Map compiles fine but wont run ingame

Map compiles fine but wont run ingame

Re: Map compiles fine but wont run ingame Posted by Aku on Mon Jan 24th 2005 at 1:32am
Aku
1 post
Posted 2005-01-24 1:32am
Aku
member
1 post 0 snarkmarks Registered: Jan 24th 2005

Heres the compiled text
** Executing...

** Command: "e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk\bin\vbsp.exe"

** Parameters: -game
"e:\games\steam\steamapps\akuhalo@aol.com\counter-strike
source\cstrike"
"E:\Games\Steam\SteamApps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2"

Valve Software - vbsp.exe (Jan 19 2005)

2 threads

materialPath: e:\games\steam\steamapps\akuhalo@aol.com\counter-strike source\cstrike\materials

Loading E:\Games\Steam\SteamApps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.vmf

Brush 59: bounds out of range

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...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing E:\Games\Steam\SteamApps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.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) (35228 bytes)

Emitting linux collision data (use -nolinuxdata to disable).

Building Physics collision data...

done (0) (35228 bytes)

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

Writing E:\Games\Steam\SteamApps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.bsp

2 seconds elapsed

Memory leak: mempool blocks left in memory: 48

Memory leak: mempool blocks left in memory: 1

** Executing...

** Command: "e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk\bin\vvis.exe"

** Parameters: -game
"e:\games\steam\steamapps\akuhalo@aol.com\counter-strike
source\cstrike"
"E:\Games\Steam\SteamApps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2"

Valve Software - vvis.exe (Dec 15 2004)

2 threads

reading e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.bsp

reading e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.prt

128 portalclusters

322 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: 53 visible clusters (0.00%)

Total clusters visible: 4745

Average clusters visible: 37

Building PAS...

Average clusters audible: 96

visdatasize:4696 compressed from 4096

writing e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.bsp

1 second elapsed

** Executing...

** Command: "e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk\bin\vrad.exe"

** Parameters: -game
"e:\games\steam\steamapps\akuhalo@aol.com\counter-strike
source\cstrike"
"E:\Games\Steam\SteamApps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2"

Valve Software - vrad.exe (Jan 18 2005)

----- Radiosity Simulator ----

2 threads

[Reading texlights from 'lights.rad']

[1 texlights parsed from 'lights.rad']

Loading e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.bsp

629 faces

94500 square feet [13608073.00 square inches]

0 displacements

0 square feet [0.00 square inches]

629 patches before subdivision

10047 patches after subdivision

1 direct lights

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

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

transfers 466995, max 156

transfer lists: 3.6 megs

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

Bounce #1 added RGB(2661, 2526, 455)

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

Bounce #2 added RGB(1543, 1434, 232)

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

Bounce #3 added RGB(685, 622, 89)

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

Bounce #4 added RGB(313, 277, 35)

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

Bounce #5 added RGB(142, 123, 14)

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

Bounce #6 added RGB(64, 54, 5)

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

Bounce #7 added RGB(29, 24, 2)

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

Bounce #8 added RGB(13, 10, 1)

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

Bounce #9 added RGB(6, 4, 0)

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

Bounce #10 added RGB(3, 2, 0)

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

Bounce #11 added RGB(1, 1, 0)

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

Bounce #12 added RGB(1, 0, 0)

Build Patch/Sample Hash Table(s).....Done<0.0163 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
110/8192
1320/98304 ( 1.3%)

brushsides
804/65536
6432/524288 ( 1.2%)

planes
736/65536 14720/1310720 (
1.1%)

vertexes
1162/65536 13944/786432
( 1.8%)

nodes
290/65536 9280/2097152
( 0.4%)

texinfos
150/12288 10800/884736
( 1.2%)

texdata
16/2048
512/65536 ( 0.8%)

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
629/65536 35224/3670016 (
1.0%)

origfaces
337/65536 18872/3670016 (
0.5%)

leaves
292/65536 16352/3670016 (
0.4%)

leaffaces
829/65536
1658/131072 ( 1.3%)

leafbrushes
297/65536
594/131072 ( 0.5%)

surfedges
4216/512000 16864/2048000 ( 0.8%)

edges
2323/256000 9292/1024000 (
0.9%)

worldlights
1/8192
88/720896 ( 0.0%)

waterstrips
52/32768
520/327680 ( 0.2%)

waterverts
0/65536
0/786432 ( 0.0%)

waterindices
801/65536
1602/131072 ( 1.2%)

cubemapsamples
0/1024
0/16384 ( 0.0%)

overlays
0/512
0/180224 ( 0.0%)

lightdata
[variable]
264384/0 ( 0.0%)

visdata
[variable] 4696/16777216 (
0.0%)

entdata
[variable]
3598/393216 ( 0.9%)

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]
1/328 ( 0.3%)

pakfile
[variable]
19995/0 ( 0.0%)

Win32 Specific Data:

physics
[variable] 35228/4194304 (
0.8%)

Total Win32 BSP file data space used: 486025 bytes

Linux Specific Data:

physicssurface
[variable] 35228/6291456 (
0.6%)

Total Linux BSP file data space used: 486025 bytes

Total triangle count: 1666

Writing e:\games\steam\steamapps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.bsp

7 seconds elapsed

** Executing...

** Command: Copy File

** Parameters:
"E:\Games\Steam\SteamApps\akuhalo@aol.com\sourcesdk_content\cstrike\mapsrc\test2.bsp"
"e:\games\steam\steamapps\akuhalo@aol.com\counter-strike
source\cstrike\maps\test2.bsp"

** Executing...

** Command: "e:\games\steam\steamapps\akuhalo@aol.com\counter-strike source\hl2.exe"

** Parameters: -game
"e:\games\steam\steamapps\akuhalo@aol.com\counter-strike
source\cstrike" -console +sv_lan 1 +map "test2"
after compiled (in game)
Spawn Server test2

Begin loading faces (loads materials)

End loading faces (loads materials)

Host_EndGame: Map coordinate extents are too large!!

Check for errors!
The map dimentions are 1728, 1408, 704

Which I believe is quite smaller than most maps.

There are only 2 questionable brushes that i deleted and still gave me
the same error after restarting steam and hammer and remaking the map
shell and keeping the same inside (house) still with the same response
to check for errors that dont exsist. im about to give up on this one
if you guys cant figure it out.

Message me on AIM or email me and ill send you the map if you are still stumped.

Thanks
Re: Map compiles fine but wont run ingame Posted by Orpheus on Mon Jan 24th 2005 at 1:39am
Orpheus
13860 posts
Posted 2005-01-24 1:39am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
you don't need over 5 bounces.

second.. i once had an error similar to this, it was cause by an invalid solid, an unreported invalid solid.

i fixed it by, exporting to map, closing hammer, and reloading the .map file.

try it, it may work in HL2/css as well.
Re: Map compiles fine but wont run ingame Posted by Myrk- on Mon Jan 24th 2005 at 2:09am
Myrk-
2299 posts
Posted 2005-01-24 2:09am
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Yer whats with bounce 12?! You'll get blinded by the light from that!
Re: Map compiles fine but wont run ingame Posted by Orpheus on Mon Jan 24th 2005 at 2:36am
Orpheus
13860 posts
Posted 2005-01-24 2:36am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Myrk-</DIV>
<DIV class=quotetext>Yer whats with bounce 12?! You'll get blinded by the light from that! </DIV></DIV>
you silly butt, the bounces don't make it brighter, they smooth the shadows to nonexistence :lol:
Re: Map compiles fine but wont run ingame Posted by omegaslayer on Mon Jan 24th 2005 at 4:25am
omegaslayer
2481 posts
Posted 2005-01-24 4:25am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
off topic: My default bounce is 10, ive tried typing in -bounce 20 (just to experiment) but it never works for some reason.

back to topic: do as it says, hit alt-p and it will find errors that you need to fix, or do what orph said to find invalid solids :smile: (although im sure hammer 4 finds all errors).