Problem with my map

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fire1000678
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Problem with my map

Post by fire1000678 »

I have been working on and off on this map for a few weeks. Everything (I think, haven't tested buttons yet) works fine, except when I try to launch in console (map deathrun_craggyrun_v1_hl2)

I started working on this on Source SDK MP version, then converted it for a few finishing touches to where it belongs in Source 2006. I finished, compiled with no errors (other than some possible texture problems) and tried to play in-game. The game would load some stuff, show some red errors (will upload per request, if I can) and shut down. That is all that happens. If anyone wants the files, or has a solution please post.

Here are links to the files:

http://www.mediafire.com/?m0jtv5gkyqqoe6j for the .vmf so it can be edited if required and

http://www.mediafire.com/?zsfpae3bsa97ba7 for the .bsp to see if it works.

Thanks!
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"Just as the tree and the earth need each other for life, so is the body and the soul, for without the other, one is nothing."

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Anonymous

Re: Problem with my map

Post by Anonymous »

Code: Select all

"material" "AREA51/TROLL"
Lol, wtf? Your map has trolling materials/textures. Nice.
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fire1000678
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Re: Problem with my map

Post by fire1000678 »

HA yea I use it in one of the traps, and at the spawn XD
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"Just as the tree and the earth need each other for life, so is the body and the soul, for without the other, one is nothing."

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Xseba360
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Re: Problem with my map

Post by Xseba360 »

fire1000678 wrote:I started working on this on Source SDK MP version, then converted it for a few finishing touches to where it belongs in Source 2006.
It should be compiled using Source Engine MP tho. Valve just made it less understandable by putting old unused versions of hammer and old unused game configs. Anyways try to compile it with MP engine.

Btw. Im on phone atm so cant look at the map, but when im back @ comp tmoro ill check it out.
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fire1000678
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Re: Problem with my map

Post by fire1000678 »

Okay, thanks. I'll try that.

Edit: Tried it, still the same error. Here are 2 screenshots of the errors:

http://steamcommunity.com/profiles/7656 ... tab=public
http://steamcommunity.com/profiles/7656 ... tab=public

You may need to download the pictures to see them well enough :/
上手ですか?

Image

"Just as the tree and the earth need each other for life, so is the body and the soul, for without the other, one is nothing."

Ingame Name: [GR]人生Positively Shinobi{A}
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Xseba360
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Re: Problem with my map

Post by Xseba360 »

fire1000678 wrote:Okay, thanks. I'll try that.

Edit: Tried it, still the same error. Here are 2 screenshots of the errors:

http://steamcommunity.com/profiles/7656 ... tab=public
http://steamcommunity.com/profiles/7656 ... tab=public

You may need to download the pictures to see them well enough :/
ugh. i see no errors that are from your map
all of these errors are Engine errors (game) so blame gaben for that...

EDIT: Run buildcubemaps in console. that may solve one of the errors
( http://screenshooter.net/5524147/hjdqbdn )

EDIT2: Got the map ingame.
1.

Code: Select all

Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
   - Material       : nature/blendcliffgrass001a
   - Surface center : 0 -923 228
Warning: WorldTwoTextureBlend found on a non-displacement surface (material: nature/blendcliffgrass001a). This wastes perf for no benefit.
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
   - Material       : nature/blendsandweed005a
   - Surface center : -1971 -4553 -26
You're using a blend texture on a non-displacement surface.
textures:
nature/blendcliffgrass001a - Surface center : 0 -923 228
nature/blendsandweed005a - Surface center : -1971 -4553 -2

try using some other textures instead of these

2.
No clips that prevent you from skipping/falling from the map
No trigger_hurts that kill you when you fall of the map


thats all i found so far but i will help as much as i can.

EDIT3:
Never start ur map out of hollowing a big cube of skybox. Oh and 'Face Sheet Edit' tool is really useful.

OH AND:
Can i have the compile log?
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fire1000678
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Re: Problem with my map

Post by fire1000678 »

I actually did not make my skybox like that. It is a problem with the way I designed the map, I cannot do it in a more effective manner. I will try this when I get home (at school) and will report back. Thanks for the help.
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"Just as the tree and the earth need each other for life, so is the body and the soul, for without the other, one is nothing."

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Re: Problem with my map

Post by Xseba360 »

fire1000678 wrote:I actually did not make my skybox like that. It is a problem with the way I designed the map, I cannot do it in a more effective manner. I will try this when I get home (at school) and will report back. Thanks for the help.
is the VMF in 1st post actual? if yes then i could fix it.
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fire1000678
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Re: Problem with my map

Post by fire1000678 »

Yes, the actual .vmf is the first link in the post. I will experiment, see what I can do first though.

Edit: I wish to have fail strafers fall off the edge, that is intended XD as for the textures, fixed (I think). Also added trigger_hurt at the bottom. Um and here is a compile log, as well as link to the new .vmf:

http://www.mediafire.com/?c44mumpix13zjty

and here is the compile log:


Code: Select all

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2"

Valve Software - vbsp.exe (Oct 25 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Error: displacement found on a(n) trigger_hurt entity - not supported (entity 252, brush 0)


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -fast -game "c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2"

Valve Software - vvis.exe (Oct 25 2011)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.bsp
reading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2"

Valve Software - vrad.exe SSE (Oct 25 2011)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.bsp
Setting up ray-trace acceleration structure... Done (0.14 seconds)
2841 faces
1405506 square feet [202392896.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2841 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
66507 patches after subdivision
449 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (9)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 8869577, max 727
transfer lists:  67.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(554909, 442430, 348312)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(79600, 51504, 33055)
Build Patch/Sample Hash Table(s).....Done<0.0419 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  56/1024         2688/49152    ( 5.5%) 
brushes                378/8192         4536/98304    ( 4.6%) 
brushsides            2501/65536       20008/524288   ( 3.8%) 
planes                2582/65536       51640/1310720  ( 3.9%) 
vertexes              4268/65536       51216/786432   ( 6.5%) 
nodes                 1938/65536       62016/2097152  ( 3.0%) 
texinfos               271/12288       19512/884736   ( 2.2%) 
texdata                 30/2048          960/65536    ( 1.5%) 
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                 2841/65536      159096/3670016  ( 4.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1308/65536       73248/3670016  ( 2.0%) 
leaves                1995/65536       63840/2097152  ( 3.0%) 
leaffaces             3419/65536        6838/131072   ( 5.2%) 
leafbrushes           1024/65536        2048/131072   ( 1.6%) 
areas                    5/256            40/2048     ( 2.0%) 
surfedges            18690/512000      74760/2048000  ( 3.7%) 
edges                10469/256000      41876/1024000  ( 4.1%) 
LDR worldlights        449/8192        39512/720896   ( 5.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            4/32768          48/393216   ( 0.0%) 
waterstrips            312/32768        3120/327680   ( 1.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          4410/65536        8820/131072   ( 6.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     2459188/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      150543/16777216 ( 0.9%) 
entdata               [variable]      166064/393216   (42.2%) 
LDR ambient table     1995/65536        7980/262144   ( 3.0%) 
HDR ambient table     1995/65536        7980/262144   ( 3.0%) 
LDR leaf ambient      7721/65536      216188/1835008  (11.8%) 
HDR leaf ambient      1995/65536       55860/1835008  ( 3.0%) 
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]           1/258184   ( 0.0%) 
dtl prp lght          [variable]           1/8844     ( 0.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/12       ( 8.3%) 
pakfile               [variable]      175840/0        ( 0.0%) 
physics               [variable]      147876/4194304  ( 3.5%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 7764
Writing c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.bsp
43 seconds elapsed
Btw, do I need a env_cubemap, if so HAO 2 USE?

EDIT2: Found obvious trigger_hurt displacement error (lol), here is fixed log:

Code: Select all

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2"

Valve Software - vbsp.exe (Oct 25 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Error: displacement found on a(n) trigger_hurt entity - not supported (entity 252, brush 0)


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -fast -game "c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2"

Valve Software - vvis.exe (Oct 25 2011)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.bsp
reading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2"

Valve Software - vrad.exe SSE (Oct 25 2011)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.bsp
Setting up ray-trace acceleration structure... Done (0.14 seconds)
2841 faces
1405506 square feet [202392896.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2841 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
66507 patches after subdivision
449 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 8869577, max 727
transfer lists:  67.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(554909, 442430, 348312)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(79600, 51504, 33055)
Build Patch/Sample Hash Table(s).....Done<0.0359 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  56/1024         2688/49152    ( 5.5%) 
brushes                378/8192         4536/98304    ( 4.6%) 
brushsides            2501/65536       20008/524288   ( 3.8%) 
planes                2582/65536       51640/1310720  ( 3.9%) 
vertexes              4268/65536       51216/786432   ( 6.5%) 
nodes                 1938/65536       62016/2097152  ( 3.0%) 
texinfos               271/12288       19512/884736   ( 2.2%) 
texdata                 30/2048          960/65536    ( 1.5%) 
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                 2841/65536      159096/3670016  ( 4.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1308/65536       73248/3670016  ( 2.0%) 
leaves                1995/65536       63840/2097152  ( 3.0%) 
leaffaces             3419/65536        6838/131072   ( 5.2%) 
leafbrushes           1024/65536        2048/131072   ( 1.6%) 
areas                    5/256            40/2048     ( 2.0%) 
surfedges            18690/512000      74760/2048000  ( 3.7%) 
edges                10469/256000      41876/1024000  ( 4.1%) 
LDR worldlights        449/8192        39512/720896   ( 5.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            4/32768          48/393216   ( 0.0%) 
waterstrips            312/32768        3120/327680   ( 1.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          4410/65536        8820/131072   ( 6.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     2459188/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      150543/16777216 ( 0.9%) 
entdata               [variable]      166064/393216   (42.2%) 
LDR ambient table     1995/65536        7980/262144   ( 3.0%) 
HDR ambient table     1995/65536        7980/262144   ( 3.0%) 
LDR leaf ambient      7721/65536      216188/1835008  (11.8%) 
HDR leaf ambient      1995/65536       55860/1835008  ( 3.0%) 
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]           1/258184   ( 0.0%) 
dtl prp lght          [variable]           1/8844     ( 0.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/12       ( 8.3%) 
pakfile               [variable]      175840/0        ( 0.0%) 
physics               [variable]      147876/4194304  ( 3.5%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 7764
Writing c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.bsp
42 seconds elapsed
Last edited by fire1000678 on Mon Apr 09, 2012 3:55 pm, edited 2 times in total.
上手ですか?

Image

"Just as the tree and the earth need each other for life, so is the body and the soul, for without the other, one is nothing."

Ingame Name: [GR]人生Positively Shinobi{A}
User avatar
Xseba360
Server Admin
Posts: 1663
Joined: Sun Apr 11, 2010 12:26 pm
Location: Poland

Re: Problem with my map

Post by Xseba360 »

fire1000678 wrote:Yes, the actual .vmf is the first link in the post. I will experiment, see what I can do first though.
can i have the actual compile log tho?
User avatar
fire1000678
750+ Posts
750+ Posts
Posts: 930
Joined: Fri Feb 03, 2012 8:10 pm

Re: Problem with my map

Post by fire1000678 »

Oh yea... sure.



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2"

Valve Software - vbsp.exe (Oct 25 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Error: displacement found on a(n) trigger_hurt entity - not supported (entity 252, brush 0)


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -fast -game "c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2"

Valve Software - vvis.exe (Oct 25 2011)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.bsp
reading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2"

Valve Software - vrad.exe SSE (Oct 25 2011)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.bsp
Setting up ray-trace acceleration structure... Done (0.14 seconds)
2841 faces
1405506 square feet [202392896.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2841 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
66507 patches after subdivision
449 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 8869577, max 727
transfer lists: 67.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(554909, 442430, 348312)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(79600, 51504, 33055)
Build Patch/Sample Hash Table(s).....Done<0.0359 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 56/1024 2688/49152 ( 5.5%)
brushes 378/8192 4536/98304 ( 4.6%)
brushsides 2501/65536 20008/524288 ( 3.8%)
planes 2582/65536 51640/1310720 ( 3.9%)
vertexes 4268/65536 51216/786432 ( 6.5%)
nodes 1938/65536 62016/2097152 ( 3.0%)
texinfos 271/12288 19512/884736 ( 2.2%)
texdata 30/2048 960/65536 ( 1.5%)
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 2841/65536 159096/3670016 ( 4.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1308/65536 73248/3670016 ( 2.0%)
leaves 1995/65536 63840/2097152 ( 3.0%)
leaffaces 3419/65536 6838/131072 ( 5.2%)
leafbrushes 1024/65536 2048/131072 ( 1.6%)
areas 5/256 40/2048 ( 2.0%)
surfedges 18690/512000 74760/2048000 ( 3.7%)
edges 10469/256000 41876/1024000 ( 4.1%)
LDR worldlights 449/8192 39512/720896 ( 5.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 312/32768 3120/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4410/65536 8820/131072 ( 6.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2459188/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 150543/16777216 ( 0.9%)
entdata [variable] 166064/393216 (42.2%)
LDR ambient table 1995/65536 7980/262144 ( 3.0%)
HDR ambient table 1995/65536 7980/262144 ( 3.0%)
LDR leaf ambient 7721/65536 216188/1835008 (11.8%)
HDR leaf ambient 1995/65536 55860/1835008 ( 3.0%)
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] 1/258184 ( 0.0%)
dtl prp lght [variable] 1/8844 ( 0.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 175840/0 ( 0.0%)
physics [variable] 147876/4194304 ( 3.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7764
Writing c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.bsp
42 seconds elapsed
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"Just as the tree and the earth need each other for life, so is the body and the soul, for without the other, one is nothing."

Ingame Name: [GR]人生Positively Shinobi{A}
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Xseba360
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Re: Problem with my map

Post by Xseba360 »

nom nom. errors found in compile log:
http://screenshooter.net/5524147/iapxngm
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fire1000678
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Joined: Fri Feb 03, 2012 8:10 pm

Re: Problem with my map

Post by fire1000678 »

Yep, found they hadn't fixed. Working on it now, although I don't have a single trigger_hurt displacement, or displacement at all in my map :/

EDIT: Turns out I did, missed it while retexturing my brushes. Problem solved. New compile log:


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2"

Valve Software - vbsp.exe (Oct 25 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp\gameinfo.txt
Patching WVT material: maps/deathrun_craggyrun_v1_hl2/nature/blendcliffgrass001a_wvt_patch
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)
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\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.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) (148426 bytes)
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 499 texinfos to 277
Reduced 38 texdatas to 32 (1010 bytes to 739)
Writing c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -fast -game "c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2"

Valve Software - vvis.exe (Oct 25 2011)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.bsp
reading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.prt
802 portalclusters
2577 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 7861 visible clusters (0.00%)
Total clusters visible: 531397
Average clusters visible: 662
Building PAS...
Average clusters audible: 699
visdatasize:150543 compressed from 166816
writing c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "c:\program files (x86)\steam\steamapps\fire1000567\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2"

Valve Software - vrad.exe SSE (Oct 25 2011)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.bsp
Setting up ray-trace acceleration structure... Done (0.13 seconds)
2823 faces
1849023 square feet [266259392.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2823 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
64789 patches after subdivision
449 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 8783712, max 727
transfer lists: 67.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(545786, 441936, 337872)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(76966, 49966, 30346)
Build Patch/Sample Hash Table(s).....Done<0.0322 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 57/1024 2736/49152 ( 5.6%)
brushes 379/8192 4548/98304 ( 4.6%)
brushsides 2507/65536 20056/524288 ( 3.8%)
planes 2600/65536 52000/1310720 ( 4.0%)
vertexes 4244/65536 50928/786432 ( 6.5%)
nodes 1944/65536 62208/2097152 ( 3.0%)
texinfos 277/12288 19944/884736 ( 2.3%)
texdata 32/2048 1024/65536 ( 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 2823/65536 158088/3670016 ( 4.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1314/65536 73584/3670016 ( 2.0%)
leaves 2002/65536 64064/2097152 ( 3.1%)
leaffaces 3401/65536 6802/131072 ( 5.2%)
leafbrushes 1025/65536 2050/131072 ( 1.6%)
areas 5/256 40/2048 ( 2.0%)
surfedges 18626/512000 74504/2048000 ( 3.6%)
edges 10437/256000 41748/1024000 ( 4.1%)
LDR worldlights 449/8192 39512/720896 ( 5.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 312/32768 3120/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4410/65536 8820/131072 ( 6.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2547708/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 150543/16777216 ( 0.9%)
entdata [variable] 166314/393216 (42.3%)
LDR ambient table 2002/65536 8008/262144 ( 3.1%)
HDR ambient table 2002/65536 8008/262144 ( 3.1%)
LDR leaf ambient 7716/65536 216048/1835008 (11.8%)
HDR leaf ambient 2002/65536 56056/1835008 ( 3.1%)
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] 1/258184 ( 0.0%)
dtl prp lght [variable] 1/8844 ( 0.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 175384/0 ( 0.0%)
physics [variable] 148426/4194304 ( 3.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7712
Writing c:\program files (x86)\steam\steamapps\fire1000567\sourcesdk\bin\orangebox\bin\deathrun_craggyrun_v1_hl2.bsp
41 seconds elapsed

New .vmf file (old one no longer works):

http://www.mediafire.com/?a33o8b4so2oppg9
Last edited by fire1000678 on Mon Apr 09, 2012 4:09 pm, edited 1 time in total.
上手ですか?

Image

"Just as the tree and the earth need each other for life, so is the body and the soul, for without the other, one is nothing."

Ingame Name: [GR]人生Positively Shinobi{A}
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Xseba360
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Posts: 1663
Joined: Sun Apr 11, 2010 12:26 pm
Location: Poland

Re: Problem with my map

Post by Xseba360 »

fire1000678 wrote:Yep, found they hadn't fixed. Working on it now, although I don't have a single trigger_hurt displacement, or displacement at all in my map :/
Maybe did it on accident. Shit happens.
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fire1000678
750+ Posts
750+ Posts
Posts: 930
Joined: Fri Feb 03, 2012 8:10 pm

Re: Problem with my map

Post by fire1000678 »

New problem! Map runs fine. Problem: NO BUTTONS WTF?

I used prop_physics, that is probably the problem. Going for fix now (also had the buttons in the wall slightly, to prevent them from falling.)

Edit: Almost all of my entities are non-existing. Portals, water, bhop platforms. Also, one of my trigger_hurt entities is on without a button... going to fix, easy enough.
Last edited by fire1000678 on Mon Apr 09, 2012 4:18 pm, edited 1 time in total.
上手ですか?

Image

"Just as the tree and the earth need each other for life, so is the body and the soul, for without the other, one is nothing."

Ingame Name: [GR]人生Positively Shinobi{A}