteamsteamapps\sourcesdkbinvrad.exe"
** Parameters: -game "c:programvalvesteamsteamapps\half-life 2hl2" "C:ProgramValveSteamSteamApps\sourcesdk_contentk-19"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:programvalvesteamsteamapps\sourcesdk_contentk-19.bsp
No vis information, direct lighting only.
2064 faces
1 degenerate faces
85928 square feet [12373640.00 square inches]
0 displacements
0 square feet [0.00 square inches]
25 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (16)
Build Patch/Sample Hash Table(s).....Done<0.0145 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 27/1024 1296/49152 ( 2.6%)
brushes 277/8192 3324/98304 ( 3.4%)
brushsides 1897/65536 15176/524288 ( 2.9%)
planes 1592/65536 31840/1310720 ( 2.4%)
vertexes 3085/65536 37020/786432 ( 4.7%)
nodes 1510/65536 48320/2097152 ( 2.3%)
texinfos 203/12288 14616/884736 ( 1.7%)
texdata 45/2048 1440/65536 ( 2.2%)
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 2064/65536 115584/3670016 ( 3.1%)
origfaces 1189/65536 66584/3670016 ( 1.8%)
leaves 1538/65536 86128/3670016 ( 2.3%)
leaffaces 2396/65536 4792/131072 ( 3.7%)
leafbrushes 785/65536 1570/131072 ( 1.2%)
surfedges 14688/512000 58752/2048000 ( 2.9%)
edges 8046/256000 32184/1024000 ( 3.1%)
worldlights 25/8192 2200/720896 ( 0.3%)
waterstrips 190/32768 1900/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3087/65536 6174/131072 ( 4.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 756224/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 30142/393216 ( 7.7%)
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] 1/180 ( 0.6%)
dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/3860 ( 0.0%)
pakfile [variable] 21184/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 108005/4194304 ( 2.6%)
==== Total Win32 BSP file data space used: 1444458 bytes ====

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 1336453 bytes ====

Total triangle count: 5798
Writing c:programvalvesteamsteamapps\sourcesdk_contentk-19.bsp
18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:ProgramValveSteamSteamApps\sourcesdk_contentk-19.bsp" "c:programvalvesteamsteamapps\half-life 2hl2mapsk-19.bsp"





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Re: i get same version of the map even if i change it
Posted by LittleGetty on Mon Jan 17th at 4:24pm 2005


In HL2, are you starting a new game every time? It sounds kind of obvious, but if you don't, it wont change.





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Re: i get same version of the map even if i change it
Posted by omegaslayer on Mon Jan 17th at 7:17pm 2005


No vis, and "Brush 10542: origin brushes not allowed in world" an orgin texture has to be tied into a brush entity (BTW Hammer has eliminated the use for orgins since you can define the orging in the actual settings of the entity), it cant be part of the world. This is messing up BSP, that sets a chain reaction that prevents the bsp from compiling correctly
[addsig]




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Re: i get same version of the map even if i change it
Posted by DrGlass on Tue Jan 18th at 12:33am 2005


thats your problem I should think. browes your texture list, find origin, press the 'mark' button. and delete or change any brush with the origin texture on it.

here is a tut on rotating doors that outpines the use of orgins





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