[article] Compiling Errors
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Re: [article] Compiling Errors
Posted by Solo on Tue Jul 19th at 12:08am 2005


Does anyone know why I can't properly compile cs_office? I extracted the .bsp from the .gcf file with GFCscape, and then I decompiled the .bsp with VMEX into a .vmf file. Now when I try to compile the .vmf (without any edits to the map), it fails when trying to write the .bsp. So does anyone know what's going on? Obviously the map works for it wouldn't be playable. I'll post the error log below.




materialPath: c:program filesvalvesteamsteamappssolo3021counter-strike sourcecstrikematerials
Loading E:cscs_office_d.vmf
Brush 2529: bounds out of range
Brush 2529: bounds out of range
Brush 2530: bounds out of range
Brush 2530: bounds out of range
Brush 2531: bounds out of range
Brush 2531: bounds out of range
Brush 2532: bounds out of range
Brush 2532: bounds out of range
Brush 2533: bounds out of range
Brush 2533: bounds out of range
Brush 2534: bounds out of range
Brush 2534: bounds out of range
Brush 2535: bounds out of range
Brush 2535: bounds out of range
Brush 2536: bounds out of range
Brush 2536: bounds out of range
Brush 2537: bounds out of range
Brush 2537: bounds out of range
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 180 detail faces... done (0)
Merging details... done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
HashVec: point outside valid range


1 threads
reading e:cscs_office_d.bsp
Error opening e:cscs_office_d.bsp


[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading e:cscs_office_d.bsp
Error opening e:cscs_office_d.bsp

Note: Once again, the extracted map has not been editted whatsoever.




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Re: [article] Compiling Errors
Posted by half-dude on Mon Aug 1st at 5:28am 2005


You didnt have "plain with no normal."



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Re: [article] Compiling Errors
Posted by rival on Wed Aug 3rd at 6:50pm 2005


Well written and pretty clear (some of the errors could do with some more explaining) but pretty good overall.



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Re: [article] Compiling Errors
Posted by Hawk on Thu Sep 29th at 4:56pm 2005


Thank you VERY much! You saved my map! I had the "Face List Count >= OVERLAY_BSP_FACE_COUNT" error. And you fixed my problem!



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Re: [article] Compiling Errors
Posted by WillC on Sun Aug 20th at 12:18am 2006


Ok, I got some weirdass error, and I can't figure out what the hell is the problem!

12/ - func_breakable: UTIL_SetModel: not precached: models/props_junk/wood_crate001a_damagedmax.mdl




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Re: [article] Compiling Errors
Posted by Le Chief on Fri Dec 22nd at 4:24am 2006


This will come in handy




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