Re: The map won't load when I test it
Posted by El_Bandano on
Sat Oct 15th 2005 at 2:57pm
3 posts
0 snarkmarks
Registered:
Oct 14th 2005
I was working on a map and everything was fine, but when I try to test
it HL2 starts and I get the menu (new game ,load, options..) but the
map doesnt load. It's really strange because it worked last week on the
same map. I'm adding a copy of the compile log in case someone needs it.
El Bandano
edit: I'm sorrry I posted this in the wrong forum, it's supposed to be in the HL2 section
** Executing...
** Command: "c:\program files\valve\steam\steamapps\el_bandano\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program
files\valve\steam\steamapps\el_bandano\half-life 2\hl2" "C:\Program
Files\Valve\Steam\SteamApps\el_bandano\sourcesdk_content\hl2\Nieuwe
maps\blauwe zaal"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\el_bandano\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\el_bandano\sourcesdk_content\hl2\Nieuwe maps\blauwe zaal.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\el_bandano\sourcesdk_content\hl2\Nieuwe maps\blauwe zaal.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) (72135 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (72135 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\el_bandano\sourcesdk_content\hl2\Nieuwe maps\blauwe zaal.bsp
6 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 4
** Executing...
** Command: "c:\program files\valve\steam\steamapps\el_bandano\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program
files\valve\steam\steamapps\el_bandano\half-life 2\hl2" "C:\Program
Files\Valve\Steam\SteamApps\el_bandano\sourcesdk_content\hl2\Nieuwe
maps\blauwe zaal"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\el_bandano\sourcesdk_content\hl2\nieuwe maps\blauwe zaal.bsp
reading c:\program files\valve\steam\steamapps\el_bandano\sourcesdk_content\hl2\nieuwe maps\blauwe zaal.prt
146 portalclusters
508 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 55 visible clusters (0.00%)
Total clusters visible: 12627
Average clusters visible: 86
Building PAS...
Average clusters audible: 144
visdatasize:6770 compressed from 7008
writing c:\program files\valve\steam\steamapps\el_bandano\sourcesdk_content\hl2\nieuwe maps\blauwe zaal.bsp
5 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\el_bandano\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program
files\valve\steam\steamapps\el_bandano\half-life 2\hl2" "C:\Program
Files\Valve\Steam\SteamApps\el_bandano\sourcesdk_content\hl2\Nieuwe
maps\blauwe zaal"
Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\el_bandano\sourcesdk_content\hl2\nieuwe maps\blauwe zaal.bsp
343 faces
30076 square feet [4331014.00 square inches]
0 displacements
0 square feet [0.00 square inches]
343 patches before subdivision
3055 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 163192, max 210
transfer lists: 1.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(12, 22, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1, 6, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(0, 2, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(0, 1, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0035 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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
5/1024
240/49152 ( 0.5%)
brushes
142/8192
1704/98304 ( 1.7%)
brushsides
1256/65536 10048/524288
( 1.9%)
planes
1156/65536 23120/1310720 (
1.8%)
vertexes
1000/65536 12000/786432
( 1.5%)
nodes
278/65536 8896/2097152
( 0.4%)
texinfos
250/12288 18000/884736
( 2.0%)
texdata
28/2048
896/65536 ( 1.4%)
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
343/65536 19208/3670016 (
0.5%)
origfaces
186/65536 10416/3670016 (
0.3%)
leaves
284/65536 15904/3670016 (
0.4%)
leaffaces
456/65536
912/131072 ( 0.7%)
leafbrushes
202/65536
404/131072 ( 0.3%)
surfedges
2441/512000 9764/2048000 (
0.5%)
edges
1449/256000 5796/1024000 (
0.6%)
worldlights
2/8192
176/720896 ( 0.0%)
waterstrips
53/32768
530/327680 ( 0.2%)
waterverts
0/65536
0/786432 ( 0.0%)
waterindices
936/65536
1872/131072 ( 1.4%)
cubemapsamples
0/1024
0/16384 ( 0.0%)
overlays
0/512
0/180224 ( 0.0%)
lightdata
[variable]
94340/0 ( 0.0%)
visdata
[variable] 6770/16777216 (
0.0%)
entdata
[variable]
4668/393216 ( 1.2%)
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]
1/12 ( 8.3%)
pakfile
[variable]
20206/0 ( 0.0%)
Win32 Specific Data:
physics
[variable] 72135/4194304 (
1.7%)
Total Win32 BSP file data space used: 338007 bytes
Linux Specific Data:
physicssurface
[variable] 72135/6291456 (
1.1%)
Total Linux BSP file data space used: 338007 bytes
Total triangle count: 1007
Writing c:\program files\valve\steam\steamapps\el_bandano\sourcesdk_content\hl2\nieuwe maps\blauwe zaal.bsp
8 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program
Files\Valve\Steam\SteamApps\el_bandano\sourcesdk_content\hl2\Nieuwe
maps\blauwe zaal.bsp" "c:\program
files\valve\steam\steamapps\el_bandano\half-life 2\hl2\maps\blauwe
zaal.bsp"
** Executing...
** Command: "c:\program files\valve\steam\steamapps\el_bandano\half-life 2\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\el_bandano\half-life 2\hl2" +map "blauwe zaal"
Re: The map won't load when I test it
Posted by El_Bandano on
Sat Oct 15th 2005 at 3:46pm
3 posts
0 snarkmarks
Registered:
Oct 14th 2005
That fixed it, strange cause I've been testing this map with that name for over a week. Thanks for your quick response.
Re: The map won't load when I test it
Posted by Paladin[NL] on
Thu Oct 20th 2005 at 9:31am
157 posts
56 snarkmarks
Registered:
May 4th 2004
Occupation: Student/mapper
Location: Netherlands
Looks like im not the only Dutch mapper :razz:
Re: The map won't load when I test it
Posted by SpoolE on
Sun Oct 23rd 2005 at 3:00pm
SpoolE
member
129 posts
13 snarkmarks
Registered:
Sep 29th 2005
Occupation: Computers 101 !
Location: South Africa
This is the Half-Life 1 editing forum! :X
I would love to change the world, But they would'nt give me the source code.