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Post by hugo on Oct 24, 2010 20:19:20 GMT
Before hl2mp was moved to the 2009 engine i was able to map for hl1mp (very similar game)in the 2006 engine and buildcubemaps in hl1mp.after the engine change, it doesnt work. the problem is the props (water tower) which didnt glow on the 2006 engine now has the "no cubemaps glow" its not loading the default ones.even without any props you still get the weapon glow.i have followed the game configs to add hl2mp to the 2009 engine and it works fine and in hl2mp there is no glow. i have the FGD for hl1mp(source) and have added it the same way as hl2mp but when i start hammer i get black boxes in viewports. i did notice that in source_content the the hl1mp folder was missing.how to i go about adding the content or do i just need to add old binaries and scrap this map and map in the 2006 engine. here is a console error:Error reading in file "materials/maps/high_desert_beta_a/c-116_-932_88.vtf" Error reading in file "materials/maps/high_desert_beta_a/cubemapdefault.vtf" default error texture maps/high_desert_beta_a/cubemapdefault Error reading in file "materials/maps/high_desert_beta_a/c704_-1622_88.vtf" default error texture maps/high_desert_beta_a/cubemapdefault Error reading in file "materials/maps/high_desert_beta_a/c406_-1617_88.vtf" default error texture maps/high_desert_beta_a/cubemapdefault Error reading in file "materials/maps/high_desert_beta_a/c-6_-1620_88.vtf" default error texture maps/high_desert_beta_a/cubemapdefault Error reading in file "materials/maps/high_desert_beta_a/c-342_-1600_88.vtf" default error texture maps/high_desert_beta_a/cubemapdefault Error reading in file "materials/maps/high_desert_beta_a/c320_362_-24.vtf" default error texture maps/high_desert_beta_a/cubemapdefault
Thanks
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Post by Zeph on Oct 25, 2010 0:07:39 GMT
The WHOLE compile log please.
The "blue glow" is due to the lack of cubemaps in the map. Try placing some, and build them.
Try in the SDK menu: "Reset Game Configurations"
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Post by hugo on Oct 26, 2010 0:25:59 GMT
Zeph, Thanks for the quick answer,its a little hard to explain when you build a map in the 2009 engine for hl2dm it works perect, i had six cubemaps in the map. i built them and they worked perfect as well.the game i was also mapping for was half-life deathmatch source (hl1mp) they were the two games in the 2006 (ep1 engine).hl2mp was moved to the 2009 engine but i think they didnt move hl1mp so the 2006 engine is dead, and it the only engine you can map on for both hl2mp and hl1mp, i tried the pre_update binaries no luck,i scrapped the first map that was almost done on ep1 engine, started another on on the 2009 engine but hl1mp wont recognize the "default cubemaps" or the "built cubemaps". i also tried "reset game configurations" below is last log
materialPath: c:\program files\steam\steamapps\youbetterrun\half-life 2 deathmatch\hl2mp\materials Loading C:\Documents and Settings\Tom\Desktop\new maps\high_desert_beta_11_cube.vmf Could not locate 'GameData' key in c:\program files\steam\steamapps\youbetterrun\half-life 2 deathmatch\hl2mp\gameinfo.txt Patching WVT material: maps/high_desert_beta_11_cube/nature/red_grass_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing 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:\Documents and Settings\Tom\Desktop\new maps\high_desert_beta_11_cube.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/desert7*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/desert7*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. 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) (77677 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 231 texinfos to 122 Reduced 20 texdatas to 18 (491 bytes to 454) Writing C:\Documents and Settings\Tom\Desktop\new maps\high_desert_beta_11_cube.bsp 3 seconds elapsed
2 threads reading c:\documents and settings\tom\desktop\new maps\high_desert_beta_11_cube.bsp reading c:\documents and settings\tom\desktop\new maps\high_desert_beta_11_cube.prt 342 portalclusters 913 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 155 visible clusters (0.00%) Total clusters visible: 40419 Average clusters visible: 118 Building PAS... Average clusters audible: 296 visdatasize:29061 compressed from 32832 writing c:\documents and settings\tom\desktop\new maps\high_desert_beta_11_cube.bsp 8 seconds elapsed
[Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:\documents and settings\tom\desktop\new maps\high_desert_beta_11_cube.bsp 1288 faces 285803 square feet [41155692.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1288 patches before subdivision 17724 patches after subdivision 33 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1511795, max 472 transfer lists: 11.5 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(38616, 23919, 15814) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(3531, 1556, 859) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(400, 123, 57) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(52, 12, 5) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(7, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0126 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 14/1024 672/49152 ( 1.4%) brushes 209/8192 2508/98304 ( 2.6%) brushsides 1259/65536 10072/524288 ( 1.9%) planes 530/65536 10600/1310720 ( 0.8%) vertexes 1787/65536 21444/786432 ( 2.7%) nodes 710/65536 22720/2097152 ( 1.1%) texinfos 122/12288 8784/884736 ( 1.0%) texdata 18/2048 576/65536 ( 0.9%) 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 1288/65536 72128/3670016 ( 2.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 696/65536 38976/3670016 ( 1.1%) leaves 725/65536 23200/2097152 ( 1.1%) leaffaces 1510/65536 3020/131072 ( 2.3%) leafbrushes 353/65536 706/131072 ( 0.5%) areas 2/256 16/2048 ( 0.8%) surfedges 8854/512000 35416/2048000 ( 1.7%) edges 5000/256000 20000/1024000 ( 2.0%) LDR worldlights 33/8192 2904/720896 ( 0.4%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 121/32768 1210/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1998/65536 3996/131072 ( 3.0%) cubemapsamples 8/1024 128/16384 ( 0.8%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 529204/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 29061/16777216 ( 0.2%) entdata [variable] 15062/393216 ( 3.8%) LDR ambient table 725/65536 2900/262144 ( 1.1%) HDR ambient table 725/65536 2900/262144 ( 1.1%) LDR leaf ambient 3020/65536 84560/1835008 ( 4.6%) HDR leaf ambient 725/65536 20300/1835008 ( 1.1%) 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] 781707/0 ( 0.0%) physics [variable] 77677/4194304 ( 1.9%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3498 Writing c:\documents and settings\tom\desktop\new maps\high_desert_beta_11_cube.bsp 32 seconds elapsed
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Post by Zeph on Oct 26, 2010 10:15:06 GMT
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Post by hugo on Oct 27, 2010 0:14:10 GMT
Thanks, The first link i posted before, the second one, is one i wrote but then deleted after running into some problems (but google got a snapshot of it). i copied and pasted the third link rather than enter, it didnt work on the 2009 engine but it worked fine on the 2006 engine which is all that matters, woo-hoo...flop two env_cubemaps in and:
] buildcubemaps bounce: 1/1 sample: 1/2 bounce: 1/1 sample: 2/2 Creating default cubemaps for env_cubemap using skybox sky_day01_01...(no red airing messages.)
snap ,snap snap, done. didnt even really need to add cubemaps the props were not glowing to begin with. but looking at the configs for the other games i noticed that with the config setting in the first link. "GameExe"and "GameExeDir" is set as below. "Half-life 2 deathmatch" "GameExe" "c:\program files\steam\steamapps\youbetterrun\Source SDK Base\hl2.exe" "GameExeDir" "c:\program files\steam\steamapps\youbetterrun\Source SDK Base" for my game i set to half-life deathmatch source rather than "Source SDKbase" and it worked. should it be set to the games first folder or "Source SDKbase"? i seen this difference in the third link and when i checked my current settings all the other games used the game name folder but hl2mp used "Source SDKbase" i dont know why hl2mp should be so special.anyway Thanks (are the cold ones making it to you or are they getting intercepted? if you are getting ill send another)
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Post by Zeph on Oct 27, 2010 10:04:29 GMT
I've received two cold ones from you sir, which is more than generous enough I'm just glad its all getting sorted nicely. Hope your maps are looking good. Do send some screenshots in the Project area when done!
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Post by hugo on Oct 29, 2010 0:31:29 GMT
ok, Zeph, i will when its done Thanks again.
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