Map compiles fine but wont run ingame
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Quote
Re: Map compiles fine but wont run ingame
Posted by Aku on Mon Jan 24th at 1:32am 2005


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Heres the compiled text
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** Executing...
** Command: "e:gamessteamsteamappsakuhalo@aol.comsourcesdkbinvbsp.exe"
** Parameters: -game "e:gamessteamsteamappsakuhalo@aol.comcounter-strike sourcecstrike" "E:GamesSteamSteamAppsakuhalo@aol.comsourcesdk_contentcstrikemapsrctest2"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: e:gamessteamsteamappsakuhalo@aol.comcounter-strike sourcecstrikematerials
Loading E:GamesSteamSteamAppsakuhalo@aol.comsourcesdk_contentcstrikemapsrctest2.vmf
Brush 59: bounds out of range
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:GamesSteamSteamAppsakuhalo@aol.comsourcesdk_contentcstrikemapsrctest2.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) (35228 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (35228 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing E:GamesSteamSteamAppsakuhalo@aol.comsourcesdk_contentcstrikemapsrctest2.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "e:gamessteamsteamappsakuhalo@aol.comsourcesdkbinvvis.exe"
** Parameters: -game "e:gamessteamsteamappsakuhalo@aol.comcounter-strike sourcecstrike" "E:GamesSteamSteamAppsakuhalo@aol.comsourcesdk_contentcstrikemapsrctest2"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading e:gamessteamsteamappsakuhalo@aol.comsourcesdk_contentcstrikemapsrctest2.bsp
reading e:gamessteamsteamappsakuhalo@aol.comsourcesdk_contentcstrikemapsrctest2.prt
128 portalclusters
322 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 (1)
Optimized: 53 visible clusters (0.00%)
Total clusters visible: 4745
Average clusters visible: 37
Building PAS...
Average clusters audible: 96
visdatasize:4696 compressed from 4096
writing e:gamessteamsteamappsakuhalo@aol.comsourcesdk_contentcstrikemapsrctest2.bsp
1 second elapsed

** Executing...
** Command: "e:gamessteamsteamappsakuhalo@aol.comsourcesdkbinvrad.exe"
** Parameters: -game "e:gamessteamsteamappsakuhalo@aol.comcounter-strike sourcecstrike" "E:GamesSteamSteamAppsakuhalo@aol.comsourcesdk_contentcstrikemapsrctest2"

Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:gamessteamsteamappsakuhalo@aol.comsourcesdk_contentcstrikemapsrctest2.bsp
629 faces
94500 square feet [13608073.00 square inches]
0 displacements
0 square feet [0.00 square inches]
629 patches before subdivision
10047 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 466995, max 156
transfer lists: 3.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2661, 2526, 455)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1543, 1434, 232)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(685, 622, 89)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(313, 277, 35)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(142, 123, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(64, 54, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(29, 24, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(13, 10, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(6, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(3, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0163 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 1/1024 48/49152 ( 0.1%)
brushes 110/8192 1320/98304 ( 1.3%)
brushsides 804/65536 6432/524288 ( 1.2%)
planes 736/65536 14720/1310720 ( 1.1%)
vertexes 1162/65536 13944/786432 ( 1.8%)
nodes 290/65536 9280/2097152 ( 0.4%)
texinfos 150/12288 10800/884736 ( 1.2%)
texdata 16/2048 512/65536 ( 0.8%)
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 629/65536 35224/3670016 ( 1.0%)
origfaces 337/65536 18872/3670016 ( 0.5%)
leaves 292/65536 16352/3670016 ( 0.4%)
leaffaces 829/65536 1658/131072 ( 1.3%)
leafbrushes 297/65536 594/131072 ( 0.5%)
surfedges 4216/512000 16864/2048000 ( 0.8%)
edges 2323/256000 9292/1024000 ( 0.9%)
worldlights 1/8192 88/720896 ( 0.0%)
waterstrips 52/32768 520/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 801/65536 1602/131072 ( 1.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 264384/0 ( 0.0%)
visdata [variable] 4696/16777216 ( 0.0%)
entdata [variable] 3598/393216 ( 0.9%)
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] 1/328 ( 0.3%)
pakfile [variable] 19995/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 35228/4194304 ( 0.8%)
==== Total Win32 BSP file data space used: 486025 bytes ====

Linux Specific Data:
physicssurface [variable] 35228/6291456 ( 0.6%)
==== Total Linux BSP file data space used: 486025 bytes ====

Total triangle count: 1666
Writing e:gamessteamsteamappsakuhalo@aol.comsourcesdk_contentcstrikemapsrctest2.bsp
7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:GamesSteamSteamAppsakuhalo@aol.comsourcesdk_contentcstrikemapsrctest2.bsp" "e:gamessteamsteamappsakuhalo@aol.comcounter-strike sourcecstrikemapstest2.bsp"


** Executing...
** Command: "e:gamessteamsteamappsakuhalo@aol.comcounter-strike sourcehl2.exe"
** Parameters: -game "e:gamessteamsteamappsakuhalo@aol.comcounter-strike sourcecstrike" -console +sv_lan 1 +map "test2"

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after compiled (in game)
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Spawn Server test2
Begin loading faces (loads materials)
End loading faces (loads materials)
Host_EndGame: Map coordinate extents are too large!!
Check for errors!

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The map dimentions are 1728, 1408, 704
Which I believe is quite smaller than most maps.
There are only 2 questionable brushes that i deleted and still gave me the same error after restarting steam and hammer and remaking the map shell and keeping the same inside (house) still with the same response to check for errors that dont exsist. im about to give up on this one if you guys cant figure it out.

Message me on AIM or email me and ill send you the map if you are still stumped.

Thanks





Quote
Re: Map compiles fine but wont run ingame
Posted by Orpheus on Mon Jan 24th at 1:39am 2005


you don't need over 5 bounces.

second.. i once had an error similar to this, it was cause by an invalid solid, an unreported invalid solid.

i fixed it by, exporting to map, closing hammer, and reloading the .map file.

try it, it may work in HL2/css as well.

[addsig]




Quote
Re: Map compiles fine but wont run ingame
Posted by Myrk- on Mon Jan 24th at 2:09am 2005


Yer whats with bounce 12?! You'll get blinded by the light from that! [addsig]



Quote
Re: Map compiles fine but wont run ingame
Posted by Orpheus on Mon Jan 24th at 2:36am 2005


? quoting Myrk-
Yer whats with bounce 12?! You'll get blinded by the light from that!

you silly butt, the bounces don't make it brighter, they smooth the shadows to nonexistence

[addsig]




Quote
Re: Map compiles fine but wont run ingame
Posted by omegaslayer on Mon Jan 24th at 4:25am 2005


off topic: My default bounce is 10, ive tried typing in -bounce 20 (just to experiment) but it never works for some reason.

back to topic: do as it says, hit alt-p and it will find errors that you need to fix, or do what orph said to find invalid solids (although im sure hammer 4 finds all errors).

[addsig]




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