Im just starting out on mapping and im trying to make a counterstrike map just to build my skills in hammer. Now I compile my map and run it but it just get to the counter strike source menu and nothing happens. plz help me im a newbe.. =) <html><head><link rel="stylesheet" href="themes/standard.css" type=
** Executing...
** Command: "c:valvesteamsteamappsdr_rushsourcesdkbinvbsp.exe"
** Parameters: -game "c:valvesteamsteamappsdr_rushcounter-strike sourcecstrike" "C:valvesteamsteamappsdr_rushsourcesdk_contentcstrikemapsrcDeath Zone"
Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: c:valvesteamsteamappsdr_rushcounter-strike sourcecstrikematerials
Loading C:valvesteamsteamappsdr_rushsourcesdk_contentcstrikemapsrcDeath Zone.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:valvesteamsteamappsdr_rushsourcesdk_contentcstrikemapsrcDeath Zone.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) (42637 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (42637 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:valvesteamsteamappsdr_rushsourcesdk_contentcstrikemapsrcDeath Zone.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: "c:valvesteamsteamappsdr_rushsourcesdkbinvvis.exe"
** Parameters: -game "c:valvesteamsteamappsdr_rushcounter-strike sourcecstrike" "C:valvesteamsteamappsdr_rushsourcesdk_contentcstrikemapsrcDeath Zone"
Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:valvesteamsteamappsdr_rushsourcesdk_contentcstrikemapsrcDeath Zone.bsp
reading c:valvesteamsteamappsdr_rushsourcesdk_contentcstrikemapsrcDeath Zone.prt
191 portalclusters
595 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 (4)
Optimized: 78 visible clusters (0.00%)
Total clusters visible: 21851
Average clusters visible: 114
Building PAS...
Average clusters audible: 186
visdatasize:10565 compressed from 9168
writing c:valvesteamsteamappsdr_rushsourcesdk_contentcstrikemapsrcDeath Zone.bsp
4 seconds elapsed
** Executing...
** Command: "c:valvesteamsteamappsdr_rushsourcesdkbinvrad.exe"
** Parameters: -game "c:valvesteamsteamappsdr_rushcounter-strike sourcecstrike" "C:valvesteamsteamappsdr_rushsourcesdk_contentcstrikemapsrcDeath Zone"
Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:valvesteamsteamappsdr_rushsourcesdk_contentcstrikemapsrcDeath Zone.bsp
609 faces
101450 square feet [14608890.00 square inches]
0 displacements
0 square feet [0.00 square inches]
609 patches before subdivision
7133 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 249865, max 191
transfer lists: 1.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3508, 3224, 2803)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(284, 168, 109)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(27, 11, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0088 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 6/1024 288/49152 ( 0.6%)
brushes 114/8192 1368/98304 ( 1.4%)
brushsides 716/65536 5728/524288 ( 1.1%)
planes 326/65536 6520/1310720 ( 0.5%)
vertexes 1484/65536 17808/786432 ( 2.3%)
nodes 411/65536 13152/2097152 ( 0.6%)
texinfos 61/12288 4392/884736 ( 0.5%)
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 609/65536 34104/3670016 ( 0.9%)
origfaces 353/65536 19768/3670016 ( 0.5%)
leaves 418/65536 23408/3670016 ( 0.6%)
leaffaces 734/65536 1468/131072 ( 1.1%)
leafbrushes 238/65536 476/131072 ( 0.4%)
surfedges 4456/512000 17824/2048000 ( 0.9%)
edges 2548/256000 10192/1024000 ( 1.0%)
worldlights 3/8192 264/720896 ( 0.0%)
waterstrips 54/32768 540/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1020/65536 2040/131072 ( 1.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 228696/0 ( 0.0%)
visdata [variable] 10565/16777216 ( 0.1%)
entdata [variable] 3374/393216 ( 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] 1/202 ( 0.5%)
pakfile [variable] 9906/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 42637/4194304 ( 1.0%)
==== Total Win32 BSP file data space used: 454840 bytes ====
Linux Specific Data:
physicssurface [variable] 42637/6291456 ( 0.7%)
==== Total Linux BSP file data space used: 454840 bytes ====
Total triangle count: 1806
Writing c:valvesteamsteamappsdr_rushsourcesdk_contentcstrikemapsrcDeath Zone.bsp
10 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:valvesteamsteamappsdr_rushsourcesdk_contentcstrikemapsrcDeath Zone.bsp" "c:valvesteamsteamappsdr_rushcounter-strike sourcecstrikemapsDeath Zone.bsp"
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Re: error loading my map
Posted by dr_rush on Mon Nov 7th at 12:40am 2005
Posted by dr_rush on Mon Nov 7th at 12:40am 2005
Re: error loading my map
Posted by French Toast on Mon Nov 7th at 1:27am 2005

French Toast
member
3043 posts
300 snarkmarks
Registered: Jan 16th 2005
Location: Canada
Occupation: Kicking Ass
Posted by French Toast on Mon Nov 7th at 1:27am 2005
Hmm, I do'nt see anything wrong with you log, but I'm not that experienced at that
" SRC="images/smiles/icon_smile.gif">
One thing I can say, please don't make your text all orange, it kind of hurts your eyes....
One thing I can say, please don't make your text all orange, it kind of hurts your eyes....
French Toast
member
3043 posts
300 snarkmarks
Registered: Jan 16th 2005
Location: Canada

Occupation: Kicking Ass
Re: error loading my map
Posted by ReNo on Mon Nov 7th at 1:34am 2005

ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by ReNo on Mon Nov 7th at 1:34am 2005
Have you tried creating a server from the CS:S menu and selecting your
map to see if it runs that way? If not, give it a shot. If it works, we
know it isn't your actual map that is causing the problem but possibly
some launch issue with CS:S / hammer.
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Re: error loading my map
Posted by dr_rush on Mon Nov 7th at 6:26am 2005
Posted by dr_rush on Mon Nov 7th at 6:26am 2005
Yes I have tried starting it up from creating a server.. it does the same thing. I really dont know because all i have in it are lots of brushes some 2d sky box and some prop_rotating_door in it.
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<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
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