All right, here goes.
So I made a map that produced a lot of errors. The mod was messed up,
my Steam was messed up, and everything was separated on two separate
hard drives.
So I copied my .vmf file to a backup folder, deleted everything, and
reinstalled Steam, the SDK and HL2. A clean, fresh start. I created a
brand spanking new mod.
I then threw my .vmf in the maps folder of my new mod and tried to run it, but it didn't work.
Any new maps I make work great. No problem. But I'm really far along on
this other map. I need some way of either making this .vmf work in the
new mod, or of getting all the information from the old .vmf into a new
one.
I did try one thing. I selected everything in my old .vmf and copied
and pasted it into a brand new .vmf. Seems like it should work -
everything appears in hammer exactly the way it was. But when I run it,
only the stuff that I added AFTER pasting the level appears. That
totals a couple of cardboard boxes and a zombie. NOTHING else! That
doesn't make any sense! It's all right there in hammer!
Any help would be appreciated.
1
Re: Putting an old map in a new mod
Posted by Stadric on Sat Jun 9th at 6:41pm 2007
Posted by Stadric on Sat Jun 9th at 6:41pm 2007
I don't understand, are you trying to run the vmf in your mod instead of in Hammer?
You're problem is tricky, I've never heard it before. I assume you've checked for problems (Alt+P)?
Run your compile log through interloper's error page, and if that doesn't work, post your vmf here.
You're problem is tricky, I've never heard it before. I assume you've checked for problems (Alt+P)?
Run your compile log through interloper's error page, and if that doesn't work, post your vmf here.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
As I Lay Dying
Re: Putting an old map in a new mod
Posted by mmrempen on Sun Jun 10th at 4:00pm 2007
Posted by mmrempen on Sun Jun 10th at 4:00pm 2007
All I'm really trying to do is run my .vmf.
I went through interloper's thing, and all that popped up was a bunch of leaks. I fixed those, but I'm having the same difficulty - when I try to load my map in HL2, it brings up the "The Instruction at 0x####### referenced memory at 0x#######. The memory could not be 'read'" error. I researched that error as well, but all my steam games run perfectly well, so it's not a hardware problem, it's clearly a problem with my map.
In any case, I'll put up my .vmf here. How do I do that? I don't see an attachment option...
I went through interloper's thing, and all that popped up was a bunch of leaks. I fixed those, but I'm having the same difficulty - when I try to load my map in HL2, it brings up the "The Instruction at 0x####### referenced memory at 0x#######. The memory could not be 'read'" error. I researched that error as well, but all my steam games run perfectly well, so it's not a hardware problem, it's clearly a problem with my map.
In any case, I'll put up my .vmf here. How do I do that? I don't see an attachment option...
Re: Putting an old map in a new mod
Posted by Beetle on Sun Jun 10th at 5:05pm 2007
Posted by Beetle on Sun Jun 10th at 5:05pm 2007
Are you using compile tools other than the ones that came with hammer? I had the same problem and that was the cause.
Re: Putting an old map in a new mod
Posted by omegaslayer on Sun Jun 10th at 5:32pm 2007

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Sun Jun 10th at 5:32pm 2007
Did you recompile the map? Are you sure the recompiled map ended up in your mod directory?
Few other things to tell us:
-What mod are you using?
-Post your compile log.
The memory reference error just means the bsp is a little screwed up, somewhere during the bsp loading process the engine didn't keep track of a pointer somewhere (figuratively speaking) and it ended up with that. Theres nothing wrong with your hardware.
Few other things to tell us:
-What mod are you using?
-Post your compile log.
The memory reference error just means the bsp is a little screwed up, somewhere during the bsp loading process the engine didn't keep track of a pointer somewhere (figuratively speaking) and it ended up with that. Theres nothing wrong with your hardware.
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Re: Putting an old map in a new mod
Posted by mmrempen on Sun Jun 10th at 7:17pm 2007
Posted by mmrempen on Sun Jun 10th at 7:17pm 2007
I'm not using any external compilation software, and I did recompile a number of times when I moved it. I'm not sure where it recompiled to ... how do I check that? That might be the problem. I'm not trying to use any mod other than the one I created specifically for my level.
Thanks for the help, lads. Here's my compile log:
** Executing...
** Command: "e:program filessteamsteamappsmmrempensourcesdkbinvbsp.exe"
** Parameters: -game "e:program filessteamsteamappsSourceModsHonduras" "E:Program FilesSteamsteamappsSourceModsHondurasmapsHonduras"
Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: e:program filessteamsteamappsSourceModsHondurasmaterials
Loading E:Program FilesSteamsteamappsSourceModsHondurasmapsHonduras.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 350 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:Program FilesSteamsteamappsSourceModsHondurasmapsHonduras.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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) (397567 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1308 texinfos to 985
Reduced 130 texdatas to 118 (3254 bytes to 2800)
Writing E:Program FilesSteamsteamappsSourceModsHondurasmapsHonduras.bsp
8 seconds elapsed
** Executing...
** Command: "e:program filessteamsteamappsmmrempensourcesdkbinvvis.exe"
** Parameters: -game "e:program filessteamsteamappsSourceModsHonduras" "E:Program FilesSteamsteamappsSourceModsHondurasmapsHonduras"
Valve Software - vvis.exe (May 22 2006)
1 threads
reading e:program filessteamsteamappssourcemodshondurasmapsHonduras.bsp
reading e:program filessteamsteamappssourcemodshondurasmapsHonduras.prt
654 portalclusters
1863 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (489)
Optimized: 1470 visible clusters (0.00%)
Total clusters visible: 159508
Average clusters visible: 243
Building PAS...
Average clusters audible: 530
visdatasize:93446 compressed from 115104
writing e:program filessteamsteamappssourcemodshondurasmapsHonduras.bsp
8 minutes, 11 seconds elapsed
** Executing...
** Command: "e:program filessteamsteamappsmmrempensourcesdkbinvrad.exe"
** Parameters: -game "e:program filessteamsteamappsSourceModsHonduras" "E:Program FilesSteamsteamappsSourceModsHondurasmapsHonduras"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading e:program filessteamsteamappssourcemodshondurasmapsHonduras.bsp
4051 faces
318592 square feet [45877252.00 square inches]
30 displacements
24908 square feet [3586841.50 square inches]
4051 patches before subdivision
39288 patches after subdivision
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (405)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (163)
transfers 3396032, max 628
transfer lists: 25.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(16387, 14340, 11652)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(2631, 2016, 1207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(639, 437, 180)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(205, 124, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(79, 43, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(33, 16, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(15, 6, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(7, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0415 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 28/1024 1344/49152 ( 2.7%)
brushes 1125/8192 13500/98304 (13.7%)
brushsides 8161/65536 65288/524288 (12.5%)
planes 5520/65536 110400/1310720 ( 8.4%)
vertexes 7701/65536 92412/786432 (11.8%)
nodes 1728/65536 55296/2097152 ( 2.6%)
texinfos 985/12288 70920/884736 ( 8.0%)
texdata 118/2048 3776/65536 ( 5.8%)
dispinfos 30/0 5280/0 ( 0.0%)
disp_verts 750/0 15000/0 ( 0.0%)
disp_tris 960/0 1920/0 ( 0.0%)
disp_lmsamples 72616/0 72616/0 ( 0.0%)
faces 4051/65536 226856/3670016 ( 6.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3074/65536 172144/3670016 ( 4.7%)
leaves 1757/65536 56224/2097152 ( 2.7%)
leaffaces 5233/65536 10466/131072 ( 8.0%)
leafbrushes 2133/65536 4266/131072 ( 3.3%)
areas 4/256 32/2048 ( 1.6%)
surfedges 32362/512000 129448/2048000 ( 6.3%)
edges 20665/256000 82660/1024000 ( 8.1%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 461/32768 4610/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9492/65536 18984/131072 (14.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2334176/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 93446/16777216 ( 0.6%)
entdata [variable] 59022/393216 (15.0%)
LDR leaf ambient 1757/65536 42168/1572864 ( 2.7%)
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] 1/7814 ( 0.0%)
pakfile [variable] 23038/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 397567/4194304 ( 9.5%)
==== Total Win32 BSP file data space used: 4163213 bytes ====
Total triangle count: 12030
Writing e:program filessteamsteamappssourcemodshondurasmapsHonduras.bsp
9 minutes, 42 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "E:Program FilesSteamsteamappsSourceModsHondurasmapsHonduras.bsp" "e:program filessteamsteamappsSourceModsHondurasmapsHonduras.bsp"
Thanks for the help, lads. Here's my compile log:
** Executing...
** Command: "e:program filessteamsteamappsmmrempensourcesdkbinvbsp.exe"
** Parameters: -game "e:program filessteamsteamappsSourceModsHonduras" "E:Program FilesSteamsteamappsSourceModsHondurasmapsHonduras"
Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: e:program filessteamsteamappsSourceModsHondurasmaterials
Loading E:Program FilesSteamsteamappsSourceModsHondurasmapsHonduras.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 350 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:Program FilesSteamsteamappsSourceModsHondurasmapsHonduras.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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) (397567 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1308 texinfos to 985
Reduced 130 texdatas to 118 (3254 bytes to 2800)
Writing E:Program FilesSteamsteamappsSourceModsHondurasmapsHonduras.bsp
8 seconds elapsed
** Executing...
** Command: "e:program filessteamsteamappsmmrempensourcesdkbinvvis.exe"
** Parameters: -game "e:program filessteamsteamappsSourceModsHonduras" "E:Program FilesSteamsteamappsSourceModsHondurasmapsHonduras"
Valve Software - vvis.exe (May 22 2006)
1 threads
reading e:program filessteamsteamappssourcemodshondurasmapsHonduras.bsp
reading e:program filessteamsteamappssourcemodshondurasmapsHonduras.prt
654 portalclusters
1863 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (489)
Optimized: 1470 visible clusters (0.00%)
Total clusters visible: 159508
Average clusters visible: 243
Building PAS...
Average clusters audible: 530
visdatasize:93446 compressed from 115104
writing e:program filessteamsteamappssourcemodshondurasmapsHonduras.bsp
8 minutes, 11 seconds elapsed
** Executing...
** Command: "e:program filessteamsteamappsmmrempensourcesdkbinvrad.exe"
** Parameters: -game "e:program filessteamsteamappsSourceModsHonduras" "E:Program FilesSteamsteamappsSourceModsHondurasmapsHonduras"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading e:program filessteamsteamappssourcemodshondurasmapsHonduras.bsp
4051 faces
318592 square feet [45877252.00 square inches]
30 displacements
24908 square feet [3586841.50 square inches]
4051 patches before subdivision
39288 patches after subdivision
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (405)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (163)
transfers 3396032, max 628
transfer lists: 25.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(16387, 14340, 11652)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(2631, 2016, 1207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(639, 437, 180)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(205, 124, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(79, 43, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(33, 16, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(15, 6, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(7, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0415 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 28/1024 1344/49152 ( 2.7%)
brushes 1125/8192 13500/98304 (13.7%)
brushsides 8161/65536 65288/524288 (12.5%)
planes 5520/65536 110400/1310720 ( 8.4%)
vertexes 7701/65536 92412/786432 (11.8%)
nodes 1728/65536 55296/2097152 ( 2.6%)
texinfos 985/12288 70920/884736 ( 8.0%)
texdata 118/2048 3776/65536 ( 5.8%)
dispinfos 30/0 5280/0 ( 0.0%)
disp_verts 750/0 15000/0 ( 0.0%)
disp_tris 960/0 1920/0 ( 0.0%)
disp_lmsamples 72616/0 72616/0 ( 0.0%)
faces 4051/65536 226856/3670016 ( 6.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3074/65536 172144/3670016 ( 4.7%)
leaves 1757/65536 56224/2097152 ( 2.7%)
leaffaces 5233/65536 10466/131072 ( 8.0%)
leafbrushes 2133/65536 4266/131072 ( 3.3%)
areas 4/256 32/2048 ( 1.6%)
surfedges 32362/512000 129448/2048000 ( 6.3%)
edges 20665/256000 82660/1024000 ( 8.1%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 461/32768 4610/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9492/65536 18984/131072 (14.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2334176/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 93446/16777216 ( 0.6%)
entdata [variable] 59022/393216 (15.0%)
LDR leaf ambient 1757/65536 42168/1572864 ( 2.7%)
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] 1/7814 ( 0.0%)
pakfile [variable] 23038/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 397567/4194304 ( 9.5%)
==== Total Win32 BSP file data space used: 4163213 bytes ====
Total triangle count: 12030
Writing e:program filessteamsteamappssourcemodshondurasmapsHonduras.bsp
9 minutes, 42 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "E:Program FilesSteamsteamappsSourceModsHondurasmapsHonduras.bsp" "e:program filessteamsteamappsSourceModsHondurasmapsHonduras.bsp"
Re: Putting an old map in a new mod
Posted by omegaslayer on Mon Jun 11th at 4:42am 2007

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Mon Jun 11th at 4:42am 2007
It copied it to here: e:program filessteamsteamappsSourceModsHondurasmaps
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Re: Putting an old map in a new mod
Posted by mmrempen on Mon Jun 11th at 4:51am 2007
Posted by mmrempen on Mon Jun 11th at 4:51am 2007
That seems fine to me. I see no reason why it shouldn't work from there. Any indication from the log as to why the map isn't running?
Re: Putting an old map in a new mod
Posted by omegaslayer on Mon Jun 11th at 10:32pm 2007

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Mon Jun 11th at 10:32pm 2007
Nope, nothing.... Looks like a clean compile.
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Re: Putting an old map in a new mod
Posted by mmrempen on Tue Jun 12th at 3:12am 2007
Posted by mmrempen on Tue Jun 12th at 3:12am 2007
Well, I got it to work somehow. I put the whole mod folder on a new computer, my laptop, and now it works just fine. No idea why. Guess I should get that old computer looked at or something.
Thanks everyone for all your help! This site is the best!
Thanks everyone for all your help! This site is the best!
1
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