Is there any 'goto' function to locate props that need to be changed into a different type of prop?
Using CS GO, and it seems to be complaining about props that don't exist.
[QUOTE=Framperton;39415169]Is there any 'goto' function to locate props that need to be changed into a different type of prop?
Using CS GO, and it seems to be complaining about props that don't exist.[/QUOTE]
[url]http://developer.valvesoftware.com/wiki/Hammer_Entity_Report_Dialog[/url]
[I]Map → Entity Report[/I]
You can either search by class (e.g. "prop_static") or by keyvalue, in this case model (e.g. "model" = "models/props_junk/bicycle01a.mdl"). You can select the entities you need by shift-clicking on them in the list. If you want to change their class all at once, just open the properties with all the entities selected and manually type in the new classname.
[QUOTE=Mozartkugeln;39415074]Have you tried clicking "No"? :V[/QUOTE]
Ah ah ah. Very funny. It makes hammer crash.
And please everybody don't just ignore me now only because someone replied with a joke, c'mon...
What does line 1 say if you open the .vmf in notepad?
Well, I dunno. I guess you could try opening the file in a text editor and copying the geometry into another VMF?
[QUOTE=Firegod522;39415701]What does line 1 say if you open the .vmf in notepad?[/QUOTE]
It says "versioninfo", shall I try to delete it?
Doesn't work. Maybe I'll change what's written in the brackets and try using tf2's hammer?
No luck.
[QUOTE=SammySung;39408852]Why do my doors do this?
[img]http://puu.sh/1UI7T[/img][/QUOTE]
Anyone have any further suggestions?
Have the door start out open so it gets compiled facing outward (or inward if you want), and then fire a [I]logic_auto[/I] to close it [I]OnMapSpawn[/I].
[QUOTE=Mozartkugeln;39424364]Have the door start out open so it gets compiled facing outward (or inward if you want), and then fire a [I]logic_auto[/I] to close it [I]OnMapSpawn[/I].[/QUOTE]
Oooo, good suggestion! I'll give it a whirl!
I am editing a gmod map, and it requires css models/textures. How do I get them into hammer when using gmod configuration.
[QUOTE=DovydasAL;39424701]I am editing a gmod map, and it requires css models/textures. How do I get them into hammer when using gmod configuration.[/QUOTE]
Option 1:run hammer using css configurations and add garrysmod.fgd (unless you're making a map that use mostly gmod scripts/content, use option 2)
Option 2: is to extract all materials/models from .GCF to garrysmod/garrysmod
How do I find overlapping paralell brushes that this log would seem to indicate?
[code]
-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
e Global Offensive\bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
lobal Offensive\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm
on\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\steamapps
\common\Counter-Strike Global Offensive\sdk_content\maps\de_woodwork.vmf"
-------------------------------------------------------------------------------
Valve Software - vbsp.exe (Jan 18 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Globa
l Offensive\csgo\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe
nsive\sdk_content\maps\de_woodwork.vmf
Map revision 136
ConVarRef gpu_level doesn't point to an existing ConVar
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
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...
Merged 136 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe
nsive\sdk_content\maps\de_woodwork.prt...Building visibility clusters...
done (0)
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) (634921 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5221 texinfos to 2540
Reduced 132 texdatas to 109 (3469 bytes to 2561)
Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe
nsive\sdk_content\maps\de_woodwork.bsp
2 seconds elapsed
Reference Count for Material ___error (1) != 0
-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
e Global Offensive\bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
lobal Offensive\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm
on\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\steamapps
\common\Counter-Strike Global Offensive\sdk_content\maps\de_woodwork"
-------------------------------------------------------------------------------
Valve Software - vvis.exe (Jan 18 2013)
8 threads
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps\de_woodwork.bsp
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps\de_woodwork.prt
1000 portalclusters
2828 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (6)
Optimized: 1267 visible clusters (0.00%)
Total clusters visible: 146447
Average clusters visible: 146
Building PAS...
Average clusters audible: 541
visdatasize:153836 compressed from 256000
writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps\de_woodwork.bsp
6 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
e Global Offensive\bin"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
lobal Offensive\bin\vrad.exe" -game "C:\Program Files (x86)\Steam\steamapps\com
mon\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\steamapp
s\common\Counter-Strike Global Offensive\sdk_content\maps\de_woodwork"
-------------------------------------------------------------------------------
Valve Software - vrad.exe SSE (Jan 18 2013)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps\de_woodwork.bsp
Setting up ray-trace acceleration structure... Done (1.69 seconds)
4959 faces
1 degenerate faces
99168 square feet [14280192.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4958 patches before subdivision
24830 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3 warning - face vectors parallel to face norma
l. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
.no samples 1548
..4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 1959836, max 445
transfer lists: 15.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0066 sec>
FinalLightFace: 0...1...2...3 warning - [B]face vectors parallel to face norma
l. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix[/B]
...4...5...6...7...8...9...10 (3)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 1721/8192 20652/98304 (21.0%)
brushsides 12756/65536 102048/524288 (19.5%)
planes 5672/65536 113440/1310720 ( 8.7%)
vertexes 8809/65536 105708/786432 (13.4%)
nodes 2298/65536 73536/2097152 ( 3.5%)
texinfos 2540/12288 182880/884736 (20.7%)
texdata 109/2048 3488/65536 ( 5.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4959/65536 277704/3670016 ( 7.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3652/65536 204512/3670016 ( 5.6%)
facebrushes 369/0 738/0 ( 0.0%)
facebrushlists 4959/0 19836/0 ( 0.0%)
leaves 2300/65536 73600/2097152 ( 3.5%)
leaffaces 6619/65536 13238/131072 (10.1%)
leafbrushes 3786/65536 7572/131072 ( 5.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 39593/512000 158372/2048000 ( 7.7%)
edges 25789/256000 103156/1024000 (10.1%)
LDR worldlights 0/8192 0/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 611/32768 6110/327680 ( 1.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12201/65536 24402/131072 (18.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 30/512 10560/180224 ( 5.9%)
LDR lightdata [variable] 1384852/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 153836/16777216 ( 0.9%)
entdata [variable] 38010/393216 ( 9.7%)
LDR ambient table 2300/65536 9200/262144 ( 3.5%)
HDR ambient table 2300/65536 9200/262144 ( 3.5%)
LDR leaf ambient 1062/65536 29736/1835008 ( 1.6%)
HDR leaf ambient 2300/65536 64400/1835008 ( 3.5%)
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] 1/58684 ( 0.0%)
pakfile [variable] 154453/0 ( 0.0%)
physics [variable] 634921/4194304 (15.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 15061
Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe
nsive\sdk_content\maps\de_woodwork.bsp
8 seconds elapsed
-------------------------------------------------------------------------------
Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\Counter-Str
ike Global Offensive\sdk_content\maps\de_woodwork.bsp" "C:\Program Files (x86)\S
team\steamapps\common\Counter-Strike Global Offensive\csgo\maps\de_woodwork.bsp"
-------------------------------------------------------------------------------
Finished. Press a key to close. [/code]
Does anyone know any good places to get texture packs or decals? I've had a look through Gamebanana already, that's the only site i know other than gamingmodels.de. Is there anywhere else?
[QUOTE=SammySung;39424563]Oooo, good suggestion! I'll give it a whirl![/QUOTE]
This just occurred to me: you can place the doors [I]outside[/I] the doorway altogether, compile the map and then use [URL=https://developer.valvesoftware.com/wiki/Entspy]Entspy[/URL] or a similar tool to change the doors' origin and put them inside the frame.
[QUOTE=Framperton;39425105]How do I find overlapping paralell brushes that this log would seem to indicate?[/QUOTE]
Uh, I don't see any errors there. You sure you posted the right log?
Anyway, the compile tools will usually give you a brush ID in the case of duplicate planes, bad face normals, etc. You can use [I]View → Go to Brush Number...[/I] (CTRL+SHIFT+G) to trace that ID to a brush.
What is the best way to make it so you walk into a room, and you get teleported somewhere while looking at a trigger_look [B]while[/B] the teleports keeps your eye angles so it doesn't look wierd?
Oh boy, I had that issue before and it really pissed me off. It's not possible to keep eye angles between teleports as far as I know. The [URL=https://developer.valvesoftware.com/wiki/Trigger_teleport#Flags]"Preserve angles even when a local landmark is not specified" flag[/URL] on [I]trigger_teleport[/I]s is supposed to do this, but it was broken last time I checked. What you could try, I guess, is setting the "Local Destination Landmark" keyvalue to [I]!self[/I].
[QUOTE=Mozartkugeln;39427420]This just occurred to me: you can place the doors [I]outside[/I] the doorway altogether, compile the map and then use [URL=https://developer.valvesoftware.com/wiki/Entspy]Entspy[/URL] or a similar tool to change the doors' origin and put them inside the frame.
Uh, I don't see any errors there. You sure you posted the right log?
Anyway, the compile tools will usually give you a brush ID in the case of duplicate planes, bad face normals, etc. You can use [I]View → Go to Brush Number...[/I] (CTRL+SHIFT+G) to trace that ID to a brush.[/QUOTE]
I should have specified, I meant the warnings, specifically these:
[B]"warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix"[/B]
I have been lighting my level for the better part of today, and I haven't seen any issues so far, is this something to worry about?
There's not much you can do about that as it didn't report where or on what brush these bad faces are exactly.
Question : If am am creating a HQ texture (It is a map about the map) the people which has the game at low resolution and texture they will see the texture in HQ or bad quality ?
[URL=http://imageshack.us/photo/my-images/11/2013013100004t.jpg/][IMG]http://imageshack.us/a/img11/9552/2013013100004t.jpg[/IMG][/URL]
Horrible annoying issue here, it seems that for whatever reason, the doors in my underground map turn odd dark colors whenever they are off screen, and fade back into normal lighting when looked at for a few seconds. So to make this clear, [U]the doors do have proper looking lighting when you look at them, from any angle,[/U] (I'm aware that this looks similar to other odd door lighting glitches) but if you should do something like turn around so that they go off-screen, they will appear to quickly fade in from black when you look at them again. This particular screenshot is on fast vis, but there seems to be no change in full vis compiles either.
[QUOTE=R@Rdeathmatch;39429909]Question : If am am creating a HQ texture (It is a map about the map) the people which has the game at low resolution and texture they will see the texture in HQ or bad quality ?[/QUOTE]
They will get a lower LOD version of it, but you can prevent this by checking the "No Mipmap" and "No Level Of Detail" flags in VTFEdit.
I'm having an issue with my latest map where in the view port in hammer the two brushes are touching and there isn't a gap but when I test it there is a gap. Am I missing something here?
[QUOTE=Framperton;39428816]I should have specified, I meant the warnings, specifically these:
[B]"warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix"[/B]
I have been lighting my level for the better part of today, and I haven't seen any issues so far, is this something to worry about?[/QUOTE]
These are ignorable as long as they aren't seen. In my map that had that kind of thing, the face was bright red or something. Keep a lookout for it.
[QUOTE=Dokaman;39430305]I'm having an issue with my latest map where in the view port in hammer the two brushes are touching and there isn't a gap but when I test it there is a gap. Am I missing something here?[/QUOTE]
How are you testing it? You can use CTRL+B to snap a brush to the grid.
Using HL2 EP2, I'll try that snapping to grid thing I just don't understand why in Hammer the brushes are clearly connected and there is no gap yet in game there is.
A screenshot or two would be nice. If the snapping thing doesn't work, I suggest just deleting the brushes in question and remaking them.
I'm trying to parent the player to a minecart that's riding along some tracks, and everything is working fine so far except for when the cart starts to move down an incline, the player just falls normally, with the added downwards speed and they end up falling through the map.
It's a func_tracktrain, the player is parented to it by being given a targetname such as "t6_rider"
(if anyone else needs to know how to do this, make sure you have an info_null named the same thing that you name the player)
then a game_ui activates and freezes the player, so they cannot move, and everything works fine. but as soon as the func_tracktrain starts to move down a slope everything starts messing up. The tracktrain the player is being parented to is at a fixed orientation and not visible, I have a separate tracktrain for the cart.
What I want it to do is have the player follow the cart exactly, in the air and such, but I keep falling through the map.
I really don't want to be [i]that guy[/i], but
[code]
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\<name>\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\<name>\garrysmod\garrysmod" "C:\Users\Staycer\Desktop\Folders & Items\dev\gmod\maps\vmf\somp_e10_embassy_d.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\<name>\garrysmod\garrysmod\materials
Loading C:\Users\Staycer\Desktop\Folders & Items\dev\gmod\maps\vmf\somp_e10_embassy_d.vmf
Can't find surfaceprop concrete for material CONCRETE/CONCRETE_022B, using default
material "tools/toolsnodraw" not found.
Material not found!: TOOLS/TOOLSNODRAW
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop concrete for material CONCRETE/STUCCO_WALL, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETE_02C, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETE_05C, using default
material "tools/toolsplayerclip" not found.
Material not found!: TOOLS/TOOLSPLAYERCLIP
Can't find surfaceprop tile for material TILE/FLOOR_01A, using default
Can't find surfaceprop plaster for material PLASTER/PLASTERCEILING01, using default
Can't find surfaceprop metal for material METAL/1FLOOREMBASSY, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETE_03B, using default
"materials/concrete/blend_Concrete_03a_Con_03b.vtf": cached version doesn't exist
Can't find surfaceprop concrete for material CONCRETE/BLEND_CONCRETE_03A_CON_03B, using default
Can't find surfaceprop metal for material METAL/METAL_01, using default
Can't find surfaceprop metal for material METAL/DOORKNOBMETAL, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETE_05B, using default
Can't find surfaceprop metal for material METAL/WAREHOUSE_ROOF, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETE_1, using default
Can't find surfaceprop wood for material WOOD/ELEVATOR_WALLS, using default
Can't find surfaceprop wood for material METAL/ELEVATOR_TOP, using default
Can't find surfaceprop carpet for material FABRIC/ELEVATOR_FLOOR, using default
Can't find surfaceprop concrete for material CONCRETE/DIRTYWALL_01A, using default
Can't find surfaceprop glass for material GLASS/FIRST_FLOOR_LISB032A, using default
Can't find surfaceprop tile for material TILE/ROOF_08A, using default
Can't find surfaceprop grass for material NATURE/PLAN49, using default
"materials/nature/blend_grass02_dirt13.vtf": cached version doesn't exist
Can't find surfaceprop grass for material NATURE/BLEND_GRASS02_DIRT13, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETED, using default
Can't find surfaceprop grass for material NATURE/PLAN46, using default
Can't find surfaceprop metal for material METAL/MILITARYDOOR1G, using default
Can't find surfaceprop metal for material METAL/MILITARYDOOR1E, using default
Can't find surfaceprop metal for material METAL/MILITARYDOOR1F, using default
material "tools/toolsskybox" not found.
Material not found!: TOOLS/TOOLSSKYBOX
material "tools/toolshint" not found.
Material not found!: TOOLS/TOOLSHINT
Can't find surfaceprop wood for material NATURE/TREELINE_02, using default
Can't find surfaceprop concrete for material SKYBOX_CARDS/MEXICO_BACKGROUND3LIT, using default
Can't find surfaceprop wood for material NATURE/TREELINE_10, using default
Can't find surfaceprop wood for material NATURE/TREELINE_ALT019_03, using default
Can't find surfaceprop metal for material METAL/CHAINLINKFENCE, using default
"materials/nature/blend_grass02_dirt13.vtf": cached version doesn't exist
Can't find surfaceprop grass for material NATURE/BLEND_GRASS02_DIRT13_01A, using default
Can't find surfaceprop dirt for material NATURE/BLEND_CONCRETE_03A_DIRT13B, using default
"materials/nature/blend_Grass02_dirt11.vtf": cached version doesn't exist
Can't find surfaceprop grass for material NATURE/BLEND_GRASS02_DIRT11, using default
"materials/tools/island_blend1_tooltexture.vtf": cached version doesn't exist
Can't find surfaceprop brick for material BRICK/STONE_PAVING_08, using default
"materials/brick/blend_stonePaving_05_05a.vtf": cached version doesn't exist
Can't find surfaceprop brick for material BRICK/BLEND_STONEPAVING_05_05A, using default
material "tools/toolstrigger" not found.
Material not found!: TOOLS/TOOLSTRIGGER
Can't find surfaceprop glass for material GLASS/GLASSWINDOWBREAK070A, using default
Can't find surfaceprop metal for material METAL/METAL_HOLES01, using default
Can't find surfaceprop metal for material METAL/ELEVATOR_DOOR, using default
material "tools/toolsareaportal" not found.
Material not found!: TOOLS/TOOLSAREAPORTAL
Can't find surfaceprop concrete for material CONCRETE/CONCRETE_02, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETE_04A, using default
Can't find surfaceprop wood for material WOOD/CONST02A, using default
Can't find surfaceprop tile for material TILE/ROOF_08B, using default
Can't find surfaceprop tile for material TILE/ROOF_24A, using default
Can't find surfaceprop wood for material WOOD/WOOD003, using default
Can't find surfaceprop hollowmetal for material METAL/WAREHOUSESIDING_02, using default
Can't find surfaceprop metal for material METAL/WORKSHOPDOOR_01A, using default
Can't find surfaceprop glass for material GLASS/WINDOW_SHD017, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETE_01B, using default
Can't find surfaceprop dirt for material NATURE/DIRT13, using default
Can't find surfaceprop glass for material GLASS/WINDOW_ARC_92A, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETE_WALL, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETE_05A, using default
Can't find surfaceprop brick for material BRICK/AL_STONE_05, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETE_01A, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETE_WALL_TAN_LOWER, using default
Can't find surfaceprop gravel for material NATURE/WHITE_SAND_AL02, using default
Can't find surfaceprop glass for material GLASS/WINDOW_ARC_97A, using default
Can't find surfaceprop concrete for material NATURE/STREETTILE02, using default
Can't find surfaceprop glass for material GLASS/ARC_0232D, using default
Can't find surfaceprop concrete for material CONCRETE/ROAD_EMBASSY_03, using default
Can't find surfaceprop concrete for material CONCRETE/ROAD_EMBASSY, using default
Can't find surfaceprop concrete for material CONCRETE/ROAD_EMBASSY_02, using default
Can't find surfaceprop concrete for material CONCRETE/ROAD1A, using default
Can't find surfaceprop glass for material GLASS/WINDOW_ARC_10, using default
Can't find surfaceprop wood for material WOOD/WOODFLOOR_01A, using default
Can't find surfaceprop metal for material METAL/WAREHOUSE_WINDOW_01A, using default
Can't find surfaceprop metal for material METAL/MILITARYDOOR1A, using default
Can't find surfaceprop concrete for material CONCRETE/MAINEMBASSY, using default
Can't find surfaceprop wood for material WOOD/ROOF_39A, using default
Can't find surfaceprop metal for material METAL/MILITARYDOOR1B, using default
Can't find surfaceprop metal for material METAL/GARAGEDOOR, using default
Can't find surfaceprop tile for material TILE/ROOF_01A, using default
Can't find surfaceprop plaster for material PLASTER/EMBASSYWALLBLOCK, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\<name>\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/somp_e10_embassy_d/concrete/blend_concrete_03a_con_03b_wvt_patch
Patching WVT material: maps/somp_e10_embassy_d/nature/blend_grass02_dirt13_wvt_patch
Patching WVT material: maps/somp_e10_embassy_d/nature/blend_grass02_dirt13_01a_wvt_patch
Patching WVT material: maps/somp_e10_embassy_d/nature/blend_concrete_03a_dirt13b_wvt_patch
Patching WVT material: maps/somp_e10_embassy_d/nature/blend_grass02_dirt11_wvt_patch
Patching WVT material: maps/somp_e10_embassy_d/aerials/island_aerial_blend_wvt_patch
Patching WVT material: maps/somp_e10_embassy_d/brick/blend_stonepaving_05_05a_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1272 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Staycer\Desktop\Folders & Items\dev\gmod\maps\vmf\somp_e10_embassy_d.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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
Can't find surfaceprop concrete for material overlay/trash02, using default
Building Physics collision data...
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\<name>\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\<name>\garrysmod\garrysmod" "C:\Users\Staycer\Desktop\Folders & Items\dev\gmod\maps\vmf\somp_e10_embassy_d"
Valve Software - vvis.exe (Sep 15 2011)
2 threads
reading c:\users\staycer\desktop\folders & items\dev\gmod\maps\vmf\somp_e10_embassy_d.bsp
Error opening c:\users\staycer\desktop\folders & items\dev\gmod\maps\vmf\somp_e10_embassy_d.bsp
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\<name>\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\<name>\garrysmod\garrysmod" "C:\Users\Staycer\Desktop\Folders & Items\dev\gmod\maps\vmf\somp_e10_embassy_d"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\staycer\desktop\folders & items\dev\gmod\maps\vmf\somp_e10_embassy_d.bsp
Error opening c:\users\staycer\desktop\folders & items\dev\gmod\maps\vmf\somp_e10_embassy_d.bsp
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Staycer\Desktop\Folders & Items\dev\gmod\maps\vmf\somp_e10_embassy_d.bsp" "C:\Users\Staycer\Desktop\Folders & Items\dev\gmod\maps\bsp\somp_e10_embassy_d.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."
[/code]
I've checked the .vmt files, and they are using appropriate surfaceprops. What's going on?
[QUOTE=_WEEGEE_;39431795]
I've checked the .vmt files, and they are using appropriate surfaceprops. What's going on?[/QUOTE]
That's not necessarily the issue. It makes it past that, to "Building Physics collision data...".
EDIT: Double check your configuration, I'm willing to bet it'd compile fine on a different game's settings.
[img_thumb]http://cloud.steampowered.com/ugc/902113149273005968/D8AAF7CD0D7FFEB11704C1F744028B0A3D43D991/[/img_thumb]
Why exactly is the texture on the building warping?
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