map wont load in-game
Post Reply
Quote
Re: map wont load in-game
Posted by SnowmanDev on Wed Apr 26th at 11:22pm 2006


ok guys i've noticed that not many ppl look at any posts and this would be my third post and no im not trying to rack them up i just want help.

anyway my problem is that my map will NOT load in the engine at all, now it worked last nite and now it wont, i added some stuff like an npc_spawer made some buildings taller etc... then it didnt work so i went back changed EVERYTHING to the way it exactly was and still my map will not load, i dont get any error msgs or anything it just closes hl2 without even getting to a console ...

ok list of things i've tried ...

1 renaming my map
2 copy/paste into new map new name
3 going over everything checking for errors
4 compiling certain areas
5 checking each post and trying those answers

and to my suprise NONE of them worked smiley thing is i can load any other map up like the sdk maps or the actual game just none of my maps,
when i do a expert run in a window after compiling i get a console window as usual and it says ... game.dll loaded for "counterstrike" ... now im not sure if this is a problem.

i'll post my compile log anyway see if you guys can spot something i cant ...


** Executing...
** Command: "c:program filessteamsteamappssn0wm3nsourcesdkbinvbsp.exe"
** Parameters: -sw -dev -console -allowdebug -game "c:program filessteamsteamappsSourceModsTCOTD" +map "mansion"

Valve Software - vbsp.exe (Jan 2 2006)
VBSP: Unknown option "-sw"

Command line: "c:program filessteamsteamappssn0wm3nsourcesdkbinvbsp.exe" "-sw" "-dev" "-console" "-allowdebug" "-game" "c:program filessteamsteamappsSourceModsTCOTD" "+map" "mansion"

usage : vbsp [options...] mapfile
example: vbsp -onlyents c:hl2hl2mapstest

Common options (use -v to see all options):

-v (or -verbose): Turn on verbose output (also shows more command
line options).

-onlyents : This option causes vbsp only import the entities from the .vmf
file. -onlyents won't reimport brush models.
-onlyprops : Only update the static props and detail props.
-glview : Writes .gl files in the current directory that can be viewed
with glview.exe. If you use -tmpout, it will write the files
into the tmp folder.
-nodetail : Get rid of all detail geometry. The geometry left over is
what affects visibility.
-nowater : Get rid of water brushes.
-low : Run as an idle-priority process.
-nolinuxdata: By default, it writes physics data for linux servers.
This parameter disables writing linux physics data
into the map.

-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.


** Executing...
** Command: "c:program filessteamsteamappssn0wm3nsourcesdkbinvvis.exe"
** Parameters: -fast -game "c:program filessteamsteamappsSourceModsTCOTD" "d:tcotdmapsrcmansion"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
1 threads
reading d:tcotdmapsrcmansion.bsp
reading d:tcotdmapsrcmansion.prt
989 portalclusters
2961 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 17534 visible clusters (0.00%)
Total clusters visible: 475093
Average clusters visible: 480
Building PAS...
Average clusters audible: 666
visdatasize:175743 compressed from 253184
writing d:tcotdmapsrcmansion.bsp
5 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappssn0wm3nsourcesdkbinvrad.exe"
** Parameters: -bounce 5 -noextra -game "c:program filessteamsteamappsSourceModsTCOTD" "d:tcotdmapsrcmansion"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:tcotdmapsrcmansion.bsp
4196 faces
962181 square feet [138554144.00 square inches]
0 displacements
0 square feet [0.00 square inches]
4196 patches before subdivision
zero area child patch
zero area child patch
72420 patches after subdivision
75 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (175)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (78)
transfers 11301417, max 1063
transfer lists: 86.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(35765, 32117, 27077)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(7018, 5768, 4128)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1588, 1213, 753)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(385, 277, 147)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(99, 70, 32)
Build Patch/Sample Hash Table(s).....Done<0.1643 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Ready to Finish
48 of 48 (100% 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 28/1024 1344/49152 ( 2.7%)
brushes 718/8192 8616/98304 ( 8.8%)
brushsides 5442/65536 43536/524288 ( 8.3%)
planes 2932/65536 58640/1310720 ( 4.5%)
vertexes 7208/65536 86496/786432 (11.0%)
nodes 2133/65536 68256/2097152 ( 3.3%)
texinfos 776/12288 55872/884736 ( 6.3%)
texdata 54/2048 1728/65536 ( 2.6%)
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 4196/65536 234976/3670016 ( 6.4%)
origfaces 2110/65536 118160/3670016 ( 3.2%)
leaves 2162/65536 69184/2097152 ( 3.3%)
leaffaces 5019/65536 10038/131072 ( 7.7%)
leafbrushes 1790/65536 3580/131072 ( 2.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 28312/512000 113248/2048000 ( 5.5%)
edges 16367/256000 65468/1024000 ( 6.4%)
LDR worldlights 74/8192 6512/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 379/32768 3790/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5874/65536 11748/131072 ( 9.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 4222060/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 175743/16777216 ( 1.0%)
entdata [variable] 41816/393216 (10.6%)
LDR leaf ambient 2162/65536 51888/1572864 ( 3.3%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/11046 ( 0.0%)
pakfile [variable] 15277/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 258765/4194304 ( 6.2%)
==== Total Win32 BSP file data space used: 5727119 bytes ====

Linux Specific Data:
physicssurface [variable] 258765/6291456 ( 4.1%)
==== Total Linux BSP file data space used: 5727119 bytes ====

Total triangle count: 11477
Writing d:tcotdmapsrcmansion.bsp
4 minutes, 21 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "d:tcotdmapsrcmansion.bsp" "c:program filessteamsteamappsSourceModsTCOTDmapsmansion.bsp"


** Executing...
** Command: "c:program filessteamsteamappssn0wm3nhalf-life 2hl2.exe"
** Parameters: -allowdebug -game "c:program filessteamsteamappsSourceModsTCOTD" +map "mansion"





Quote
Re: map wont load in-game
Posted by ReNo on Thu Apr 27th at 12:01am 2006


It doesnt look like it's actually RUNNING vbsp. You are using a parameter "-sw" with it, which isn't a valid parameter. I didn't know that specifying invalid parameters stopped the tool from running (I thought it would just ignore them) but that seems to be what is happening. For this reason, BSP isn't generating a BSP file, and so VIS and RAD are just running on top of the last successfully compiled version. That means any changes you make to the level aren't actually making any difference to the version of the map you are trying to run in game. Lose that parameter in the compile settings and see if you map runs after compiling.

PS. In future read your compile log and see if something looks abnormal or if there are error messages telling you what is wrong. This time, for example, it quite clearly states that you are using an unknown parameter, so the logical step would be to try removing it. I don't mean to discourage you from using this site to help you with your problems, but we do prefer it if people try their best at fixing the problem themselves (be it reading tutorials, searching for similar problems, or good old fashioned trial and error) beforehand.






Quote
Re: map wont load in-game
Posted by SnowmanDev on Thu Apr 27th at 12:21am 2006


ok ur answer would be correct for that compile log so thanx for that but it still doesnt work without that command, it compiles fine but wont load the map.

kind of anoying whem my map is almost finished smiley

new compile log follows ...


** Executing...
** Command: "c:program filessteamsteamappssn0wm3nsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModsTCOTD" "D:TCOTDmapsrcmansion"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:program filessteamsteamappsSourceModsTCOTDmaterials
Loading D:TCOTDmapsrcmansion.vmf
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...
Merged 66 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:TCOTDmapsrcmansion.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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) (258765 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (258765 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1240 texinfos to 776
Reduced 60 texdatas to 54 (1703 bytes to 1480)
Writing D:TCOTDmapsrcmansion.bsp
4 seconds elapsed
Memory leak: mempool blocks left in memory: 4

** Executing...
** Command: "c:program filessteamsteamappssn0wm3nsourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModsTCOTD" -fast "D:TCOTDmapsrcmansion"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
1 threads
reading d:tcotdmapsrcmansion.bsp
reading d:tcotdmapsrcmansion.prt
989 portalclusters
2961 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 17534 visible clusters (0.00%)
Total clusters visible: 475093
Average clusters visible: 480
Building PAS...
Average clusters audible: 666
visdatasize:175743 compressed from 253184
writing d:tcotdmapsrcmansion.bsp
3 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappssn0wm3nsourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModsTCOTD" -noextra "D:TCOTDmapsrcmansion"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:tcotdmapsrcmansion.bsp
4196 faces
962181 square feet [138554144.00 square inches]
0 displacements
0 square feet [0.00 square inches]
4196 patches before subdivision
zero area child patch
zero area child patch
72420 patches after subdivision
75 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (164)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (75)
transfers 11301417, max 1063
transfer lists: 86.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(35765, 32117, 27077)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(7018, 5768, 4128)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1588, 1213, 753)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(385, 277, 147)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(99, 70, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(27, 19, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(7, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0690 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
48 of 48 (100% 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 28/1024 1344/49152 ( 2.7%)
brushes 718/8192 8616/98304 ( 8.8%)
brushsides 5442/65536 43536/524288 ( 8.3%)
planes 2932/65536 58640/1310720 ( 4.5%)
vertexes 7208/65536 86496/786432 (11.0%)
nodes 2133/65536 68256/2097152 ( 3.3%)
texinfos 776/12288 55872/884736 ( 6.3%)
texdata 54/2048 1728/65536 ( 2.6%)
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 4196/65536 234976/3670016 ( 6.4%)
origfaces 2110/65536 118160/3670016 ( 3.2%)
leaves 2162/65536 69184/2097152 ( 3.3%)
leaffaces 5019/65536 10038/131072 ( 7.7%)
leafbrushes 1790/65536 3580/131072 ( 2.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 28312/512000 113248/2048000 ( 5.5%)
edges 16367/256000 65468/1024000 ( 6.4%)
LDR worldlights 74/8192 6512/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 379/32768 3790/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5874/65536 11748/131072 ( 9.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 4222060/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 175743/16777216 ( 1.0%)
entdata [variable] 41816/393216 (10.6%)
LDR leaf ambient 2162/65536 51888/1572864 ( 3.3%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/11046 ( 0.0%)
pakfile [variable] 15277/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 258765/4194304 ( 6.2%)
==== Total Win32 BSP file data space used: 5727119 bytes ====

Linux Specific Data:
physicssurface [variable] 258765/6291456 ( 4.1%)
==== Total Linux BSP file data space used: 5727119 bytes ====

Total triangle count: 11477
Writing d:tcotdmapsrcmansion.bsp
4 minutes, 6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:TCOTDmapsrcmansion.bsp" "c:program filessteamsteamappsSourceModsTCOTDmapsmansion.bsp"





Quote
Re: map wont load in-game
Posted by fishy on Thu Apr 27th at 4:39pm 2006


when both Orph and I looked at it, we both said that there was a bunch of invalid textures references when we done the 'check map for errors' thing. i just put that down to the map being made for cs, or using custom textures, but it turns out that it's right, there are a bunch of invalid references.

i assume that at some point you extracted the materials from the gcf, and put them into your sourcesdk folder. the problem is, you've put them one folder too deep. if you look at the mansion building, for example, all of the textures are like materials/subfolder/texturename, when really there should be no mention of a materials folder, as the engine knows to look there anyway. the way it is atm, when the game tries to load, it sees all these texture references that point to mod/materials/materials/ which doesn't exist, and fails to load.

the easiest way that i can think of fixing it, is to use the 'replace textures' thing, by copy/pasting the name of existing textures, and removing the leading materials/ folder from the pasted bit. removing the materials/materials/folder first, will make finding and fixing the bad textures a lot easier too.

and be careful not to use textures from any of the props or models folders, like the floor in the upstairs of the mansionhouse, as it will render black/messed-up in game.

[edit] retracted as a possible answer. it didn't work a 2nd time, so i must have done something else. i thought it was slightly odd that the badly referenced textures didn't just show the checkerboard...... :/




i eat paint



Quote
Re: map wont load in-game
Posted by SnowmanDev on Thu Apr 27th at 6:33pm 2006


ok i'll check out ur answer, and see what happens, i have to read through it again though lol got a little confusing about half way through but it wont be hard i get the jist.

i'll let you know and post what happens

thanx




Quote
Re: map wont load in-game
Posted by SnowmanDev on Thu Apr 27th at 8:09pm 2006


okey dokey i fixed the texture problem where it couldnt them any of them :P and my new textures seem to be working fine.

but still my map will not load up in the engine, and i have noticed that its loading css now instead of hl2 and it loads the game.dll for counterstrike, now i dont think this should be happening but i could be wrong so here my compile log for you guys to check out and maybe to solve my problem i would have to change the engine from css to hl2 or something

plz let me know asap


** Executing...
** Command: "c:program filessteamsteamappssn0wm3nsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModsTCOTD" "D:TCOTDmapsrcsubway22222"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:program filessteamsteamappsSourceModsTCOTDmaterials
Loading D:TCOTDmapsrcsubway22222.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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 136 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:TCOTDmapsrcsubway22222.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day03_06rt"
Can't load skybox file skybox/sky_day03_06 to build the default cubemap!
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 (1) (270952 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (295443 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1233 texinfos to 761
Reduced 57 texdatas to 52 (1512 bytes to 1348)
Writing D:TCOTDmapsrcsubway22222.bsp
3 seconds elapsed
Memory leak: mempool blocks left in memory: 3

** Executing...
** Command: "c:program filessteamsteamappssn0wm3nsourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModsTCOTD" -fast "D:TCOTDmapsrcsubway22222"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
1 threads
reading d:tcotdmapsrcsubway22222.bsp
reading d:tcotdmapsrcsubway22222.prt
1034 portalclusters
3165 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 16990 visible clusters (0.00%)
Total clusters visible: 534272
Average clusters visible: 516
Building PAS...
Average clusters audible: 698
visdatasize:197354 compressed from 281248
writing d:tcotdmapsrcsubway22222.bsp
4 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappssn0wm3nsourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsSourceModsTCOTD" -noextra "D:TCOTDmapsrcsubway22222"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:tcotdmapsrcsubway22222.bsp
4319 faces
984417 square feet [141756160.00 square inches]
2 displacements
42397 square feet [6105196.00 square inches]
4319 patches before subdivision
73689 patches after subdivision
77 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (199)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (79)
transfers 11585461, max 1092
transfer lists: 88.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(44893, 41505, 45604)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(7269, 5863, 4887)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1451, 1025, 723)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(318, 189, 114)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(75, 37, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(19, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(5, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0761 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Ready to Finish
50 of 50 (100% 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 29/1024 1392/49152 ( 2.8%)
brushes 719/8192 8628/98304 ( 8.8%)
brushsides 5481/65536 43848/524288 ( 8.4%)
planes 3240/65536 64800/1310720 ( 4.9%)
vertexes 7529/65536 90348/786432 (11.5%)
nodes 2158/65536 69056/2097152 ( 3.3%)
texinfos 761/12288 54792/884736 ( 6.2%)
texdata 52/2048 1664/65536 ( 2.5%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 106/0 2120/0 ( 0.0%)
disp_tris 160/0 320/0 ( 0.0%)
disp_lmsamples 34904/0 34904/0 ( 0.0%)
faces 4319/65536 241864/3670016 ( 6.6%)
origfaces 2099/65536 117544/3670016 ( 3.2%)
leaves 2188/65536 70016/2097152 ( 3.3%)
leaffaces 5312/65536 10624/131072 ( 8.1%)
leafbrushes 1849/65536 3698/131072 ( 2.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 29060/512000 116240/2048000 ( 5.7%)
edges 16837/256000 67348/1024000 ( 6.6%)
LDR worldlights 76/8192 6688/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 412/32768 4120/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6576/65536 13152/131072 (10.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 4182776/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 197354/16777216 ( 1.2%)
entdata [variable] 42380/393216 (10.8%)
LDR leaf ambient 2188/65536 52512/1572864 ( 3.3%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/10876 ( 0.0%)
pakfile [variable] 15081/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 270952/4194304 ( 6.5%)
==== Total Win32 BSP file data space used: 5784951 bytes ====

Linux Specific Data:
physicssurface [variable] 295443/6291456 ( 4.7%)
==== Total Linux BSP file data space used: 5809442 bytes ====

Total triangle count: 12023
Writing d:tcotdmapsrcsubway22222.bsp
4 minutes, 46 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:TCOTDmapsrcsubway22222.bsp" "c:program filessteamsteamappsSourceModsTCOTDmapssubway22222.bsp"

thanx





Quote
Re: map wont load in-game
Posted by Captain P on Thu Apr 27th at 9:11pm 2006


I guess there's a problem with that mod then. Have you selected it from the SDK list before starting up Hammer? Have you checked whether or not the .bsp file actually exists in the mods maps folder?





Quote
Re: map wont load in-game
Posted by SnowmanDev on Thu Apr 27th at 9:16pm 2006


yes i have done all that, even created new files like omegaslayer said and still no luck and this map is almost finished <img src=" SRC="images/smiles/sad.gif"> somebody must know something *cries lil heart out*



Quote
Re: map wont load in-game
Posted by Orpheus on Thu Apr 27th at 10:46pm 2006


? quoting SnowmanDev
plz let me know asap

We're good, not to be confused with omnipotent.

Here is a shot in the dark. Place a multi-player start and compile it. Try loading it as an HL2DM map.

If it loads, you will at least narrow the problem to the mod, and not the map.

Maybe.





The best things in life, aren't things.



Quote
Re: map wont load in-game
Posted by SnowmanDev on Thu Apr 27th at 11:37pm 2006


ok tried that and it didnt work, also i thought it could of been the mod with help from fishy and i deleted all the mod folders and used the half life 2 mapping in the sdk, and to no avail the map still does not run even with normal h2 textures, i think this is a problem for the moderators and some really skilled guys, or maybe its just me being silly and tired i dont know but some other ppl really need to check this out, come up with ideas or anything... the last thing i want though is some 1 to say bite the bullet and scrap it, thats my last resort.

if it comes down to i guess im going to have to but for now this must be solveable,

and guys thanks so much for the support and ideas to help me out u dont understand how much i appreciate this comunity, although it could be bigger :P

thanx again

SnowmanDev





Quote
Re: map wont load in-game
Posted by Captain P on Thu Apr 27th at 11:45pm 2006


So, let me get this straight - you have been able to compile and run this map, or other maps, before?





Quote
Re: map wont load in-game
Posted by SnowmanDev on Fri Apr 28th at 9:33am 2006


i have, it worked and then i must of done something and now it doesnt work, i think it maybe the game files its using but i've changed everything back to basics and still it wont work, not even as a multiplayer map or without a mod and just in normal hl2, its strange.





Quote
Re: map wont load in-game
Posted by fishy on Sat Apr 29th at 11:36am 2006


i don't know exactly why, but it's somethiing to do with all the prop_dynamic_overrides that you've got parented to 'train'. why any of them have this prop type is a mystery, as is the reason they are parented to something that doesn't exist. various other props are also set as dynamics, when they should be prop_static, like some light fittings that were probably part of an on/off set-up when you first got them.

change all the prop types on the train to prop_static, except for the drivers chair, and i think a couple of the radio sets, which should be prop_physics, and your map will run right up until you try to use the elevator in the mansion, then it will crash again. :/




i eat paint



Quote
Re: map wont load in-game
Posted by SnowmanDev on Sat Apr 29th at 3:04pm 2006


ok fishy i'll have a go, i think i mite delete the train, then go from there, but as i said there are no "errors" in the logs wouldnt they appear as errors in the log if they wer meant to be something else ?


Yup that it ... Really... uh huh... total world domination



Quote
Re: map wont load in-game
Posted by omegaslayer on Sat Apr 29th at 9:06pm 2006


? quote:
i don't know exactly why, but it's somethiing to do with all the prop_dynamic_overrides that you've got parented to 'train'. why any of them have this prop type is a mystery, as is the reason they are parented to something that doesn't exist. various other props are also set as dynamics, when they should be prop_static, like some light fittings that were probably part of an on/off set-up when you first got them.

change all the prop types on the train to prop_static, except for the drivers chair, and i think a couple of the radio sets, which should be prop_physics, and your map will run right up until you try to use the elevator in the mansion, then it will crash again. :/


SnowmanDev asked me if I could make the train move (I had been chatting with him over MSN to help him)-- so I made the brushes of the train as a func_door (not train for simplistics sake) and named it "train". Then I turned all the prop_statics into prop_dynamic_overides so that I could parent them all to the train (I made them all overides so I would have to go though each individual one and make the prop_dynamics -- because I was pressed for time)






Quote
Re: map wont load in-game
Posted by SnowmanDev on Sat Apr 29th at 9:17pm 2006


well regardless of what the problem was its now solved lol, so if anybody asks about maps not loading after this then they should be thrown off the forum completely lol, i think nearly every angle has been answered in this post and if not i've seen 2 other posts that will surely get the problem fixed, im guessing if nothing fixes the map after these threads then nothing will.

Guy i really need to thank the lot of you, and my map has come on so much since the errors, i cant wait to upload and see what you guys think of the "dream" level of my second mod / first ever hl2 mod :P

thanx again,

SnowmanDev




Yup that it ... Really... uh huh... total world domination




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