no samples

no samples

Re: no samples Posted by FinalCommando on Tue Dec 14th 2004 at 4:23pm
FinalCommando
4 posts
Posted 2004-12-14 4:23pm
4 posts 0 snarkmarks Registered: Dec 14th 2004
trying to compile my map but i get no samples error all the time tride about any thing (dont pay atention to the ***)

** Executing...

** Command: Change Directory

** Parameters: "c:\valve\steam\steamapps\***\sourcesdk"

** Executing...

** Command: Copy File

** Parameters: "C:\Documents and
Settings\***\Bureaublad\cs_villa.vmf"
"c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content\maps\cs_villa.vmf"

** Executing...

** Command: "c:\valve\steam\steamapps\***\sourcesdk\bin\vbsp.exe"

** Parameters: -game
"c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content"
"c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content\maps\cs_villa"

Valve Software - vbsp.exe (Nov 22 2004)

2 threads

materialPath: c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content\materials

Loading c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content\maps\cs_villa.vmf

Detected multiplayer map, building linux dedicated server data

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 (1)

Processing areas...done (0)

Building Faces...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content\maps\cs_villa.prt...done (0)

Creating default cubemaps for env_cubemap using skybox office...

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 (1) (190367 bytes)

Building Physics collision data...

done (0) (190367 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Writing c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content\maps\cs_villa.bsp

5 seconds elapsed

Memory leak: mempool blocks left in memory: 49

Memory leak: mempool blocks left in memory: 1

** Executing...

** Command: "c:\valve\steam\steamapps\***\sourcesdk\bin\vvis.exe"

** Parameters: -game
"c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content"
"c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content\maps\cs_villa"

Valve Software - vvis.exe (Nov 22 2004)

2 threads

reading c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content\maps\cs_villa.bsp

reading c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content\maps\cs_villa.prt

564 portalclusters

1751 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 (88)

WARNING: Cluster portals saw into cluster

WARNING: Cluster portals saw into cluster

Optimized: 187 visible clusters (0.00User posted image

Total clusters visible: 117033

Average clusters visible: 207

Building PAS...

Average clusters audible: 423

visdatasize:73624 compressed from 81216

writing c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content\maps\cs_villa.bsp

1 minute, 29 seconds elapsed

** Executing...

** Command: "c:\valve\steam\steamapps\***\sourcesdk\bin\vrad.exe"

** Parameters: -game
"c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content"
"c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content\maps\cs_villa"

Valve Software - vrad.exe (Dec 1 2004)

----- Radiosity Simulator ----

2 threads

[Reading texlights from 'lights.rad']

[1 texlights parsed from 'lights.rad']

Loading c:\valve\steam\steamapps\***\sourcesdk\cstrike_sample_content\maps\cs_villa.bsp

2028 faces

2 degenerate faces

240177 square feet [34585488.00 square inches]

0 displacements

0 square feet [0.00 square inches]

2026 patches before subdivision

18384 patches after subdivision

2 direct lights

BuildFacelights: 0...1.no samples 285

.no samples 306

no samples 307

no samples 318

no samples 319

no samples 334

no samples 335

no samples 336

no samples 337

.2no samples 408

no samples 409

no samples 416

no samples 417

no samples 423

no samples 424

no samples 426

no samples 427

no samples 430

no samples 432

no samples 433

no samples 435

...3...4.no samples 902

.no samples 914

no samples 915

.5...no samples 1204

no samples 1205

6no samples 1222

no samples 1237

no samples 1258

.no samples 1286

.no samples 1329

.no samples 1376

no samples 1400

no samples 1402

7..no samples 1558

no samples 1559

no samples 1562

.8...9...10 (30)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)

transfers 613896, max 195

transfer lists: 4.7 megs

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

Bounce #1 added RGB(1009, 1054, 946)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #2 added RGB(70, 64, 47)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #3 added RGB(5, 4, 2)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

Bounce #4 added RGB(0, 0, 0)

Build Patch/Sample Hash Table(s).....Done<0.0243 sec>

FinalLightFace: 0...1...2...3...4.
Re: no samples Posted by 7dk2h4md720ih on Tue Dec 14th 2004 at 4:40pm
7dk2h4md720ih
1976 posts
Posted 2004-12-14 4:40pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
For a start, it doesn't look like your paths are set up correctly. For
example, your maps should be going to this directory: 'C:Program
FilesValveSteamSteamAppstwoknivescounter-strike
sourcecstrikemaps'

Look up tutorial on setting hammer up with CS:S.

edit: Here's one

http://www.valve-erc.com/srcsdk/Hammer/html/Manually_Config_Hammer.html
Re: no samples Posted by FinalCommando on Tue Dec 14th 2004 at 4:56pm
FinalCommando
4 posts
Posted 2004-12-14 4:56pm
4 posts 0 snarkmarks Registered: Dec 14th 2004
the setup is fine never had any problems bevore
Re: no samples Posted by 7dk2h4md720ih on Tue Dec 14th 2004 at 5:28pm
7dk2h4md720ih
1976 posts
Posted 2004-12-14 5:28pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
the setup is fine never had any problems bevore
I disagree...
[Reading texlights from 'lights.rad']

[1 texlights parsed from 'lights.rad']

[size=13] You should be getting more than one texture light from your lights.rad. This has nothing to do with your problem though, sorry.

Is it just this map you're getting the error wirh? Does it run with rad off? Is there anything complex in it?

[/size]
Re: no samples Posted by FinalCommando on Tue Dec 14th 2004 at 5:42pm
FinalCommando
4 posts
Posted 2004-12-14 5:42pm
4 posts 0 snarkmarks Registered: Dec 14th 2004
nothing special yust trying a test compile so there is only the light_env in it and no complex shapes i havent used before
Re: no samples Posted by Nanodeath on Tue Dec 14th 2004 at 7:13pm
Nanodeath
356 posts
Posted 2004-12-14 7:13pm
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
What TwoKnives means is your lights.rad file should have lighting information for more than one texture. And as for the directory, I also believe he's right...Counter-Strike will only play maps in the counter-strike source\cstrike\maps directory, not the sample directory you have listed there.
Re: no samples Posted by FinalCommando on Tue Dec 14th 2004 at 8:14pm
FinalCommando
4 posts
Posted 2004-12-14 8:14pm
4 posts 0 snarkmarks Registered: Dec 14th 2004
you guys arent helping that isent the frelling problem after the map is
compiled i move the map file to the css folder to play it + i never had
any problems bevore
Re: no samples Posted by Nanodeath on Tue Dec 14th 2004 at 8:21pm
Nanodeath
356 posts
Posted 2004-12-14 8:21pm
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
"frelling", that's a new one. TBH I have no idea what "no samples" means. Have you tried the "Check for problems" option in your map? Or perhaps "Go to brush number..." and trying one of those numbers?
Re: no samples Posted by Captain P on Tue Dec 14th 2004 at 8:29pm
Captain P
1370 posts
Posted 2004-12-14 8:29pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
So, you could compile maps just fine before this one? And when you
create a new map, does it compile fine then? Since when do you get this
problem?

Oh, it did give a warning in VVIS bytheway:

WARNING: Cluster portals saw into cluster

WARNING: Cluster portals saw into cluster

I'm not sure, but it sounds like your map is a bit complex, or part of
your architecture isn't made very optimal. Perhaps both warnings are
related? Then again, I still have little experience with them...