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Post by Terryalex166 on Apr 18, 2010 20:41:06 GMT
Hello i have had a extremely annoying problem with my mod and it is that when ever i play on the map I'm making the guns flicker when i look about and no impacts from the gun when i shoot objects like wood no splints of wood go up and no hole so i started to think that maby when i started the mod in the wizard some effects or details where not in ported so i copyed some from hl2 and it worked but then the next time i play all the problems are back this has happened even without copying the effects its really bugging me and i really need help if i am to continue modding.
Any help will be nice.
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Post by antonio12332 on Apr 19, 2010 0:08:31 GMT
You should probably post the compile log, it helps us find the problem faster.
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Post by Zeph on Apr 19, 2010 10:11:38 GMT
Not sure if missing particle systems and/or decals will be in the compile log. However, i have never made a mod so no idea how to include / make such things.
And damn that's a long sentence.
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Post by Terryalex166 on Apr 19, 2010 18:12:33 GMT
Hello heres the compile log of one of the small maps
** Executing... ** Command: "c:\program files\steam\steamapps\alex1995599\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\outbreaksurvival" "C:\Program Files\Steam\steamapps\SourceMods\OS sourse files\mapsrc\OS_HUNTED_house_save3"
Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\SourceMods\outbreaksurvival\materials Loading C:\Program Files\Steam\steamapps\SourceMods\OS sourse files\mapsrc\OS_HUNTED_house_save3.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 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\SourceMods\OS sourse files\mapsrc\OS_HUNTED_house_save3.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) (28833 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 89 texinfos to 78 Reduced 19 texdatas to 18 (403 bytes to 350) Writing C:\Program Files\Steam\steamapps\SourceMods\OS sourse files\mapsrc\OS_HUNTED_house_save3.bsp 0 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\alex1995599\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\outbreaksurvival" -fast "C:\Program Files\Steam\steamapps\SourceMods\OS sourse files\mapsrc\OS_HUNTED_house_save3"
Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\program files\steam\steamapps\sourcemods\os sourse files\mapsrc\OS_HUNTED_house_save3.bsp reading c:\program files\steam\steamapps\sourcemods\os sourse files\mapsrc\OS_HUNTED_house_save3.prt 169 portalclusters 560 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) WARNING: Cluster portals saw into cluster Optimized: 550 visible clusters (0.00%) Total clusters visible: 25910 Average clusters visible: 153 Building PAS... Average clusters audible: 169 visdatasize:8799 compressed from 8112 writing c:\program files\steam\steamapps\sourcemods\os sourse files\mapsrc\OS_HUNTED_house_save3.bsp 0 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\alex1995599\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\SourceMods\outbreaksurvival" -noextra "C:\Program Files\Steam\steamapps\SourceMods\OS sourse files\mapsrc\OS_HUNTED_house_save3"
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\sourcemods\os sourse files\mapsrc\OS_HUNTED_house_save3.bsp 550 faces 170803 square feet [24595652.00 square inches] 0 displacements 0 square feet [0.00 square inches] 550 patches before subdivision 7756 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 294588, max 260 transfer lists: 2.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(429, 418, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(84, 78, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(17, 15, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(3, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0071 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 5/1024 240/49152 ( 0.5%) brushes 80/8192 960/98304 ( 1.0%) brushsides 592/65536 4736/524288 ( 0.9%) planes 508/65536 10160/1310720 ( 0.8%) vertexes 1156/65536 13872/786432 ( 1.8%) nodes 394/65536 12608/2097152 ( 0.6%) texinfos 78/12288 5616/884736 ( 0.6%) 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 550/65536 30800/3670016 ( 0.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 245/65536 13720/3670016 ( 0.4%) leaves 400/65536 12800/2097152 ( 0.6%) leaffaces 617/65536 1234/131072 ( 0.9%) leafbrushes 275/65536 550/131072 ( 0.4%) areas 2/256 16/2048 ( 0.8%) surfedges 3625/512000 14500/2048000 ( 0.7%) edges 2017/256000 8068/1024000 ( 0.8%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 54/32768 540/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 795/65536 1590/131072 ( 1.2%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 7/512 2464/180224 ( 1.4%) LDR lightdata [variable] 381172/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 8799/16777216 ( 0.1%) entdata [variable] 11977/393216 ( 3.0%) LDR leaf ambient 400/65536 9600/1572864 ( 0.6%) 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] 1/694 ( 0.1%) pakfile [variable] 20372/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 28833/4194304 ( 0.7%) ==== Total Win32 BSP file data space used: 595981 bytes ====
Total triangle count: 1537 Writing c:\program files\steam\steamapps\sourcemods\os sourse files\mapsrc\OS_HUNTED_house_save3.bsp 2 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\SourceMods\OS sourse files\mapsrc\OS_HUNTED_house_save3.bsp" "c:\program files\steam\steamapps\SourceMods\outbreaksurvival\maps\OS_HUNTED_house_save3.bsp"
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Post by Zeph on Apr 19, 2010 19:19:17 GMT
WARNING: Cluster portals saw into cluster Your map is not optimized.
This, however, does not affect your problem. Compile log is clean other than the above (as expected).
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Post by Terryalex166 on Apr 19, 2010 19:50:30 GMT
Darn ok do you know any modding forums?
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Post by Terryalex166 on May 8, 2010 8:28:47 GMT
Hi this problem could it be anything to do with the server and client dlls?
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