|
Post by areolive on Sept 3, 2009 13:57:36 GMT
hey working on my island for the competition thing and when i compile it, hammer throws an error. here's my log.
** Executing... ** Command: "f:\program files (x86)\steam\steamapps\areolive\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\areolive\day of defeat source\dod" "F:\Users\Aren\Documents\maps\island_proj_c"
Valve Software - vbsp.exe (May 19 2009) 4 threads materialPath: c:\program files (x86)\steam\steamapps\areolive\day of defeat source\dod\materials Loading F:\Users\Aren\Documents\maps\island_proj_c.vmf Patching WVT material: maps/island_proj_c/dev/dev_blendmeasure_wvt_patch 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) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (0) writing F:\Users\Aren\Documents\maps\island_proj_c.prt...Building visibility clusters... done (0) material "skybox/tidesrt" not found. Can't load skybox file skybox/tides to build the default cubemap! Can't load skybox file skybox/tides to build the default cubemap! Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... Displacement 2 has bad geometry near -56.00 -642.50 -147.05 Can't compile displacement physics, exiting. Texture is TOOLS/TOOLSNODRAW
** Executing... ** Command: "f:\program files (x86)\steam\steamapps\areolive\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\areolive\day of defeat source\dod" "F:\Users\Aren\Documents\maps\island_proj_c"
Valve Software - vvis.exe (May 19 2009) 4 threads reading f:\users\aren\documents\maps\island_proj_c.bsp Error opening f:\users\aren\documents\maps\island_proj_c.bsp
** Executing... ** Command: "f:\program files (x86)\steam\steamapps\areolive\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\areolive\day of defeat source\dod" "F:\Users\Aren\Documents\maps\island_proj_c"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [39 texlights parsed from 'lights.rad']
Loading f:\users\aren\documents\maps\island_proj_c.bsp Error opening f:\users\aren\documents\maps\island_proj_c.bsp
** Executing... ** Command: Copy File ** Parameters: "F:\Users\Aren\Documents\maps\island_proj_c.bsp" "f:\program files (x86)\steam\steamapps\areolive\day of defeat source\dod\maps\island_proj_c.bsp"
The command failed. Windows reported the error: "The system cannot find the file specified."
|
|
|
Post by zackman811 on Sept 3, 2009 17:28:53 GMT
y do you have nodraw on a displacement? whats the point? get rid of the nodraw and see if it works....if not then you know thats not the problem
|
|
|
Post by areolive on Sept 3, 2009 18:10:21 GMT
For some reason the nodraw on the underside is still there, usually it goes away after i use a displacement.
i fixed it using a displacement from another map of mine. (still don't know why it didn't work to start with) now i'm compiling the map and it works but some sides of a cylinder brush i have in the map show what looks like a darker version of the texture applied and has some crazy ability to screw with my screen if i look that the brush just right in game. help?
|
|
|
Post by Zeph on Sept 4, 2009 15:24:07 GMT
When you make a displacement, select one face and not the whole cube.
|
|
|
Post by motanum on Sept 10, 2009 21:44:34 GMT
[send pm]
Joined: Jun 2009 Gender: Male Posts: 2 Karma: 0 Re: MAPPING COMPETITION « Reply #98 Today at 4:41pm »
|
|
|
Post by error on Sept 26, 2009 14:56:30 GMT
When i try to run map it says it can't find this file c:\program files\steam\steamapps\******\sourcesdk_content\cstrike\mapsrc\tralala.bsp When i do a search on this file i just find a text file What do i have to do to get this working ??
|
|
|
Post by dafatcat on Sept 26, 2009 15:05:45 GMT
I don't know German but it looks like the file not found error. Just restart steam and it will be fine.
|
|
|
Post by 3kliksphilip on Sept 29, 2009 0:29:10 GMT
Could you post a full compilelog?
|
|
|
Post by Zeph on Oct 13, 2009 11:52:28 GMT
The file is not found because it's not even created due to an error further up in the compile log.
We need to see the vbsp compile log (basically, all of it as 3K said).
|
|
|
Post by teshok on Oct 13, 2009 15:01:04 GMT
[send pm] Joined: Jun 2009 Gender: Male Posts: 2 Karma: 0 Re: MAPPING COMPETITION « Reply #98 Today at 4:41pm » Load the map up in the ep2 version of hammer (orange box) and go map > Load Portal file you should see a whole bunch of blue boxes just search around till you see a mess of little boxes really close together and thats your error. Func_detail things or place hint/skip textures to break the area up better.
|
|
|
Post by pride on Nov 27, 2009 21:32:45 GMT
i have a problem with my map. I added a train and when i test the map out, and error pops up saying
41/ - func_tracktrain: UTIL_setModel: not precached: models/Junkola.mdl
If anyone could help, pelase do so. and here is the compile process window
** Executing... ** Command: "c:\program files\steam\steamapps\dantedmc94\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\dantedmc94\counter-strike source\cstrike" "C:\Users\Chun\Desktop\CSS maps\snowday"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\dantedmc94\counter-strike source\cstrike\materials Loading C:\Users\Chun\Desktop\CSS maps\snowday.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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Chun\Desktop\CSS maps\snowday.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 (0) (189812 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 809 texinfos to 562 Reduced 28 texdatas to 23 (740 bytes to 546) Writing C:\Users\Chun\Desktop\CSS maps\snowday.bsp 2 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\dantedmc94\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\dantedmc94\counter-strike source\cstrike" -fast "C:\Users\Chun\Desktop\CSS maps\snowday"
Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\users\chun\desktop\css maps\snowday.bsp reading c:\users\chun\desktop\css maps\snowday.prt 969 portalclusters 2985 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2) Optimized: 28072 visible clusters (0.00%) Total clusters visible: 754317 Average clusters visible: 778 Building PAS... Average clusters audible: 968 visdatasize:241879 compressed from 248064 writing c:\users\chun\desktop\css maps\snowday.bsp 2 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\dantedmc94\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\dantedmc94\counter-strike source\cstrike" "C:\Users\Chun\Desktop\CSS maps\snowday"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\users\chun\desktop\css maps\snowday.bsp 4582 faces 2 degenerate faces 2173427 square feet [312973568.00 square inches] 0 displacements 0 square feet [0.00 square inches] 4580 patches before subdivision 28304 patches after subdivision 21 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (36) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14) transfers 2805303, max 800 transfer lists: 21.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(348790, 327493, 315339) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(34971, 23437, 17448) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(9831, 6173, 4664) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(3249, 2246, 1957) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1830, 1621, 1631) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(1192, 1201, 1273) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1066, 1146, 1245) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(827, 913, 1007) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(786, 884, 988) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(622, 709, 803) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(592, 685, 785) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(471, 552, 640) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(447, 532, 624) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(357, 429, 510) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #15 added RGB(338, 412, 496) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(270, 334, 407) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(255, 320, 395) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #18 added RGB(205, 260, 325) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #19 added RGB(193, 249, 314) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(155, 202, 259) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #21 added RGB(146, 193, 250) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #22 added RGB(118, 158, 207) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #23 added RGB(110, 150, 199) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #24 added RGB(89, 123, 165) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #25 added RGB(84, 116, 159) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #26 added RGB(68, 96, 132) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #27 added RGB(63, 90, 126) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #28 added RGB(51, 74, 105) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #29 added RGB(48, 70, 101) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #30 added RGB(39, 58, 84) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #31 added RGB(36, 55, 80) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #32 added RGB(30, 45, 67) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #33 added RGB(27, 43, 64) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #34 added RGB(22, 35, 54) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #35 added RGB(21, 33, 51) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #36 added RGB(17, 27, 43) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #37 added RGB(16, 26, 41) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #38 added RGB(13, 21, 34) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #39 added RGB(12, 20, 32) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #40 added RGB(10, 17, 27) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #41 added RGB(9, 16, 26) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #42 added RGB(7, 13, 22) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #43 added RGB(7, 12, 21) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #44 added RGB(6, 10, 17) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #45 added RGB(5, 9, 16) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #46 added RGB(4, 8, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #47 added RGB(4, 7, 13) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #48 added RGB(3, 6, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #49 added RGB(3, 6, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #50 added RGB(2, 5, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #51 added RGB(2, 4, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #52 added RGB(2, 4, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #53 added RGB(2, 3, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #54 added RGB(1, 3, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #55 added RGB(1, 3, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #56 added RGB(1, 2, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #57 added RGB(1, 2, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #58 added RGB(1, 2, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #59 added RGB(1, 2, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #60 added RGB(1, 1, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #61 added RGB(1, 1, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #62 added RGB(0, 1, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #63 added RGB(0, 1, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #64 added RGB(0, 1, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #65 added RGB(0, 1, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #66 added RGB(0, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #67 added RGB(0, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #68 added RGB(0, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #69 added RGB(0, 0, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #70 added RGB(0, 0, 1) Build Patch/Sample Hash Table(s).....Done<0.0083 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 27/1024 1296/49152 ( 2.6%) brushes 558/8192 6696/98304 ( 6.8%) brushsides 4130/65536 33040/524288 ( 6.3%) planes 2694/65536 53880/1310720 ( 4.1%) vertexes 8019/65536 96228/786432 (12.2%) nodes 3793/65536 121376/2097152 ( 5.8%) texinfos 562/12288 40464/884736 ( 4.6%) texdata 23/2048 736/65536 ( 1.1%) 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 4582/65536 256592/3670016 ( 7.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1606/65536 89936/3670016 ( 2.5%) leaves 3821/65536 122272/2097152 ( 5.8%) leaffaces 5156/65536 10312/131072 ( 7.9%) leafbrushes 2867/65536 5734/131072 ( 4.4%) areas 2/256 16/2048 ( 0.8%) surfedges 28131/512000 112524/2048000 ( 5.5%) edges 15429/256000 61716/1024000 ( 6.0%) LDR worldlights 21/8192 1848/720896 ( 0.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 246/32768 2460/327680 ( 0.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 3588/65536 7176/131072 ( 5.5%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1113728/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 241879/16777216 ( 1.4%) entdata [variable] 21427/393216 ( 5.4%) LDR leaf ambient 3821/65536 91704/1572864 ( 5.8%) 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] 1/1492 ( 0.1%) pakfile [variable] 21207/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 189812/4194304 ( 4.5%) ==== Total Win32 BSP file data space used: 2704061 bytes ====
Total triangle count: 12534 Writing c:\users\chun\desktop\css maps\snowday.bsp 1 minute, 6 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Users\Chun\Desktop\CSS maps\snowday.bsp" "c:\program files\steam\steamapps\dantedmc94\counter-strike source\cstrike\maps\snowday.bsp"
|
|
|
Post by Zeph on Nov 30, 2009 11:38:52 GMT
Looks like you're using a bad texture on the tracktrain. Try changing it's texture, avoid models/ textures.
As for those light bounces... not seen them before, but can't be good.
|
|
|
Post by 3kliksphilip on Dec 2, 2009 16:04:59 GMT
Junkola's a horrible error. I've never had it myself, but it seems to pop up from time to time on my youtube channel as a problem. I seem to remember it had something to do with doors at one point. Probably just a model used badly or something.
|
|
|
Post by Xenomorph on Dec 7, 2009 23:17:30 GMT
Allrighty then... Anybody of you remember a map called "leadworks" in the Aliens Versus Predator 2 game? Well guess what, im giving it a make over in Hammer: But then, something funky happend: I made a brus that looks like this: "/" from the side, going up under an angle. This brush was part of a seperate map aka a prefab i was using in the main map. Of course all the corner grip points are on the grid as supposed, BUT! if i save the main map, or the prefab map, close it, load either up again, one corner grip of this brush shoots off the grid (like 8 units). No matter how many times i pulled it back on the grid, it keeps happening. Made that part from scratch again with a new brush and KA_POW! same thing. So, my question: is ther a limitation of the way you morph a block brush into something funky under multiple angles? ------------------------------------------------------------------------------- question 2: lights... Roight the case: spotlight hanging down from the ceiling. goal: lighting the walls / ceiling around this spotlight. Problem: whole room gets lit up. Ok before Hammer i've mapped with DEdit for AVP2, and in there if i added a simple ball shaped light then the edge of the ball was how far the light came. Outside that ball was completely black. Whin i add a "light" (simple ball shaped) in Hammer then the most tiny ball will light the whole room for some reason. This even while i set the 0-50% size way smaller.. ah well si this pic: (there's only 2 lights on the left ceiling) ---------------------------------------------------------------------------------- question 3 (mayebe not the right forum page tho) Is it possible by using a texture to create light as how it comes out of the corridor on the left in this pic? Right now i used the prop "light_something" with dust falling from above (but used on its side) but i'd rather do it from scratch. Any ideas? Thx allready
|
|
|
Post by Xenomorph on Dec 7, 2009 23:21:28 GMT
PS:
I'm from Holland just like the other guy and not Germany lol "Dutch" = not "Deutsch"... remember guys. What i really wanted to say is be easy on the typo's hehe.
|
|