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Post by NeoProject4 on Nov 24, 2009 3:37:02 GMT
i made this really big map but for some reason or another.... i cant play it. i know the fact that Ur suppose to not run after compiling but that is the only way i can run my map... hl2 story games from orange box doesn't play them. anyways, i compile the map and all goes well until right before the map loads and it cuts off and sends me back to the hammer editor.... without any messages or warnings (except i notice a cube map something or other on the compile) i tried www.interlopers.net/index.php?page=errors but i don't understand all the mistakes that I'm making....
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Post by NeoProject4 on Nov 24, 2009 3:46:17 GMT
Obviously i'm not the best map maker but here is the compile log
** Executing... ** Command: "c:\program files\steam\steamapps\rangesquad\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\rangesquad\half-life 2\hl2" "C:\Program Files\Steam\steamapps\rangesquad\sourcesdk_content\hl2\mapsrc\first map"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\rangesquad\half-life 2\hl2\materials Loading C:\Program Files\Steam\steamapps\rangesquad\sourcesdk_content\hl2\mapsrc\first map.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6.Brush 16769: WARNING, microbrush ..7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6.Brush 16769: WARNING, microbrush ..7...8...9...10 (0) Processing areas...done (0) Building Faces...done (1) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\rangesquad\sourcesdk_content\hl2\mapsrc\first map.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) (130797 bytes) Error! prop_static using model "models/props_debris/metal_panel02a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_debris/metal_panel02a.mdl"! 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 804 texinfos to 610 Reduced 120 texdatas to 95 (4383 bytes to 3518) Writing C:\Program Files\Steam\steamapps\rangesquad\sourcesdk_content\hl2\mapsrc\first map.bsp 4 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\rangesquad\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\rangesquad\half-life 2\hl2" -fast "C:\Program Files\Steam\steamapps\rangesquad\sourcesdk_content\hl2\mapsrc\first map"
Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\program files\steam\steamapps\rangesquad\sourcesdk_content\hl2\mapsrc\first map.bsp reading c:\program files\steam\steamapps\rangesquad\sourcesdk_content\hl2\mapsrc\first map.prt 1511 portalclusters 5737 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5) Optimized: 140534 visible clusters (0.00%) Total clusters visible: 1855669 Average clusters visible: 1228 Building PAS... Average clusters audible: 1511 visdatasize:567534 compressed from 580224 writing c:\program files\steam\steamapps\rangesquad\sourcesdk_content\hl2\mapsrc\first map.bsp 6 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\rangesquad\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\rangesquad\half-life 2\hl2" -noextra "C:\Program Files\Steam\steamapps\rangesquad\sourcesdk_content\hl2\mapsrc\first map"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\rangesquad\sourcesdk_content\hl2\mapsrc\first map.bsp 4029 faces 2 degenerate faces 905851 square feet [130442592.00 square inches] 0 displacements 0 square feet [0.00 square inches] 4027 patches before subdivision 45529 patches after subdivision 8 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (40) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (19) transfers 4424626, max 570 transfer lists: 33.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(51579, 48701, 43571) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(10082, 8837, 7588) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(1649, 1310, 1133) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(373, 271, 252) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(73, 45, 49) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(19, 10, 13) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(5, 2, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(1, 0, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0370 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 24/1024 1152/49152 ( 2.3%) brushes 323/8192 3876/98304 ( 3.9%) brushsides 2080/65536 16640/524288 ( 3.2%) planes 1894/65536 37880/1310720 ( 2.9%) vertexes 7565/65536 90780/786432 (11.5%) nodes 2557/65536 81824/2097152 ( 3.9%) texinfos 610/12288 43920/884736 ( 5.0%) texdata 95/2048 3040/65536 ( 4.6%) 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 4029/65536 225624/3670016 ( 6.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1528/65536 85568/3670016 ( 2.3%) leaves 2582/65536 82624/2097152 ( 3.9%) leaffaces 5183/65536 10366/131072 ( 7.9%) leafbrushes 1925/65536 3850/131072 ( 2.9%) areas 2/256 16/2048 ( 0.8%) surfedges 25907/512000 103628/2048000 ( 5.1%) edges 13779/256000 55116/1024000 ( 5.4%) LDR worldlights 8/8192 704/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 450/32768 4500/327680 ( 1.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7116/65536 14232/131072 (10.9%) cubemapsamples 3/1024 48/16384 ( 0.3%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3361744/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 567534/16777216 ( 3.4%) entdata [variable] 26583/393216 ( 6.8%) LDR leaf ambient 2582/65536 61968/1572864 ( 3.9%) 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] 1/202 ( 0.5%) pakfile [variable] 58933/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 130797/4194304 ( 3.1%) ==== Total Win32 BSP file data space used: 5072949 bytes ====
Total triangle count: 11700 Writing c:\program files\steam\steamapps\rangesquad\sourcesdk_content\hl2\mapsrc\first map.bsp 1 minute, 5 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\rangesquad\sourcesdk_content\hl2\mapsrc\first map.bsp" "c:\program files\steam\steamapps\rangesquad\half-life 2\hl2\maps\first map.bsp"
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Post by dafatcat on Nov 24, 2009 18:46:27 GMT
The name of your map cannot have any spaces in it. Instead of "first map" name it "first_map".
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Post by NeoProject4 on Nov 24, 2009 20:31:21 GMT
i changed the map to first_map but the problem is still there... there is a problem with the skybox saying that there is not a default cubemap and there is also some other problems that i dont know what they are or how to fix.
Brush [brush-id]: WARNING, microbrush
Can't load skybox file [texture] to build the default cubemap!
Error! prop_static using model "[model]", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "[model]"!
i also have a fastvis problem but it hasnt given me any trouble in the past...
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Post by 3kliksphilip on Nov 24, 2009 22:11:14 GMT
Microbrush is a brush that's smaller than 1 unit, from some horrible resizing disaster or a slash-happy clipping incident. I believe that it removes these blocks when you restart Hammer.
The skybox error doesn't matter.
The next error actually tells you what to do.
The next model is using a name that doesn't exist.
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Post by Zeph on Nov 24, 2009 22:18:24 GMT
Brush 16769: WARNING, microbrush shift+ctrl+g (i think) and search the number, delete.
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Post by NeoProject4 on Nov 25, 2009 1:07:12 GMT
i tried the shift-ctrl-g and deleted what was i thought was the microbrush and i tried to delete the model that wasnt properly "named". after i compiled it, hammer completely crashed on me. did i do something or is it a virus?
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Post by Zeph on Nov 25, 2009 22:59:20 GMT
Doubt it's virus. Try it again... if it crashes again on compile there maybe more causing problems.
alt+p will "look for errors".
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Post by motanum on Nov 25, 2009 23:38:38 GMT
sounded sarcastic that part of ''looking for errors''
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Post by dafatcat on Nov 26, 2009 1:37:23 GMT
alt + p does look for errors
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Post by NeoProject4 on Nov 27, 2009 1:47:10 GMT
thanks guys for the tip... it helped get rid of the models. But the problem with the hammer crashing after it fully compiles is still happening... there is, though, a new problem after the others (except the skybox) were gone
WARNING: Cluster portals saw into cluster
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Post by Zeph on Nov 30, 2009 11:49:23 GMT
WARNING: Cluster portals saw into cluster I think this is due to a leak. load your pointfile (map -> load pointfile), find and fix the leak between zones. Feel free to post the new compile log, will help more in the long run
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Post by john88z on Nov 30, 2009 21:38:54 GMT
WARNING: Cluster portals saw into cluster If it was a leak then his map wouldn't load. This error is quite fickle but luckily it wont prevent your map from compiling. (By fickle I mean its hard to find, if at all, you can spend alot of time hunting this error down but its not really the cause of anything major) Theres several theories as to why this happens but the one I believe is off grid leaves. I.E. you have alot of off grid brushes causing off grid visleaves. The only bad thing that can occur from this error is very low fps in one spot or another an if you do get that then just look in that area for any abnormalities. Also in that area you might try to simplify brushes to a func_detail. But other than low fps in an area, this error shouldn't be a big deal.
So for your crashing problem post your new compile log so we can see if theres anything else as stated by Zeph above.
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