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Post by jeremiahmassacre on Jun 5, 2009 21:22:56 GMT
I have my map pretty much finished (From what I can see on Hammer atleast) BUT when I compile it up and boot up HL2DM to load it it quits out Now I've ran the check for errors, and its giving me an error for ladder origins (which is odd, because its value is used) And that's the only error it gives me. No leaks are occuring anywhere in the map And there's no point file (Which I'm not sure why, unless thats just a way to point out any errors) Any ideas on what it could be? Lightmaps good everythings inside the skybox/actual mapped area The map isn't as big as the grid, nor even close lol And everything is placed as properly as I could. Lend a hand, if its not a problem =0]
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Post by john88z on Jun 6, 2009 5:57:33 GMT
Post the compile log and the vmf.
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Post by jeremiahmassacre on Jun 8, 2009 3:27:36 GMT
** Executing... ** Command: "c:\program files\steam\steamapps\baby_face571\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\baby_face571\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\baby_face571\sourcesdk_content\hl2mp\mapsrc\Sandcastle_V28"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\baby_face571\half-life 2 deathmatch\hl2mp\materials Loading C:\Program Files\Steam\steamapps\baby_face571\sourcesdk_content\hl2mp\mapsrc\Sandcastle_V28.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1..Brush 540161: WARNING, microbrush Brush 540202: WARNING, microbrush .2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1..Brush 540161: WARNING, microbrush Brush 540202: WARNING, microbrush .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... Merged 2234 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (3) writing C:\Program Files\Steam\steamapps\baby_face571\sourcesdk_content\hl2mp\mapsrc\Sandcastle_V28.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_04*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_04rt" Can't load skybox file skybox/sky_day01_04 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 (1) (839760 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 2124 texinfos to 1502 Reduced 38 texdatas to 33 (1027 bytes to 909) Writing C:\Program Files\Steam\steamapps\baby_face571\sourcesdk_content\hl2mp\mapsrc\Sandcastle_V28.bsp 14 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\baby_face571\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\baby_face571\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\baby_face571\sourcesdk_content\hl2mp\mapsrc\Sandcastle_V28"
Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\program files\steam\steamapps\baby_face571\sourcesdk_content\hl2mp\mapsrc\Sandcastle_V28.bsp reading c:\program files\steam\steamapps\baby_face571\sourcesdk_content\hl2mp\mapsrc\Sandcastle_V28.prt 2042 portalclusters 8071 numportals Leaf 421 (portal 1836) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
** Executing... ** Command: "c:\program files\steam\steamapps\baby_face571\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\baby_face571\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\baby_face571\sourcesdk_content\hl2mp\mapsrc\Sandcastle_V28"
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\baby_face571\sourcesdk_content\hl2mp\mapsrc\Sandcastle_V28.bsp No vis information, direct lighting only. 12880 faces 24 degenerate faces 2745830 square feet [395399616.00 square inches] 0 displacements 0 square feet [0.00 square inches] 33 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (586) Build Patch/Sample Hash Table(s).....Done<0.2487 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 60/1024 2880/49152 ( 5.9%) brushes 2410/8192 28920/98304 (29.4%) brushsides 23547/65536 188376/524288 (35.9%) planes 19180/65536 383600/1310720 (29.3%) vertexes 23085/65536 277020/786432 (35.2%) nodes 3630/65536 116160/2097152 ( 5.5%) texinfos 1502/12288 108144/884736 (12.2%) texdata 33/2048 1056/65536 ( 1.6%) 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 12880/65536 721280/3670016 (19.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 8896/65536 498176/3670016 (13.6%) leaves 3691/65536 118112/2097152 ( 5.6%) leaffaces 19737/65536 39474/131072 (30.1%) leafbrushes 6129/65536 12258/131072 ( 9.4%) areas 3/256 24/2048 ( 1.2%) surfedges 100811/512000 403244/2048000 (19.7%) edges 59153/256000 236612/1024000 (23.1%) LDR worldlights 33/8192 2904/720896 ( 0.4%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 2246/32768 22460/327680 ( 6.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 38100/65536 76200/131072 (58.1%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 8588976/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 153135/393216 (38.9%) LDR leaf ambient 3691/65536 88584/1572864 ( 5.6%) 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] 1/18856 ( 0.0%) pakfile [variable] 21456/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 839760/4194304 (20.0%) ==== Total Win32 BSP file data space used: 12928829 bytes ====
Total triangle count: 38851 Writing c:\program files\steam\steamapps\baby_face571\sourcesdk_content\hl2mp\mapsrc\Sandcastle_V28.bsp 9 minutes, 51 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\baby_face571\sourcesdk_content\hl2mp\mapsrc\Sandcastle_V28.bsp" "c:\program files\steam\steamapps\baby_face571\half-life 2 deathmatch\hl2mp\maps\Sandcastle_V28.bsp"
I checked everything, but couldn't find anything. That and I'm not too sure how to put on the vmf for here lol
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Post by 3kliksphilip on Jun 8, 2009 13:50:23 GMT
ProcessBlock_Thread: 0...1..Brush 540161: WARNING, microbrush Brush 540202: WARNING, microbrush
Oh NOOOOOOOOO! You have a microbrush, caused by brushes smaller than 1x1x1. Quick! before it's too late! Go up to View, down to Go to brush number... and type in 540161 and destroy it!
Leaf 421 (portal 1836) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
ARGHHHHHHHHHHHHHHHHH! You have a large block some where with lots of different things connecting to it. Split it up into smaller pieces to avoid this overflow.
...but apart from that it looks okay.
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Post by Jeremiah on Jun 8, 2009 17:50:03 GMT
Thanks guys. I'm sorry if I'm wasting your time! But I really appreciate the help
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Post by john88z on Jun 8, 2009 23:16:35 GMT
lol version 28
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Post by Jeremiah on Jun 9, 2009 16:16:19 GMT
lol I know but its because I save every little thing. It's both a good and bad thing I suppose haha
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Post by Jeremiah on Jun 14, 2009 21:42:48 GMT
Alright so I tried cutting everything into smaller pieces And I removed the microbrush But I still get the Leaf error, which I think is what the problem is Unless its able to be something else. Any other tips?
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Post by john88z on Jun 14, 2009 22:02:21 GMT
Is it tied to a func_detail?
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Post by Jeremiah on Jun 15, 2009 21:03:42 GMT
the objects are, but I tried cuting them in half and making them an entire seperate func as well didn't fix it lol
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Post by john88z on Jun 16, 2009 2:58:05 GMT
Can you post a new updated compile log?
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Post by Jeremiah on Jun 16, 2009 8:35:23 GMT
I've decided to give up on it lol not only is there a leaf error but now it's telling me I have too many detailed props on the map Which is wasn't saying before So I decided forget it Its not worth this much work over lol
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Post by flouride on Jun 27, 2009 9:04:03 GMT
If you've split everything in half, you've DOUBLED the 'detailed' props surely?
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