Roads not appearing for some reason
Jul 9, 2011 20:02:30 GMT
Post by therealguymins on Jul 9, 2011 20:02:30 GMT
I'm making a real map finally, based off of cs_office and cs_assault. I'm making roads around the building with other buildings around it (obviously) and when I compile the map, the roads don't appear, only the one sidewalk. Here is my compile log-
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike\gameinfo.txt
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 (1)
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\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.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) (559485 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3407 texinfos to 1985
Reduced 96 texdatas to 86 (2186 bytes to 1853)
Writing C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.bsp
3 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight"
Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.bsp
reading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.prt
2094 portalclusters
5892 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 273605 visible clusters (0.00%)
Total clusters visible: 1860765
Average clusters visible: 888
Building PAS...
Average clusters audible: 1850
visdatasize:902669 compressed from 1105632
writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.bsp
Setting up ray-trace acceleration structure... Done (1.21 seconds)
7889 faces
4 degenerate faces
2740251 square feet [394596224.00 square inches]
1 Displacements
626 Square Feet [90163.70 Square Inches]
7885 patches before subdivision
38819 patches after subdivision
148 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 3423222, max 677
transfer lists: 26.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(873082, 879181, 766121)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(233133, 219836, 165921)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(72005, 64767, 42930)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(22805, 19221, 11208)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(7452, 5939, 3071)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2467, 1847, 851)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(832, 586, 242)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(284, 188, 70)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(98, 61, 21)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(34, 20, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(12, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(4, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0108 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 45/1024 2160/49152 ( 4.4%)
brushes 1582/8192 18984/98304 (19.3%)
brushsides 10896/65536 87168/524288 (16.6%)
planes 6224/65536 124480/1310720 ( 9.5%)
vertexes 11444/65536 137328/786432 (17.5%)
nodes 4709/65536 150688/2097152 ( 7.2%)
texinfos 1985/12288 142920/884736 (16.2%)
texdata 86/2048 2752/65536 ( 4.2%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 1768/0 1768/0 ( 0.0%)
faces 7889/65536 441784/3670016 (12.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4523/65536 253288/3670016 ( 6.9%)
leaves 4755/65536 152160/2097152 ( 7.3%)
leaffaces 9247/65536 18494/131072 (14.1%)
leafbrushes 2729/65536 5458/131072 ( 4.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 55342/512000 221368/2048000 (10.8%)
edges 31633/256000 126532/1024000 (12.4%)
LDR worldlights 148/8192 13024/720896 ( 1.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 542/32768 5420/327680 ( 1.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9939/65536 19878/131072 (15.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 24/512 8448/180224 ( 4.7%)
LDR lightdata [variable] 1578464/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 902669/16777216 ( 5.4%)
entdata [variable] 255294/393216 (64.9%)
LDR ambient table 4755/65536 19020/262144 ( 7.3%)
HDR ambient table 4755/65536 19020/262144 ( 7.3%)
LDR leaf ambient 12228/65536 342384/1835008 (18.7%)
HDR leaf ambient 4755/65536 133140/1835008 ( 7.3%)
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] 1/12448 ( 0.0%)
pakfile [variable] 175002/0 ( 0.0%)
physics [variable] 559485/4194304 (13.3%)
physics terrain [variable] 139/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 21438
Writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.bsp
35 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.bsp" "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike\maps\factoryfight.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" +map "factoryfight"
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike\gameinfo.txt
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 (1)
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\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.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) (559485 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3407 texinfos to 1985
Reduced 96 texdatas to 86 (2186 bytes to 1853)
Writing C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.bsp
3 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight"
Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.bsp
reading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.prt
2094 portalclusters
5892 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 273605 visible clusters (0.00%)
Total clusters visible: 1860765
Average clusters visible: 888
Building PAS...
Average clusters audible: 1850
visdatasize:902669 compressed from 1105632
writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.bsp
Setting up ray-trace acceleration structure... Done (1.21 seconds)
7889 faces
4 degenerate faces
2740251 square feet [394596224.00 square inches]
1 Displacements
626 Square Feet [90163.70 Square Inches]
7885 patches before subdivision
38819 patches after subdivision
148 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 3423222, max 677
transfer lists: 26.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(873082, 879181, 766121)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(233133, 219836, 165921)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(72005, 64767, 42930)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(22805, 19221, 11208)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(7452, 5939, 3071)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2467, 1847, 851)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(832, 586, 242)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(284, 188, 70)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(98, 61, 21)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(34, 20, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(12, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(4, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0108 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 45/1024 2160/49152 ( 4.4%)
brushes 1582/8192 18984/98304 (19.3%)
brushsides 10896/65536 87168/524288 (16.6%)
planes 6224/65536 124480/1310720 ( 9.5%)
vertexes 11444/65536 137328/786432 (17.5%)
nodes 4709/65536 150688/2097152 ( 7.2%)
texinfos 1985/12288 142920/884736 (16.2%)
texdata 86/2048 2752/65536 ( 4.2%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 1768/0 1768/0 ( 0.0%)
faces 7889/65536 441784/3670016 (12.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4523/65536 253288/3670016 ( 6.9%)
leaves 4755/65536 152160/2097152 ( 7.3%)
leaffaces 9247/65536 18494/131072 (14.1%)
leafbrushes 2729/65536 5458/131072 ( 4.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 55342/512000 221368/2048000 (10.8%)
edges 31633/256000 126532/1024000 (12.4%)
LDR worldlights 148/8192 13024/720896 ( 1.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 542/32768 5420/327680 ( 1.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9939/65536 19878/131072 (15.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 24/512 8448/180224 ( 4.7%)
LDR lightdata [variable] 1578464/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 902669/16777216 ( 5.4%)
entdata [variable] 255294/393216 (64.9%)
LDR ambient table 4755/65536 19020/262144 ( 7.3%)
HDR ambient table 4755/65536 19020/262144 ( 7.3%)
LDR leaf ambient 12228/65536 342384/1835008 (18.7%)
HDR leaf ambient 4755/65536 133140/1835008 ( 7.3%)
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] 1/12448 ( 0.0%)
pakfile [variable] 175002/0 ( 0.0%)
physics [variable] 559485/4194304 (13.3%)
physics terrain [variable] 139/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 21438
Writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.bsp
35 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\factoryfight.bsp" "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike\maps\factoryfight.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" +map "factoryfight"