Re: Compiling Problems :|
Posted by SnowmanDev on
Sun Apr 9th 2006 at 10:14pm
Posted
2006-04-09 10:14pm
28 posts
3 snarkmarks
Registered:
Apr 9th 2006
Occupation: Graphics Designer/Web Designer
Location: UK, Warrington
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>hey,
Ok here's the thing, i creating a map and it worked it was a small map, basically a box with a train, a few textures and so on, worked perfectly in hl2...
now i added an extra room, worked fine, added a few barrels still fine now i added "double" double door they work perfectly just as i wanted them, then after the door i added a corridoor and more stairs all blocked off, after fixing a few leaks it compiled and seemed to be ok, untill when i ran the map it was like i compiled it before i added the extra rooms, nothing i have added like overlays, extra stairs, corridoors or anything appear and its annoying please help me, here is my log file...
(btw i added a skybox to see if anything was still leaking)
** Executing...
** Command: "c:\program files\steam\steamapps\sn0wm3n\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\TCOTH" "C:\MyMod\mapsrc\subway"
Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:\program files\steam\steamapps\SourceMods\TCOTH\materials
Loading C:\MyMod\mapsrc\subway.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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 60 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\MyMod\mapsrc\subway.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
Face List Count >= OVERLAY_BSP_FACE_COUNT
** Executing...
** Command: "c:\program files\steam\steamapps\sn0wm3n\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\TCOTH" -fast "C:\MyMod\mapsrc\subway"
Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
1 threads
reading c:\mymod\mapsrc\subway.bsp
reading c:\mymod\mapsrc\subway.prt
566 portalclusters
1841 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 1620 visible clusters (0.00%)
Total clusters visible: 239224
Average clusters visible: 422
Building PAS...
Average clusters audible: 559
visdatasize:78338 compressed from 81504
writing c:\mymod\mapsrc\subway.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\sn0wm3n\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\TCOTH" -noextra "C:\MyMod\mapsrc\subway"
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\mymod\mapsrc\subway.bsp
2464 faces
1 degenerate faces
142734 square feet [20553824.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2463 patches before subdivision
20235 patches after subdivision
49 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (47)
transfers 5486398, max 938
transfer lists: 41.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(32672, 29207, 24011)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(5448, 4472, 3135)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(996, 757, 471)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(173, 122, 67)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(32, 21, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(6, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0194 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
31 of 31 (100% 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 14/1024 672/49152 ( 1.4%)
brushes 499/8192 5988/98304 ( 6.1%)
brushsides 4147/65536 33176/524288 ( 6.3%)
planes 2208/65536 44160/1310720 ( 3.4%)
vertexes 3491/65536 41892/786432 ( 5.3%)
nodes 1678/65536 53696/2097152 ( 2.6%)
texinfos 528/12288 38016/884736 ( 4.3%)
texdata 25/2048 800/65536 ( 1.2%)
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 2464/65536 137984/3670016 ( 3.8%)
origfaces 1578/65536 88368/3670016 ( 2.4%)
leaves 1693/65536 54176/2097152 ( 2.6%)
leaffaces 2954/65536 5908/131072 ( 4.5%)
leafbrushes 958/65536 1916/131072 ( 1.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 17715/512000 70860/2048000 ( 3.5%)
edges 10422/256000 41688/1024000 ( 4.1%)
LDR worldlights 49/8192 4312/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 164/32768 1640/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2481/65536 4962/131072 ( 3.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1891516/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 78338/16777216 ( 0.5%)
entdata [variable] 16622/393216 ( 4.2%)
LDR leaf ambient 1693/65536 40632/1572864 ( 2.6%)
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] 1/4284 ( 0.0%)
pakfile [variable] 15061/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 185663/4194304 ( 4.4%)
Total Win32 BSP file data space used: 2858064 bytes
Linux Specific Data:
physicssurface [variable] 185663/6291456 ( 3.0%)
Total Linux BSP file data space used: 2858064 bytes
Total triangle count: 6475
Writing c:\mymod\mapsrc\subway.bsp
1 minute, 5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\MyMod\mapsrc\subway.bsp" "c:\program files\steam\steamapps\SourceMods\TCOTH\maps\subway.bsp"
please guys help me out :sad:
SnowmanDev<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: Compiling Problems :|
Posted by Stadric on
Sun Apr 9th 2006 at 10:58pm
Posted
2006-04-09 10:58pm
Stadric
member
848 posts
585 snarkmarks
Registered:
Jun 3rd 2005
Occupation: Slacker
Location: Here
A quick scan over the log reveals nothing wrong.
Was there an error message that showed up during compile?
If not, save your map under a different name, then try to compile again, if that doesn't work, post that compile log.
Re: Compiling Problems :|
Posted by SnowmanDev on
Sun Apr 9th 2006 at 11:16pm
Posted
2006-04-09 11:16pm
28 posts
3 snarkmarks
Registered:
Apr 9th 2006
Occupation: Graphics Designer/Web Designer
Location: UK, Warrington
ok will do, and there were no errors other than when i load hl2 or rather load my map it says something is renewing but this never caused a problem before,
but yer i'll save it as a new name compile it and post the new log.
brb :razz: <html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: Compiling Problems :|
Posted by SnowmanDev on
Sun Apr 9th 2006 at 11:59pm
Posted
2006-04-09 11:59pm
28 posts
3 snarkmarks
Registered:
Apr 9th 2006
Occupation: Graphics Designer/Web Designer
Location: UK, Warrington
ok but do you know why a .bsp files isnt being created :sad: its really freaking me out <html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: Compiling Problems :|
Posted by SnowmanDev on
Mon Apr 10th 2006 at 12:14am
Posted
2006-04-10 12:14am
28 posts
3 snarkmarks
Registered:
Apr 9th 2006
Occupation: Graphics Designer/Web Designer
Location: UK, Warrington
I LOVE YOU OMEGA !!!! thankyou so much :smile: i
thought it would be them overlays but i never removed them because
there just decals :razz: i guess i need to learn how to use overlays
properly, i wouldnt mind but i followed the tutorial, i think its
because i didnt make 1 of those vmt/vmf or what ever txt files coz i
dunno how too :razz:
thanks alot guys you really are good !!!!
Re: Compiling Problems :|
Posted by Stadric on
Mon Apr 10th 2006 at 12:50am
Posted
2006-04-10 12:50am
Stadric
member
848 posts
585 snarkmarks
Registered:
Jun 3rd 2005
Occupation: Slacker
Location: Here
My bad, I can't believe I missed that :razz:
oh well, you live, you learn.
Anyway, for your question about overlays, you use them on
displacements, or when you want to scale a decal. Use decals for
everything else.
Re: Compiling Problems :|
Posted by SnowmanDev on
Mon Apr 10th 2006 at 2:22pm
28 posts
3 snarkmarks
Registered:
Apr 9th 2006
Occupation: Graphics Designer/Web Designer
Location: UK, Warrington
have done m8 and thanx again :smile: