Re: Map wont reflect changes
Posted by Bludshot on
Sun Jul 31st 2005 at 9:03pm
8 posts
11 snarkmarks
Registered:
Jun 27th 2005
Occupation: high school student
Location: The good ol' US of A
I try to compile my latest CS:S project and when it finishes, none of
the changes i have made to the map show up. for example i added a
window to a wall and ingame the wall still has no window. Here's a
compile log, in case it helps. [edit] Oh i tried saving before compiling and that doesnt help[/edit]
** Executing...
** Command: "c:\program files\valve\steam\steamapps\batmannoobler\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program
files\valve\steam\steamapps\batmannoobler\counter-strike
source\cstrike" "C:\Program
Files\Valve\Steam\SteamApps\batmannoobler\sourcesdk_content\cstrike\mapsrc\de_jailbreak"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\batmannoobler\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\batmannoobler\sourcesdk_content\cstrike\mapsrc\de_jailbreak.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light_environment (-204.22 -1513.60 9.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 28 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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) (139967 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (236878 bytes)
Error! To use model "models/props_lab/chess.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/chess.mdl"!
Error! prop_static using model "models/props_c17/chair_office01a.mdl",
which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/chair_office01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Error! Entity sky_camera in solid volume!
** Executing...
** Command: "c:\program files\valve\steam\steamapps\batmannoobler\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program
files\valve\steam\steamapps\batmannoobler\counter-strike
source\cstrike" "C:\Program
Files\Valve\Steam\SteamApps\batmannoobler\sourcesdk_content\cstrike\mapsrc\de_jailbreak"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\batmannoobler\sourcesdk_content\cstrike\mapsrc\de_jailbreak.bsp
reading c:\program files\valve\steam\steamapps\batmannoobler\sourcesdk_content\cstrike\mapsrc\de_jailbreak.prt
LoadPortals: couldn't read c:\program
files\valve\steam\steamapps\batmannoobler\sourcesdk_content\cstrike\mapsrc\de_jailbreak.prt
** Executing...
** Command: "c:\program files\valve\steam\steamapps\batmannoobler\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program
files\valve\steam\steamapps\batmannoobler\counter-strike
source\cstrike" "C:\Program
Files\Valve\Steam\SteamApps\batmannoobler\sourcesdk_content\cstrike\mapsrc\de_jailbreak"
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\batmannoobler\sourcesdk_content\cstrike\mapsrc\de_jailbreak.bsp
1811 faces
2 degenerate faces
399766 square feet [57566324.00 square inches]
5 displacements
353 square feet [50919.03 square inches]
1809 patches before subdivision
11281 patches after subdivision
30 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (26)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 302602, max 183
transfer lists: 2.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(9274, 8906, 6707)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(2888, 2694, 1502)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(858, 779, 337)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(299, 265, 97)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(98, 85, 28)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(34, 29, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(12, 10, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0106 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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
2/1024
96/49152 ( 0.2%)
brushes
273/8192
3276/98304 ( 3.3%)
brushsides
1902/65536 15216/524288
( 2.9%)
planes
1338/65536 26760/1310720 (
2.0%)
vertexes
3567/65536 42804/786432
( 5.4%)
nodes
1227/65536 39264/2097152 (
1.9%)
texinfos
302/12288 21744/884736
( 2.5%)
texdata
26/2048
832/65536 ( 1.3%)
dispinfos
5/0
880/0 ( 0.0%)
disp_verts
405/0
8100/0 ( 0.0%)
disp_tris
640/0
1280/0 ( 0.0%)
disp_lmsamples
1476/0
1476/0 ( 0.0%)
faces
1811/65536 101416/3670016 ( 2.8%)
origfaces
948/65536 53088/3670016 (
1.4%)
leaves
1230/65536 68880/3670016 (
1.9%)
leaffaces
2189/65536
4378/131072 ( 3.3%)
leafbrushes
803/65536
1606/131072 ( 1.2%)
surfedges
12704/512000 50816/2048000 ( 2.5%)
edges
7342/256000 29368/1024000 ( 2.9%)
worldlights
30/8192
2640/720896 ( 0.4%)
waterstrips
184/32768
1840/327680 ( 0.6%)
waterverts
0/65536
0/786432 ( 0.0%)
waterindices
2904/65536
5808/131072 ( 4.4%)
cubemapsamples
0/1024
0/16384 ( 0.0%)
overlays
2/512
704/180224 ( 0.4%)
lightdata
[variable]
343760/0 ( 0.0%)
visdata
[variable] 107778/16777216 ( 0.6%)
entdata
[variable] 15957/393216
( 4.1%)
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]
1/192 ( 0.5%)
dtl prp lght
[variable]
1/4 (25.0%)
static props
[variable]
1/3912 ( 0.0%)
pakfile
[variable]
19985/0 ( 0.0%)
Win32 Specific Data:
physics
[variable] 141049/4194304 ( 3.4%)
Total Win32 BSP file data space used: 1110804 bytes
Linux Specific Data:
physicssurface [variable] 237979/6291456 ( 3.8%)
Total Linux BSP file data space used: 1207734 bytes
Total triangle count: 5280
Writing c:\program files\valve\steam\steamapps\batmannoobler\sourcesdk_content\cstrike\mapsrc\de_jailbreak.bsp
33 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program
Files\Valve\Steam\SteamApps\batmannoobler\sourcesdk_content\cstrike\mapsrc\de_jailbreak.bsp"
"c:\program files\valve\steam\steamapps\batmannoobler\counter-strike
source\cstrike\maps\de_jailbreak.bsp"
** Executing...
** Command: "c:\program files\valve\steam\steamapps\batmannoobler\counter-strike source\hl2.exe"
** Parameters: -game "c:\program
files\valve\steam\steamapps\batmannoobler\counter-strike
source\cstrike" +map "de_jailbreak"
Re: Map wont reflect changes
Posted by French Toast on
Sun Jul 31st 2005 at 9:13pm
3043 posts
304 snarkmarks
Registered:
Jan 16th 2005
Occupation: Kicking Ass
Location: Canada
Fix that leak, is the first step. If that doesn't work, I'd try changing the name of the map.
Re: Map wont reflect changes
Posted by Bludshot on
Sun Jul 31st 2005 at 11:09pm
Posted
2005-07-31 11:09pm
8 posts
11 snarkmarks
Registered:
Jun 27th 2005
Occupation: high school student
Location: The good ol' US of A
i am such a noob. lol. fixing the leak worked, and now progress can continue. thank you so very much!!!1
Re: Map wont reflect changes
Posted by French Toast on
Mon Aug 1st 2005 at 12:29am
Posted
2005-08-01 12:29am
3043 posts
304 snarkmarks
Registered:
Jan 16th 2005
Occupation: Kicking Ass
Location: Canada
My pleasure. For next time, that's one of the first things you should check when you encounter a problem.
Re: Map wont reflect changes
Posted by warlord on
Tue Aug 2nd 2005 at 4:45pm
warlord
member
166 posts
247 snarkmarks
Registered:
Sep 11th 2003
Occupation: ill show ye
Location: americas
dont see why a leak would prevent visible changes in the file like that
the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them
Re: Map wont reflect changes
Posted by DrGlass on
Tue Aug 2nd 2005 at 7:28pm
DrGlass
member
1825 posts
632 snarkmarks
Registered:
Dec 12th 2004
Occupation: 2D/3D digital artist
Location: USA
Some times a leak will mess up other compile steps, and when the bsp is
overwritten it will merge with the old bsp (at least I think).
I've had problems where chunks of my map are missing becuase of leaks.