3012 posts
529 snarkmarks
Registered:
Feb 15th 2005
Can you post the whole compile log? I have a suspicion that the copy fails because breakforts.bsp isn't being generated.
Re: Map won't compile :(
Posted by French Toast on
Sat Dec 17th 2005 at 9:49pm
3043 posts
304 snarkmarks
Registered:
Jan 16th 2005
Occupation: Kicking Ass
Location: Canada
Go and create a file named breakforts.bsp in that folder and then try.
Re: Map won't compile :(
Posted by fishy on
Sun Dec 18th 2005 at 12:15am
Posted
2005-12-18 12:15am
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
a lot of problems that kill your compile like that can be found in hammer, Map>Check for problems
it could be any number of things. the part of the log that you posted only lets us know that no bsp was created. the possible reasons will be elsewhere in the log.
i eat paint
Re: Map won't compile :(
Posted by Fusionx on
Mon Dec 19th 2005 at 7:42pm
6 posts
1 snarkmarks
Registered:
Oct 2nd 2005
I couldn't see any errors in the compile log, but here it is anyway ^_^
** Executing...
** Command: "c:\program files\valve\steam\steamapps\fusionx\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\fusionx\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\fusionx\sourcesdk_content\cstrike\mapsrc\breakforts"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\fusionx\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\fusionx\sourcesdk_content\cstrike\mapsrc\breakforts.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 (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\fusionx\sourcesdk_content\cstrike\mapsrc\breakforts.prt...done (0)
MAX_MAP_MODELS
** Executing...
** Command: "c:\program files\valve\steam\steamapps\fusionx\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\fusionx\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\fusionx\sourcesdk_content\cstrike\mapsrc\breakforts"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\fusionx\sourcesdk_content\cstrike\mapsrc\breakforts.bsp
Error opening c:\program files\valve\steam\steamapps\fusionx\sourcesdk_content\cstrike\mapsrc\breakforts.bsp
** Executing...
** Command: "c:\program files\valve\steam\steamapps\fusionx\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\fusionx\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\fusionx\sourcesdk_content\cstrike\mapsrc\breakforts"
Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\fusionx\sourcesdk_content\cstrike\mapsrc\breakforts.bsp
Error opening c:\program files\valve\steam\steamapps\fusionx\sourcesdk_content\cstrike\mapsrc\breakforts.bsp
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\fusionx\sourcesdk_content\cstrike\mapsrc\breakforts.bsp" "c:\program files\valve\steam\steamapps\fusionx\counter-strike source\cstrike\maps\breakforts.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."
Re: Map won't compile :(
Posted by Myrk- on
Mon Dec 19th 2005 at 8:09pm
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
So you didn't notice the stream of not loading errors, and the "MAX_MAP_MODELS" error? Sounds like your just trying to load a file that's in the wrong place. I'd suggest leaving settings at default, you've obviously been playing around with them, so use the steam reset switch on the mod.
-[Better to be Honest than Kind]-
Re: Map won't compile :(
Posted by Rulez on
Mon Feb 27th 2006 at 10:51pm
Posted
2006-02-27 10:51pm
Rulez
member
11 posts
1 snarkmarks
Registered:
Feb 21st 2005
Location: Netherlands
Same Error, other failure?
The command failed. Windows reported the error:
"The <B style="BACKGROUND-COLOR: red">system</B> cannot find the file specified."
The Compile Log
** Executing...
** Command: "e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk\bin\vbsp.exe"
** Parameters: -game "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp" "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_test1"
Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp\materials
Loading E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_test1.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 E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_test1.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) (2307 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (2307 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 4
Reduced 3 texdatas to 3 (68 bytes to 68)
Writing E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_test1.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 1
** Executing...
** Command: "e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk\bin\vvis.exe"
** Parameters: -game "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp" "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_test1"
Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_test1.bsp
reading e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_test1.prt
4 portalclusters
4 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 (1)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_test1.bsp
1 second elapsed
** Executing...
** Command: "e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk\bin\vrad.exe"
** Parameters: -game "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp" "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_test1"
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_test1.bsp
16 faces
16156 square feet [2326528.00 square inches]
0 displacements
0 square feet [0.00 square inches]
16 patches before subdivision
2800 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 307976, max 270
transfer lists: 2.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3766, 2718, 1744)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(922, 459, 194)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(231, 84, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(55, 14, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(14, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0035 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 40/65536 800/1310720 ( 0.1%)
vertexes 35/65536 420/786432 ( 0.1%)
nodes 27/65536 864/2097152 ( 0.0%)
texinfos 4/12288 288/884736 ( 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 16/65536 896/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 29/65536 928/2097152 ( 0.0%)
leaffaces 16/65536 32/131072 ( 0.0%)
leafbrushes 16/65536 32/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88/512000 352/2048000 ( 0.0%)
edges 57/256000 228/1024000 ( 0.0%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 39616/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 588/393216 ( 0.1%)
LDR leaf ambient 29/65536 696/1572864 ( 0.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 7346/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 2307/4194304 ( 0.1%)
Total Win32 BSP file data space used: 56383 bytes
Linux Specific Data:
physicssurface [variable] 2307/6291456 ( 0.0%)
Total Linux BSP file data space used: 56383 bytes
Total triangle count: 32
Writing e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_test1.bsp
3 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_test1.bsp" "e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_myroom.bsp\dm_test1.bsp"
The command failed. Windows reported the error:
"Het systeem kan het opgegeven pad niet vinden."
** Executing...
** Command: "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp" +map "dm_test1"
Can someone please help and tell me what the problem is...
Re: Map won't compile :(
Posted by Orpheus on
Mon Feb 27th 2006 at 11:14pm
Posted
2006-02-27 11:14pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
I am sleepy and my brain is fogged but only this sticks out to me right now:
<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
</DIV></DIV>
Try looking into it.
Perhaps someone less sleep deprived will have a better answer.
[edit]
you need to begin a new thread for problem #2.
The best things in life, aren't things.
Posted
2006-02-27 11:29pm
3012 posts
529 snarkmarks
Registered:
Feb 15th 2005
Orph I don't think that's a problem... it happens everytime for everyone I think.
Re: Map won't compile :(
Posted by Rulez on
Tue Feb 28th 2006 at 1:31pm
Rulez
member
11 posts
1 snarkmarks
Registered:
Feb 21st 2005
Location: Netherlands
Thanks for all your replies, but it still don't work.
You asked me the start a new topic(thread) but I think I'm not aloud.
Maybe this will help you, If I make a map with SDK in Half Life 2. The map compiler works and I can play my map.
If I make the exact same map(just a cube, startlocation and a light) in Half Life 2 Deathmatch, It won't compile.
Atleast, I get the error:
The command failed. Windows reported the error:
"The system cannot find the file specified."
To make it a bit more complicated, after installing SDK and opening 'Hammer', there is a map installed with it. sdk_dm_lockdown.vmf
I think everyone has this map. So I think there is no problem with this map, When I try to compile this map, it gives the same error.
A little bit of the compile log
Total triangle count: 19216
Writing e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\sdk_dm_lockdown.bsp
12 minutes, 3 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\sdk_dm_lockdown.bsp" "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp\maps\sdk_dm_lockdown.bsp"
The command failed. Windows reported the error:
"Het systeem kan het opgegeven pad niet vinden."
Does anyone knows what I can do?
Re: Map won't compile :(
Posted by Dr Brasso on
Tue Feb 28th 2006 at 8:04pm
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
make sure all you game and sdk updates are done up, then start by refreshing your sdk, you game config file; then start up the game, itll reset everything............for some reason it cant find yer file....do a fast vis/fast rad compile on a little tiny map that has all the appropriate starting entities, and pay attention to the file locations.....i seem to recall i had a brief and similar problem between updates....
Doc... :dodgy:
ps....post yer whole log when you have aprob man....soem folk see thing around here that are invisible to the naked "nonbelievers eye"....muhahaha
Re: Map won't compile :(
Posted by Orpheus on
Wed Mar 1st 2006 at 1:15pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
OK, I looked, twice and the same thing struck me both times. You destination folders are different.
In setup, send EVERYTHING to "Maps"
All your paths, save the final one are not going there BUT the final one is. Its looking in a folder, that doesn't contain anything relevant to your map.
Don't argue, just try it and see if it solves your woes. If not, we at least ruled that much out.
SEND EVERYTHING TO MAPS!
The best things in life, aren't things.
Re: Map won't compile :(
Posted by Dr Brasso on
Wed Mar 1st 2006 at 1:34pm
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
agreed.....but resetting his s**t should have reset his paths as well.... :/ yes, its something in yer pathways....or lack of correct pathways...
maybe a reinstall of the sdk and hammer?..... meh.. :/
Doc B...
Re: Map won't compile :(
Posted by Orpheus on
Wed Mar 1st 2006 at 1:39pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
I have been incorrect (notice I abstained from saying wrong for Master Fisheye) so many times since HL2 arrived. It seems that almost nothing from HL1 is interchangeable.
Still I feel that I am on the correct path. (notice I abstained once more for Master Fisheye)
I even added a bit of humor with reference to my path. :biggrin:
Humor an old mapper, fix your paths and render this option moot.
The best things in life, aren't things.
Re: Map won't compile :(
Posted by Rulez on
Wed Mar 1st 2006 at 7:02pm
Rulez
member
11 posts
1 snarkmarks
Registered:
Feb 21st 2005
Location: Netherlands
(1)
** Parameters: "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\map2.bsp"
(2)
"e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp\maps\map2.bsp"
1: this is were my map is located.
Now you told me that hammer is searching at the wrong location, so you told me, to put everything in the 'maps'(2).
I looked it up, (2) .....deathmatch\hl2mp\ ?
There was NO file called 'maps'.
So I created one myself, wonderfully,when compiling, I didn't get an error, I get no error, but the game didn't start either.
I hope you guys understand what I am saying. Or else, sorry.
I have got a new Compile log for you with (I think) another problem.
Compile log
** Executing...
** Command: "e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk\bin\vbsp.exe"
** Parameters: -game "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp" "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_hope"
Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp\materials
Loading E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_hope.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 E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_hope.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) (2293 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (2293 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (21 bytes to 21)
Writing E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_hope.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 1
** Executing...
** Command: "e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk\bin\vvis.exe"
** Parameters: -game "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp" -fast "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_hope"
Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
2 threads
reading e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_hope.bsp
reading e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_hope.prt
1 portalclusters
0 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_hope.bsp
0 seconds elapsed
** Executing...
** Command: "e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk\bin\vrad.exe"
** Parameters: -game "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp" -noextra "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_hope"
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_hope.bsp
6 faces
5319 square feet [765952.00 square inches]
0 displacements
0 square feet [0.00 square inches]
6 patches before subdivision
890 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 71712, max 185
transfer lists: 0.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(6305, 7685, 5143)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1446, 1176, 532)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(327, 178, 54)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(74, 27, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(17, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0007 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 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 36/65536 720/1310720 ( 0.1%)
vertexes 25/65536 300/786432 ( 0.0%)
nodes 9/65536 288/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 6/65536 336/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 11/65536 352/2097152 ( 0.0%)
leaffaces 6/65536 12/131072 ( 0.0%)
leafbrushes 10/65536 20/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 48/512000 192/2048000 ( 0.0%)
edges 37/256000 148/1024000 ( 0.0%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 13488/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 410/393216 ( 0.1%)
LDR leaf ambient 11/65536 264/1572864 ( 0.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 7346/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 2293/4194304 ( 0.1%)
Total Win32 BSP file data space used: 27281 bytes
Linux Specific Data:
physicssurface [variable] 2293/6291456 ( 0.0%)
Total Linux BSP file data space used: 27281 bytes
Total triangle count: 12
Writing e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_hope.bsp
4 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_hope.bsp" "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp\maps\dm_hope.bsp"
** Executing...
** Command: "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2.exe"
** Parameters: -game "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp" +map "dm_hope"
Re: Map won't compile :(
Posted by Dr Brasso on
Wed Mar 1st 2006 at 10:45pm
Posted
2006-03-01 10:45pm
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
how bigs yer vmf? send it to my email....i see a couple of things im curious about
Doc B... :dodgy:
Re: Map won't compile :(
Posted by Dr Brasso on
Fri Mar 3rd 2006 at 1:44pm
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
it just means he basicly changed his mind, either about his answer/solution, or just decided not to post after all.....dont sweat it....now, i dont do this often, but i offered....if youd like me to take a look at the vmf, id be happy to, since i offered.....as i understand it, im a fairly trustworthy guy.... :wink:
Doc B... :dodgy:
Re: Map won't compile :(
Posted by Rulez on
Fri Mar 3rd 2006 at 5:14pm
Rulez
member
11 posts
1 snarkmarks
Registered:
Feb 21st 2005
Location: Netherlands
Hopefully you are a man of your word.
I have send it.
Let me know if you received it...
Rulez
'Play with 'Rulez''
Re: Map won't compile :(
Posted by Dr Brasso on
Mon Mar 6th 2006 at 2:24am
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
well, since we cant quite square up getting this going to my email, please let us know how it turns out.... :wink:
Doc... :dodgy: