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Post by sintax on Aug 5, 2009 17:06:22 GMT
ya thanks mate, but there aren't any displacement... soooo?
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Post by john88z on Aug 5, 2009 17:12:22 GMT
There has to be thats what it says in the log, and the log never lies.
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Post by sintax on Aug 5, 2009 17:17:10 GMT
but there isn't, i removed them, and cuz it wouldn't compile, and some1 told me that where the problem, so i removed them, and it still not compile it -.-
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Post by sintax on Aug 5, 2009 17:20:27 GMT
hey sorry man my fault, there were a displacement, a tiny one, sorry:D and thanks alot!
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Post by ant600f2 on Aug 5, 2009 23:39:23 GMT
And thus the bottom of the joke falls out.
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Post by john88z on Aug 6, 2009 0:26:12 GMT
Oh no I do still think this is a relatively stupid idea its just not going to stop me from answering peoples questions here. And at sintax, you are a registered user which means you have access to the edit button, try not to double post.
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Post by BuLl3t on Aug 6, 2009 3:16:14 GMT
Hey i get this when i compile the map in console
The Navigation Mesh was built using a different version of this map.
and
Invalid terrorist spawnpoint at (10181.0,233.0,233.0) Invalid counterterrorist spawnpoint at (11030.0,65.0,65.0)
when i go to the coordinates, nothing is there.. ??
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Post by AManInNeed on Aug 6, 2009 21:16:01 GMT
OK! here is one for you,
I made a deathrun map called, well deathrun.
and it has been going pretty good, except im making it for hl2 deathmatch. so it is a little difficult to test. so what i do is i make it in counterstrike, and then transfer it over to hl2 deathmatch to change textures and what not. but a wierd thing happened today. when i opened up hammer for ccstrike, and i tried to open the map, that i had saved 30 seconds ago in hammer (hl2dm) ot gave me this weird error.
File C:\Program Files (x86)\Steam\steamapps\(myusername)\sourcesdk_content\cstrike\ mapsrc\sdk_deathrun.vmf, line 4305: unterminated string or string too long
Then i press ok, and it just closes hammer. and this happens for both hl2dm and cstrike of hammer and all my other maps load fine HELP ME!
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Post by john88z on Aug 6, 2009 21:16:07 GMT
Maybe there is something wrong in your map that is preventing it from using an updated version? Post your compile log. And your sure you went to view then Go to Coordinates, and typed it in?
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Post by AManInNeed on Aug 8, 2009 2:36:53 GMT
i somehow fixed my last error by deleting a bunch of stuff.... so here is a new one!
i made a map for a zps server, its comming along and i take the map off the server, work on it, then upload it again for testing. this has worked well for a while except now it crashes the server everytime i try to load it, and whenever i try to load the map in a the game, it crashes teh game. plz help, plz
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Post by john88z on Aug 8, 2009 2:51:07 GMT
Theres some error somewhere. Check alt+p and the compile log.
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Post by AManInNeed on Aug 8, 2009 21:14:43 GMT
compile log, ok, i deleted whatever the brush was and it still makes everything crash. since i was a bit desperate i continued working on it, and i was wondering if you could take a look at my new compile log, and btw there are no errors with alt-p.
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\dmshanahan\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\dmshanahan\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\dmshanahan\sourcesdk_content\cstrike\mapsrc\zps_MrGoatsDeath"
Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: c:\program files (x86)\steam\steamapps\dmshanahan\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\dmshanahan\sourcesdk_content\cstrike\mapsrc\zps_MrGoatsDeath.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...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\dmshanahan\sourcesdk_content\cstrike\mapsrc\zps_MrGoatsDeath.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 Building Physics collision data... done (5) (254165 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 910 texinfos to 466 Reduced 35 texdatas to 34 (929 bytes to 871) Writing C:\Program Files (x86)\Steam\steamapps\dmshanahan\sourcesdk_content\cstrike\mapsrc\zps_MrGoatsDeath.bsp 18 seconds elapsed
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\dmshanahan\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\dmshanahan\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\dmshanahan\sourcesdk_content\cstrike\mapsrc\zps_MrGoatsDeath"
Valve Software - vvis.exe (Nov 8 2007) 4 threads reading c:\program files (x86)\steam\steamapps\dmshanahan\sourcesdk_content\cstrike\mapsrc\zps_MrGoatsDeath.bsp reading c:\program files (x86)\steam\steamapps\dmshanahan\sourcesdk_content\cstrike\mapsrc\zps_MrGoatsDeath.prt 1932 portalclusters 5615 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (725) Optimized: 3217 visible clusters (0.00%) Total clusters visible: 695893 Average clusters visible: 360 Building PAS... Average clusters audible: 697 visdatasize:690320 compressed from 958272 writing c:\program files (x86)\steam\steamapps\dmshanahan\sourcesdk_content\cstrike\mapsrc\zps_MrGoatsDeath.bsp 12 minutes, 6 seconds elapsed
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\dmshanahan\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\dmshanahan\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\dmshanahan\sourcesdk_content\cstrike\mapsrc\zps_MrGoatsDeath"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\dmshanahan\sourcesdk_content\cstrike\mapsrc\zps_MrGoatsDeath.bsp 9667 faces 6 degenerate faces 12593779 square feet [1813504256.00 square inches] 0 displacements 0 square feet [0.00 square inches] 9661 patches before subdivision 337587 patches after subdivision 144 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (42) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (47) transfers 68167483, max 1420 transfer lists: 520.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(234291, 219369, 190193) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(46145, 43131, 33078) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(11704, 11292, 7820) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(2923, 2895, 1830) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(808, 823, 487) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(225, 236, 137) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(67, 74, 45) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(21, 24, 16) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(7, 9, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(3, 4, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(1, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(0, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.3517 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 49/1024 2352/49152 ( 4.8%) brushes 334/8192 4008/98304 ( 4.1%) brushsides 6552/65536 52416/524288 (10.0%) planes 18722/65536 374440/1310720 (28.6%) vertexes 16156/65536 193872/786432 (24.7%) nodes 5398/65536 172736/2097152 ( 8.2%) texinfos 466/12288 33552/884736 ( 3.8%) texdata 34/2048 1088/65536 ( 1.7%) 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 9667/65536 541352/3670016 (14.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2837/65536 158872/3670016 ( 4.3%) leaves 5448/65536 174336/2097152 ( 8.3%) leaffaces 11114/65536 22228/131072 (17.0%) leafbrushes 2124/65536 4248/131072 ( 3.2%) areas 4/256 32/2048 ( 1.6%) surfedges 59360/512000 237440/2048000 (11.6%) edges 31181/256000 124724/1024000 (12.2%) LDR worldlights 144/8192 12672/720896 ( 1.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 558/32768 5580/327680 ( 1.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7485/65536 14970/131072 (11.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 11801800/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 690320/16777216 ( 4.1%) entdata [variable] 122400/393216 (31.1%) LDR leaf ambient 5448/65536 130752/1572864 ( 8.3%) 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] 1/12 ( 8.3%) pakfile [variable] 10357/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 254165/4194304 ( 6.1%) ==== Total Win32 BSP file data space used: 15140714 bytes ====
Total triangle count: 25968 Writing c:\program files (x86)\steam\steamapps\dmshanahan\sourcesdk_content\cstrike\mapsrc\zps_MrGoatsDeath.bsp 1 minute, 44 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\dmshanahan\sourcesdk_content\cstrike\mapsrc\zps_MrGoatsDeath.bsp" "c:\program files (x86)\steam\steamapps\dmshanahan\counter-strike source\cstrike\maps\zps_MrGoatsDeath.bsp"
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Post by john88z on Aug 9, 2009 0:03:02 GMT
Try coping everything and pasting it into a new .vmf file.
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Post by AManInNeed on Aug 9, 2009 2:00:43 GMT
when i copy it, i go to map properties and that highlights everyrthing, then i press ctrl-c, and open a new map and press ctrl-v, copy and paste. but when i save it, save as i mean, it doesnt save it. like if i add a random block it would only load up the random block and not the entire pasted map.
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Post by AManInNeed on Aug 9, 2009 4:09:00 GMT
Sry bout the retard that said the last reply, and i figured out how to paste it all. i saved it as zpo_death_will_come.bsp, and it still crashes everything. so if you want i can upload the vmf and u can look at it, or you can tell me something that would piss me off mega. and thats to restart. dont say that dont say that dont say that dont say that dont say that dont say that dont say that dont say that dont say that dontsay that dont
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