Putting an old map in a new mod

Putting an old map in a new mod

Re: Putting an old map in a new mod Posted by mmrempen on Sat Jun 9th 2007 at 5:34pm
mmrempen
7 posts
Posted 2007-06-09 5:34pm
mmrempen
member
7 posts 1 snarkmarks Registered: Jun 9th 2007
All right, here goes.<br style="color: white;">
<br style="color: white;">
So I made a map that produced a lot of errors. The mod was messed up,
my Steam was messed up, and everything was separated on two separate
hard drives.<br style="color: white;">
<br style="color: white;">
So I copied my .vmf file to a backup folder, deleted everything, and
reinstalled Steam, the SDK and HL2. A clean, fresh start. I created a
brand spanking new mod.<br style="color: white;">
<br style="color: white;">
I then threw my .vmf in the maps folder of my new mod and tried to run it, but it didn't work.<br style="color: white;">
<br style="color: white;">
Any new maps I make work great. No problem. But I'm really far along on
this other map. I need some way of either making this .vmf work in the
new mod, or of getting all the information from the old .vmf into a new
one. <br style="color: white;">
<br style="color: white;">
I did try one thing. I selected everything in my old .vmf and copied
and pasted it into a brand new .vmf. Seems like it should work -
everything appears in hammer exactly the way it was. But when I run it,
only the stuff that I added AFTER pasting the level appears. That
totals a couple of cardboard boxes and a zombie. NOTHING else! That
doesn't make any sense! It's all right there in hammer!<br style="color: white;">
<br style="color: white;">
Any help would be appreciated.
Re: Putting an old map in a new mod Posted by Stadric on Sat Jun 9th 2007 at 6:41pm
Stadric
848 posts
Posted 2007-06-09 6:41pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
I don't understand, are you trying to run the vmf in your mod instead of in Hammer?
You're problem is tricky, I've never heard it before. I assume you've checked for problems (Alt+P)?
Run your compile log through interloper's error page, and if that doesn't work, post your vmf here.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Putting an old map in a new mod Posted by mmrempen on Sun Jun 10th 2007 at 4:00pm
mmrempen
7 posts
Posted 2007-06-10 4:00pm
mmrempen
member
7 posts 1 snarkmarks Registered: Jun 9th 2007
All I'm really trying to do is run my .vmf.

I went through interloper's thing, and all that popped up was a bunch of leaks. I fixed those, but I'm having the same difficulty - when I try to load my map in HL2, it brings up the "The Instruction at 0x####### referenced memory at 0x#######. The memory could not be 'read'" error. I researched that error as well, but all my steam games run perfectly well, so it's not a hardware problem, it's clearly a problem with my map.

In any case, I'll put up my .vmf here. How do I do that? I don't see an attachment option...
Re: Putting an old map in a new mod Posted by Beetle on Sun Jun 10th 2007 at 5:05pm
Beetle
54 posts
Posted 2007-06-10 5:05pm
Beetle
member
54 posts 15 snarkmarks Registered: Dec 8th 2006
Are you using compile tools other than the ones that came with hammer? I had the same problem and that was the cause.
Re: Putting an old map in a new mod Posted by omegaslayer on Sun Jun 10th 2007 at 5:32pm
omegaslayer
2481 posts
Posted 2007-06-10 5:32pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Did you recompile the map? Are you sure the recompiled map ended up in your mod directory?

Few other things to tell us:

-What mod are you using?

-Post your compile log.

The memory reference error just means the bsp is a little screwed up, somewhere during the bsp loading process the engine didn't keep track of a pointer somewhere (figuratively speaking) and it ended up with that. Theres nothing wrong with your hardware.
Posting And You
Re: Putting an old map in a new mod Posted by mmrempen on Sun Jun 10th 2007 at 7:17pm
mmrempen
7 posts
Posted 2007-06-10 7:17pm
mmrempen
member
7 posts 1 snarkmarks Registered: Jun 9th 2007
I'm not using any external compilation software, and I did recompile a number of times when I moved it. I'm not sure where it recompiled to ... how do I check that? That might be the problem. I'm not trying to use any mod other than the one I created specifically for my level.

Thanks for the help, lads. Here's my compile log:

** Executing...
** Command: "e:\program files\steam\steamapps\mmrempen\sourcesdk\bin\vbsp.exe"
** Parameters: -game "e:\program files\steam\steamapps\SourceMods\Honduras" "E:\Program Files\Steam\steamapps\SourceMods\Honduras\maps\Honduras"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: e:\program files\steam\steamapps\SourceMods\Honduras\materials
Loading E:\Program Files\Steam\steamapps\SourceMods\Honduras\maps\Honduras.vmf
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...
Merged 350 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Program Files\Steam\steamapps\SourceMods\Honduras\maps\Honduras.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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
Building Physics collision data...
done (0) (397567 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1308 texinfos to 985
Reduced 130 texdatas to 118 (3254 bytes to 2800)
Writing E:\Program Files\Steam\steamapps\SourceMods\Honduras\maps\Honduras.bsp
8 seconds elapsed

** Executing...
** Command: "e:\program files\steam\steamapps\mmrempen\sourcesdk\bin\vvis.exe"
** Parameters: -game "e:\program files\steam\steamapps\SourceMods\Honduras" "E:\Program Files\Steam\steamapps\SourceMods\Honduras\maps\Honduras"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading e:\program files\steam\steamapps\sourcemods\honduras\maps\Honduras.bsp
reading e:\program files\steam\steamapps\sourcemods\honduras\maps\Honduras.prt
654 portalclusters
1863 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (489)
Optimized: 1470 visible clusters (0.00%)
Total clusters visible: 159508
Average clusters visible: 243
Building PAS...
Average clusters audible: 530
visdatasize:93446 compressed from 115104
writing e:\program files\steam\steamapps\sourcemods\honduras\maps\Honduras.bsp
8 minutes, 11 seconds elapsed

** Executing...
** Command: "e:\program files\steam\steamapps\mmrempen\sourcesdk\bin\vrad.exe"
** Parameters: -game "e:\program files\steam\steamapps\SourceMods\Honduras" "E:\Program Files\Steam\steamapps\SourceMods\Honduras\maps\Honduras"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading e:\program files\steam\steamapps\sourcemods\honduras\maps\Honduras.bsp
4051 faces
318592 square feet [45877252.00 square inches]
30 displacements
24908 square feet [3586841.50 square inches]
4051 patches before subdivision
39288 patches after subdivision
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (405)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (163)
transfers 3396032, max 628
transfer lists: 25.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(16387, 14340, 11652)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(2631, 2016, 1207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(639, 437, 180)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(205, 124, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(79, 43, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(33, 16, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(15, 6, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(7, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0415 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 28/1024 1344/49152 ( 2.7%)
brushes 1125/8192 13500/98304 (13.7%)
brushsides 8161/65536 65288/524288 (12.5%)
planes 5520/65536 110400/1310720 ( 8.4%)
vertexes 7701/65536 92412/786432 (11.8%)
nodes 1728/65536 55296/2097152 ( 2.6%)
texinfos 985/12288 70920/884736 ( 8.0%)
texdata 118/2048 3776/65536 ( 5.8%)
dispinfos 30/0 5280/0 ( 0.0%)
disp_verts 750/0 15000/0 ( 0.0%)
disp_tris 960/0 1920/0 ( 0.0%)
disp_lmsamples 72616/0 72616/0 ( 0.0%)
faces 4051/65536 226856/3670016 ( 6.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3074/65536 172144/3670016 ( 4.7%)
leaves 1757/65536 56224/2097152 ( 2.7%)
leaffaces 5233/65536 10466/131072 ( 8.0%)
leafbrushes 2133/65536 4266/131072 ( 3.3%)
areas 4/256 32/2048 ( 1.6%)
surfedges 32362/512000 129448/2048000 ( 6.3%)
edges 20665/256000 82660/1024000 ( 8.1%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 461/32768 4610/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9492/65536 18984/131072 (14.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2334176/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 93446/16777216 ( 0.6%)
entdata [variable] 59022/393216 (15.0%)
LDR leaf ambient 1757/65536 42168/1572864 ( 2.7%)
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] 1/7814 ( 0.0%)
pakfile [variable] 23038/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 397567/4194304 ( 9.5%)

Total Win32 BSP file data space used: 4163213 bytes

Total triangle count: 12030
Writing e:\program files\steam\steamapps\sourcemods\honduras\maps\Honduras.bsp
9 minutes, 42 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Program Files\Steam\steamapps\SourceMods\Honduras\maps\Honduras.bsp" "e:\program files\steam\steamapps\SourceMods\Honduras\maps\Honduras.bsp"
Re: Putting an old map in a new mod Posted by omegaslayer on Mon Jun 11th 2007 at 4:42am
omegaslayer
2481 posts
Posted 2007-06-11 4:42am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
It copied it to here: e:\program files\steam\steamapps\SourceMods\Honduras\maps\
Posting And You
Re: Putting an old map in a new mod Posted by mmrempen on Mon Jun 11th 2007 at 4:51am
mmrempen
7 posts
Posted 2007-06-11 4:51am
mmrempen
member
7 posts 1 snarkmarks Registered: Jun 9th 2007
That seems fine to me. I see no reason why it shouldn't work from there. Any indication from the log as to why the map isn't running?
Re: Putting an old map in a new mod Posted by omegaslayer on Mon Jun 11th 2007 at 10:32pm
omegaslayer
2481 posts
Posted 2007-06-11 10:32pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Nope, nothing.... Looks like a clean compile.
Posting And You
Re: Putting an old map in a new mod Posted by mmrempen on Tue Jun 12th 2007 at 3:12am
mmrempen
7 posts
Posted 2007-06-12 3:12am
mmrempen
member
7 posts 1 snarkmarks Registered: Jun 9th 2007
Well, I got it to work somehow. I put the whole mod folder on a new computer, my laptop, and now it works just fine. No idea why. Guess I should get that old computer looked at or something.

Thanks everyone for all your help! This site is the best!