enemy not found oO

enemy not found oO

Re: enemy not found oO Posted by Ryath on Sun Sep 11th 2005 at 5:53pm
Ryath
16 posts
Posted 2005-09-11 5:53pm
Ryath
member
16 posts 2 snarkmarks Registered: Aug 10th 2005 Location: the netherlands
i read the tutorial about npc attack waves for hl2.

i did everything the same as in the tutorial, i compiled it.

but steam couldn't open it, i had this error

CModelLoader::Map_IsValid: No such map 'enemy'
map load failed: enemy not found or invalid
Re: enemy not found oO Posted by Junkyard God on Sun Sep 11th 2005 at 7:15pm
Junkyard God
654 posts
Posted 2005-09-11 7:15pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
sounds like it's trying to load the map enemy , did it compile well, show us the log, that will help.
Hell, is an half-filled auditorium
Re: enemy not found oO Posted by Ryath on Wed Sep 14th 2005 at 4:10pm
Ryath
16 posts
Posted 2005-09-14 4:10pm
Ryath
member
16 posts 2 snarkmarks Registered: Aug 10th 2005 Location: the netherlands
this is my entire compile log :smile:

** Executing...
** Command: "d:\jimmy\steam\steamapps\nijsjimmy@hotmail.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\jimmy\steam\steamapps\nijsjimmy@hotmail.com\half-life 2\hl2" "d:\jimmy\steam\steamapps\hammer\maps\enemy tryout"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: d:\jimmy\steam\steamapps\nijsjimmy@hotmail.com\half-life 2\hl2\materials
Loading d:\jimmy\steam\steamapps\hammer\maps\enemy tryout.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 d:\jimmy\steam\steamapps\hammer\maps\enemy tryout.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) (11578 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (11578 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing d:\jimmy\steam\steamapps\hammer\maps\enemy tryout.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "d:\jimmy\steam\steamapps\nijsjimmy@hotmail.com\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\jimmy\steam\steamapps\nijsjimmy@hotmail.com\half-life 2\hl2" "d:\jimmy\steam\steamapps\hammer\maps\enemy tryout"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading d:\jimmy\steam\steamapps\hammer\maps\enemy tryout.bsp
reading d:\jimmy\steam\steamapps\hammer\maps\enemy tryout.prt
80 portalclusters
246 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: 1 visible clusters (0.00%)
Total clusters visible: 5565
Average clusters visible: 69
Building PAS...
Average clusters audible: 80
visdatasize:2253 compressed from 2560
writing d:\jimmy\steam\steamapps\hammer\maps\enemy tryout.bsp
1 second elapsed

** Executing...
** Command: "d:\jimmy\steam\steamapps\nijsjimmy@hotmail.com\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\jimmy\steam\steamapps\nijsjimmy@hotmail.com\half-life 2\hl2" "d:\jimmy\steam\steamapps\hammer\maps\enemy tryout"

Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\jimmy\steam\steamapps\hammer\maps\enemy tryout.bsp
240 faces
113375 square feet [16326032.00 square inches]
0 displacements
0 square feet [0.00 square inches]
240 patches before subdivision
7282 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 204528, max 127
transfer lists: 1.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(26480, 17776, 12185)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(3276, 1566, 856)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(348, 114, 46)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(45, 11, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0105 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 26/8192 312/98304 ( 0.3%)
brushsides 188/65536 1504/524288 ( 0.3%)
planes 192/65536 3840/1310720 ( 0.3%)
vertexes 480/65536 5760/786432 ( 0.7%)
nodes 130/65536 4160/2097152 ( 0.2%)
texinfos 28/12288 2016/884736 ( 0.2%)
texdata 4/2048 128/65536 ( 0.2%)
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 240/65536 13440/3670016 ( 0.4%)
origfaces 116/65536 6496/3670016 ( 0.2%)
leaves 132/65536 7392/3670016 ( 0.2%)
leaffaces 324/65536 648/131072 ( 0.5%)
leafbrushes 57/65536 114/131072 ( 0.1%)
surfedges 1658/512000 6632/2048000 ( 0.3%)
edges 895/256000 3580/1024000 ( 0.3%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 30/32768 300/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 495/65536 990/131072 ( 0.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 211736/0 ( 0.0%)
visdata [variable] 2253/16777216 ( 0.0%)
entdata [variable] 3577/393216 ( 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] 1/12 ( 8.3%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 11578/4194304 ( 0.3%)

Total Win32 BSP file data space used: 296588 bytes

Linux Specific Data:
physicssurface [variable] 11578/6291456 ( 0.2%)

Total Linux BSP file data space used: 296588 bytes

Total triangle count: 698
Writing d:\jimmy\steam\steamapps\hammer\maps\enemy tryout.bsp
11 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "d:\jimmy\steam\steamapps\hammer\maps\enemy tryout.bsp" "d:\jimmy\steam\steamapps\nijsjimmy@hotmail.com\half-life 2\hl2\maps\enemy tryout.bsp"

** Executing...
** Command: "d:\jimmy\steam\steamapps\nijsjimmy@hotmail.com\half-life 2\hl2.exe"
** Parameters: -allowdebug -game "d:\jimmy\steam\steamapps\nijsjimmy@hotmail.com\half-life 2\hl2" +map "enemy tryout"
Re: enemy not found oO Posted by Captain P on Wed Sep 14th 2005 at 4:37pm
Captain P
1370 posts
Posted 2005-09-14 4:37pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
The error says it cannot find a map called 'enemy'. Your map is called 'enemy tryout'. Rings a bell?

It's the space in your filename. Either load the map typing <span style="color: orange;">map "enemy tryout"<span style="color: white;"> or remove the space from the filename at all. map enemy tryout fails, because only the first parameter (enemy) is taken as the map name.

It's best to take out spaces from map filenames for that reason.

</span></span>
Create-ivity - a game development blog
Re: enemy not found oO Posted by Ryath on Wed Sep 14th 2005 at 5:50pm
Ryath
16 posts
Posted 2005-09-14 5:50pm
Ryath
member
16 posts 2 snarkmarks Registered: Aug 10th 2005 Location: the netherlands
lol that stupid of me :razz:

m pretty ashamed of myself :/

thnx a lot :biggrin: