Hi.
I just started playing with Hammer, and after doing some stuff, I decided that I wanted to try it out, so I tried to compile.
After getting through the compiling process, I got an error saying "MountAppFilesystem() failed:
SteamMountAppFilesystem(215,22,0x12dfd74) failed with error 21: A
different version of this FS is already in use"
Searched some, and found this http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issues#Physics_Objects_Clip_Through_Displacement_Surfaces_.28Since_8.2F4.2F2006.29
Followed the instructions, and I got the rid of the message, but now there were a new problem. As I got into the game, I cant run the map! All i got was this error message:
CModelLoader::Map_IsValid: No such map 'testar'
map load failed: testar not found or invalid
Been looking around some, but havent been able to solve it, so now im asking you pros. Do you know what to do?
1
Re: Problems compiling
Posted by Captain P on Sat Jan 13th at 11:47pm 2007

Captain P
member
1370 posts
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Registered: Nov 6th 2003
Location: Netherlands
Occupation: Game-programmer
Posted by Captain P on Sat Jan 13th at 11:47pm 2007
Have you checked if your testar.bsp file actually exists in the appropriate maps folder? Also, what does your compile log say? The map might have some problems so it fails to compile, or something along those lines.
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Re: Problems compiling
Posted by reaper47 on Sat Jan 13th at 11:56pm 2007
Posted by reaper47 on Sat Jan 13th at 11:56pm 2007
The MountAppFilesystem error has to do with Steam (i.e. steam's copy-protection routines) and not so much with Hammer itself. This specific error also seems to be only about auto-loading the map in game. Activating the console in game and typing "map yourmapsname" allows you to load the map yourself after compiling has finished.
What I think is that the compile programs didn't even run. When they do run (error free) they'll optimize and finalize your "mapname.VMF" map-file (the Hammer editor-file) and write a finished and optimized "mapname.BSP" map-file which is then copied to your "SteamSteamApps[steamprofile-name]gamenamemaps" directory. The game can only load compiled BSP files.
In your case the compile didn't even run and did not place a finished BSP file in the gamenamemaps directory. Thus the "not found" error.
Probably some of the compile parameters, game directories in the Hammer preferences or compile settings are messed up so the map never really gets compiled into a BSP file. If you post the compile log (I hope there actually is a compile log now?) it should be easy to track the error down. Also tell us the game you map for to make sure the paths go to the correct folder.
What I think is that the compile programs didn't even run. When they do run (error free) they'll optimize and finalize your "mapname.VMF" map-file (the Hammer editor-file) and write a finished and optimized "mapname.BSP" map-file which is then copied to your "SteamSteamApps[steamprofile-name]gamenamemaps" directory. The game can only load compiled BSP files.
In your case the compile didn't even run and did not place a finished BSP file in the gamenamemaps directory. Thus the "not found" error.
Probably some of the compile parameters, game directories in the Hammer preferences or compile settings are messed up so the map never really gets compiled into a BSP file. If you post the compile log (I hope there actually is a compile log now?) it should be easy to track the error down. Also tell us the game you map for to make sure the paths go to the correct folder.
Re: Problems compiling
Posted by Jokkocze on Sun Jan 14th at 1:00am 2007
Posted by Jokkocze on Sun Jan 14th at 1:00am 2007
I hope that you dont me mind posting this here.. not sure where I can upload .txt files..
Anyway, here it is
** Executing...
** Command: "d:gamessteamsteamappsjokkoczesourcesdkbinvbsp.exe"
** Parameters: -game "d:gamessteamsteamappsSourceModsFallout" "D:FalloutModmapsrcTestar"
Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: d:gamessteamsteamappsSourceModsFalloutmaterials
Loading D:FalloutModmapsrcTestar.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 D:FalloutModmapsrcTestar.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) (3862 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 14 texinfos to 6
Reduced 3 texdatas to 3 (76 bytes to 76)
Writing D:FalloutModmapsrcTestar.bsp
0 seconds elapsed
** Executing...
** Command: "d:gamessteamsteamappsjokkoczesourcesdkbinvvis.exe"
** Parameters: -game "d:gamessteamsteamappsSourceModsFallout" "D:FalloutModmapsrcTestar"
Valve Software - vvis.exe (May 22 2006)
1 threads
reading d:falloutmodmapsrcTestar.bsp
reading d:falloutmodmapsrcTestar.prt
16 portalclusters
26 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: 246
Average clusters visible: 15
Building PAS...
Average clusters audible: 16
visdatasize:196 compressed from 256
writing d:falloutmodmapsrcTestar.bsp
0 seconds elapsed
** Executing...
** Command: "d:gamessteamsteamappsjokkoczesourcesdkbinvrad.exe"
** Parameters: -game "d:gamessteamsteamappsSourceModsFallout" "D:FalloutModmapsrcTestar"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:falloutmodmapsrcTestar.bsp
72 faces
41756 square feet [6012928.00 square inches]
0 displacements
0 square feet [0.00 square inches]
72 patches before subdivision
6920 patches after subdivision
1 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 897894, max 372
transfer lists: 6.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(8859, 18, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1518, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(269, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(48, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0040 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 10/8192 120/98304 ( 0.1%)
brushsides 60/65536 480/524288 ( 0.1%)
planes 60/65536 1200/1310720 ( 0.1%)
vertexes 159/65536 1908/786432 ( 0.2%)
nodes 43/65536 1376/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 3/2048 96/65536 ( 0.1%)
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 72/65536 4032/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 22/65536 1232/3670016 ( 0.0%)
leaves 45/65536 1440/2097152 ( 0.1%)
leaffaces 87/65536 174/131072 ( 0.1%)
leafbrushes 20/65536 40/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 448/512000 1792/2048000 ( 0.1%)
edges 253/256000 1012/1024000 ( 0.1%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 21/32768 210/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 282/65536 564/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 362512/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 196/16777216 ( 0.0%)
entdata [variable] 1758/393216 ( 0.4%)
LDR leaf ambient 45/65536 1080/1572864 ( 0.1%)
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] 1/202 ( 0.5%)
pakfile [variable] 10006/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 3862/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 395676 bytes ====
Total triangle count: 216
Writing d:falloutmodmapsrcTestar.bsp
3 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:FalloutModmapsrcTestar.bsp" "d:gamessteamsteamappsSourceModsFalloutmapsTestar.bsp"
** Executing...
** Command: "d:gamessteamsteam.exe"
** Parameters: -game "d:gamessteamsteamappsSourceModsFallout" -applaunch 215 -dev -console +sv_lan 1 +map "Testar"
Not sure where the .bsp file should be, but it created, I tnow this because I've searched for it, and found it. But as I said, im not sure.
Anyway, here it is
** Executing...
** Command: "d:gamessteamsteamappsjokkoczesourcesdkbinvbsp.exe"
** Parameters: -game "d:gamessteamsteamappsSourceModsFallout" "D:FalloutModmapsrcTestar"
Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: d:gamessteamsteamappsSourceModsFalloutmaterials
Loading D:FalloutModmapsrcTestar.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 D:FalloutModmapsrcTestar.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) (3862 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 14 texinfos to 6
Reduced 3 texdatas to 3 (76 bytes to 76)
Writing D:FalloutModmapsrcTestar.bsp
0 seconds elapsed
** Executing...
** Command: "d:gamessteamsteamappsjokkoczesourcesdkbinvvis.exe"
** Parameters: -game "d:gamessteamsteamappsSourceModsFallout" "D:FalloutModmapsrcTestar"
Valve Software - vvis.exe (May 22 2006)
1 threads
reading d:falloutmodmapsrcTestar.bsp
reading d:falloutmodmapsrcTestar.prt
16 portalclusters
26 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: 246
Average clusters visible: 15
Building PAS...
Average clusters audible: 16
visdatasize:196 compressed from 256
writing d:falloutmodmapsrcTestar.bsp
0 seconds elapsed
** Executing...
** Command: "d:gamessteamsteamappsjokkoczesourcesdkbinvrad.exe"
** Parameters: -game "d:gamessteamsteamappsSourceModsFallout" "D:FalloutModmapsrcTestar"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:falloutmodmapsrcTestar.bsp
72 faces
41756 square feet [6012928.00 square inches]
0 displacements
0 square feet [0.00 square inches]
72 patches before subdivision
6920 patches after subdivision
1 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 897894, max 372
transfer lists: 6.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(8859, 18, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1518, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(269, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(48, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0040 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 10/8192 120/98304 ( 0.1%)
brushsides 60/65536 480/524288 ( 0.1%)
planes 60/65536 1200/1310720 ( 0.1%)
vertexes 159/65536 1908/786432 ( 0.2%)
nodes 43/65536 1376/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 3/2048 96/65536 ( 0.1%)
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 72/65536 4032/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 22/65536 1232/3670016 ( 0.0%)
leaves 45/65536 1440/2097152 ( 0.1%)
leaffaces 87/65536 174/131072 ( 0.1%)
leafbrushes 20/65536 40/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 448/512000 1792/2048000 ( 0.1%)
edges 253/256000 1012/1024000 ( 0.1%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 21/32768 210/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 282/65536 564/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 362512/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 196/16777216 ( 0.0%)
entdata [variable] 1758/393216 ( 0.4%)
LDR leaf ambient 45/65536 1080/1572864 ( 0.1%)
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] 1/202 ( 0.5%)
pakfile [variable] 10006/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 3862/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 395676 bytes ====
Total triangle count: 216
Writing d:falloutmodmapsrcTestar.bsp
3 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:FalloutModmapsrcTestar.bsp" "d:gamessteamsteamappsSourceModsFalloutmapsTestar.bsp"
** Executing...
** Command: "d:gamessteamsteam.exe"
** Parameters: -game "d:gamessteamsteamappsSourceModsFallout" -applaunch 215 -dev -console +sv_lan 1 +map "Testar"
Not sure where the .bsp file should be, but it created, I tnow this because I've searched for it, and found it. But as I said, im not sure.
Re: Problems compiling
Posted by Orpheus on Sun Jan 14th at 1:26am 2007
Not sure where the .bsp file should be, but it created, I tnow this because I've searched for it, and found it. But as I said, im not sure.

Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA
Occupation: Long Haul Trucking
The best things in life, aren't things.
Posted by Orpheus on Sun Jan 14th at 1:26am 2007
? quoting Jokkocze
I hope that you dont me mind posting this here.. not sure where I can upload .txt files..
This my good Sir, is the very best of places to put it. Saves us the troubles of requesting you to.
/me pats on back for a job well done.
? quoting Jokkocze
Not sure where the .bsp file should be, but it created, I tnow this because I've searched for it, and found it. But as I said, im not sure.
Hmm, The bsp goes into the maps folder, or should have. Where did you locate it and if its not in maps, fix the path so it will in Hammer.
If the map is in maps already, make sure you added a playerstart, or the game won't be able to locate it.
Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
The best things in life, aren't things.
Re: Problems compiling
Posted by Jokkocze on Sun Jan 14th at 1:46am 2007
Posted by Jokkocze on Sun Jan 14th at 1:46am 2007
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2><span style="color: white;">I think that I might've figured it out. I should probably compile the files in the new mods folder. Im gonna run over to one of my classmates tomorrow (its 3am here right now) and borrow his Visual C++ .Net 2003 cd, and follow valves guide to compiling the mod. </span><br style="color: white;">
1
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