• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=TCB;38087981]Looks fine to me.[/QUOTE] So maybe it loads up from one of those other files? Whenever I open the .vmf in hammer its the correct one, i've already compiled it 3times and copied the .bsp and tested it but still it comes up with the old one
Try putting the vmf in the GMod13 map folder and compile it in the same place, rather than copying it over.
[QUOTE=TCB;38088011]Try putting the vmf in the GMod13 map folder and compile it in the same place, rather than copying it over.[/QUOTE] I removed all the map files from the gmod13 folder. Then only copied the .vmf to there When I loaded it up from there in hammer and tried to compile the map it said that it can't load the .bsp file. So the compiler needs the original .bsp file? Maybe the problem is there somwhere Log: [quote] ** Executing... ** Command: "d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2" "D:\Games\Steam\SteamApps\rammelslakje\garry's mod beta\garrysmodbeta\maps\gta3.vmf" Valve Software - vbsp.exe (Sep 15 2011) 8 threads materialPath: d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\materials Loading D:\Games\Steam\SteamApps\rammelslakje\garry's mod beta\garrysmodbeta\maps\gta3.vmf Could not locate 'GameData' key in d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\gameinfo.txt Patching WVT material: maps/gta3/nature/blendgrassgrass001a_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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Games\Steam\SteamApps\rammelslakje\garry's mod beta\garrysmodbeta\maps\gta3.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Bad surface extents point: 0.000000 8192.000000 -11744.000000 Bad surface extents point: 0.000000 12288.000000 -11744.000000 Bad surface extents point: 1024.000000 13312.000000 -12256.000000 Bad surface extents point: 1024.000000 9216.000000 -12256.000000 Bad surface extents - surface is too big to have a lightmap material NATURE/BLENDGRASSGRASS001A around point (512.0 10752.0 -12000.0) (dimension: 1, 156>126) ** Executing... ** Command: "d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2" "D:\Games\Steam\SteamApps\rammelslakje\garry's mod beta\garrysmodbeta\maps\gta3" Valve Software - vvis.exe (Sep 15 2011) 8 threads reading d:\games\steam\steamapps\rammelslakje\garry's mod beta\garrysmodbeta\maps\gta3.bsp Error opening d:\games\steam\steamapps\rammelslakje\garry's mod beta\garrysmodbeta\maps\gta3.bsp ** Executing... ** Command: "d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2" "D:\Games\Steam\SteamApps\rammelslakje\garry's mod beta\garrysmodbeta\maps\gta3" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading d:\games\steam\steamapps\rammelslakje\garry's mod beta\garrysmodbeta\maps\gta3.bsp Error opening d:\games\steam\steamapps\rammelslakje\garry's mod beta\garrysmodbeta\maps\gta3.bsp ** Executing... ** Command: Copy File ** Parameters: "D:\Games\Steam\SteamApps\rammelslakje\garry's mod beta\garrysmodbeta\maps\gta3.bsp" "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\maps\gta3.bsp" The command failed. Windows reported the error: "Het systeem kan het opgegeven bestand niet vinden." [/quote] In Dutch it says: the system can not find the specific file
[QUOTE=Rammelslakje;38088079]I removed all the map files from the gmod13 folder. Then only copied the .vmf to there When I loaded it up from there in hammer and tried to compile the map it said that it can't load the .bsp file. So the compiler needs the original .bsp file? Maybe the problem is there somwhere Log: In Dutch it says: the system can not find the specific file[/QUOTE] System file problems are going on my nerves aswell, and I was never able to fully solve it without luck. But from what I heard over the internet, the problem will be that Source has problems reading the filepath you gave it, replaces a unknown letter with a symbol that windows does not know and there goes your problem. The problem as I see it would be probably with the " ' " in the directory file. Now I'm not ceartin if it is a wise decision to rename a default filename inthere as it may result in problems and a failure. So my personal suggestion is to wait untill the 23th of this month, then "garry's mod beta" will be merged with "garrysmod" and the filename problems should stop.
[QUOTE=Xenon141;38088149]System file problems are going on my nerves aswell, and I was never able to fully solve it without luck. But from what I heard over the internet, the problem will be that Source has problems reading the filepath you gave it, replaces a unknown letter with a symbol that windows does not know and there goes your problem. The problem as I see it would be probably with the " ' " in the directory file. Now I'm not ceartin if it is a wise decision to rename a default filename inthere as it may result in problems and a failure. So my personal suggestion is to wait untill the 23th of this month, then "garry's mod beta" will be merged with "garrysmod" and the filename problems should stop.[/QUOTE] I've just tried it with normal Gmod but still same problems. I just don't get it. I've load up a working map just changed some brushes cause I did it stupid without vortex tool then saved it and compiled it and now it seems to not work at all with any gmod installation? How is it that there isn't a way to restore this so I can continue mapping and testing?
ad surface extents - surface is too big to have a lightmap material NATURE/BLENDGRASSGRASS001A around point (512.0 10752.0 -12000.0) (dimension: 1, 156>126) Remake the displacement/brush at 512 10752 -12000
[QUOTE=Rammelslakje;38088240]I've just tried it with normal Gmod but still same problems. I just don't get it. I've load up a working map just changed some brushes cause I did it stupid without vortex tool then saved it and compiled it and now it seems to not work at all with any gmod installation? How is it that there isn't a way to restore this so I can continue mapping and testing?[/QUOTE] I did some more researching and it appears that it may not have been the only problem. A user said he had the same problem because of a glitched block in the map, it apperantly prevents the VBSP from compiling correctly and then since there is no BSP, there is no file. ------ [B][I]funkdoc[/I][/B] I got this error yesterday, for me it was simply because there was a glitched block somewhere, once i found and removed it, BSP worked fine. The error is showing because something is wrong with the map so BSP isn't running, it skips BSP and goes to vvis, vvis cannot find the bsp 'cause it wasn't created, due to said error ------ But what confuses me is that your VBSP process is incluided, but try to cordon-tool a old portion of the map and then compile it, that will show you if the problem is in the VMF or in the positioning or sorts. [I] EDIT: Next time I should write faster [/I]:suicide:
I've just moved files and tested it again from source mapsrc and it seems that the .vmx file is the only one that doesn't get rebuild/updated. Is that one really necesarry? Can't I just delete everything but the .vmf file and try it again from there or does that cause other errors? [QUOTE=Firegod522;38088326]ad surface extents - surface is too big to have a lightmap material NATURE/BLENDGRASSGRASS001A around point (512.0 10752.0 -12000.0) (dimension: 1, 156>126) Remake the displacement/brush at 512 10752 -12000[/QUOTE] Ok i'll see if I can figure this out [editline]18th October 2012[/editline] My above post didn't work. I've went to the coordinates and redone the brush but same problems. I work now only with the .vmf file in the folders [QUOTE=Xenon141;38088372]I did some more researching and it appears that it may not have been the only problem. A user said he had the same problem because of a glitched block in the map, it apperantly prevents the VBSP from compiling correctly and then since there is no BSP, there is no file. ------ [B][I]funkdoc[/I][/B] I got this error yesterday, for me it was simply because there was a glitched block somewhere, once i found and removed it, BSP worked fine. The error is showing because something is wrong with the map so BSP isn't running, it skips BSP and goes to vvis, vvis cannot find the bsp 'cause it wasn't created, due to said error ------ But what confuses me is that your VBSP process is incluided, but try to cordon-tool a old portion of the map and then compile it, that will show you if the problem is in the VMF or in the positioning or sorts. [I] EDIT: Next time I should write faster [/I]:suicide:[/QUOTE] I'm new to cordontool so i've read some about it. So i've selected the entire map with cordon tool (cause i'm working on a max size one) and ran it again with .bsp only. Then I got a message vrad.exe (or maybe something similar) stopped working Then again the no bsp error. This was the log: [quote] ** Executing... ** Command: "d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2" "D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.vmf" Valve Software - vbsp.exe (Sep 15 2011) 8 threads materialPath: d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\materials Loading D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.vmf Could not locate 'GameData' key in d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\gameinfo.txt Patching WVT material: maps/gta3/nature/blendgrassgrass001a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-16392.000000, 16392.000000, 16400.000000)) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-16392.000000, 16392.000000, 16400.000000)) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 0.000000, -16400.000000)) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 16392.000000, 16400.000000)) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (9216.000000, 9216.000000, -16400.000000)) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (9216.000000, 16392.000000, 16400.000000)) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (13312.000000, 13312.000000, -16400.000000)) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (13312.000000, 16392.000000, 16400.000000)) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 15360.000000, -16400.000000)) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 16392.000000, 16400.000000)) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (16384.000000, 16384.000000, -16400.000000)) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 16384.000000, -16400.000000)) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 16384.000000, -16400.000000)) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (16384.000000, 15360.000000, -16400.000000)) WARNING: BSP node with unbounded volume (material: NATURE/GRASSFLOOR003A, near (15360.000000, 15360.000000, -16400.000000)) ** Executing... ** Command: Copy File ** Parameters: "D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp" "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\maps\gta3.bsp" The command failed. Windows reported the error: "Het systeem kan het opgegeven bestand niet vinden." [/quote]
[url]http://www.interlopers.net/errors?page=errors&params=[/url]
Set back the backup and redone the brushes too, saved it compiled it all got build with a new time but still when I load it up the old bsp (of which I dont even have the vmf anymore in the folder) gets build somehow. [QUOTE=Firegod522;38088662][url]http://www.interlopers.net/errors?page=errors¶ms=[/url][/QUOTE] I tried that with the last (should work) log file and it says no errors on that site. This was the log: [quote] ** Executing... ** Command: "d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2" "D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.vmf" Valve Software - vbsp.exe (Sep 15 2011) 8 threads materialPath: d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\materials Loading D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.vmf Could not locate 'GameData' key in d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\gameinfo.txt Patching WVT material: maps/gta3/nature/blendgrassgrass001a_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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Bad surface extents point: 0.000000 8192.000000 -11744.000000 Bad surface extents point: 0.000000 12288.000000 -11744.000000 Bad surface extents point: 1024.000000 13312.000000 -12256.000000 Bad surface extents point: 1024.000000 9216.000000 -12256.000000 Bad surface extents - surface is too big to have a lightmap material NATURE/BLENDGRASSGRASS001A around point (512.0 10752.0 -12000.0) (dimension: 1, 156>126) ** Executing... ** Command: "d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2" "D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3" Valve Software - vvis.exe (Sep 15 2011) 8 threads reading d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp reading d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.prt 1060 portalclusters 2095 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 (289) Optimized: 0 visible clusters (0.00%) Total clusters visible: 1122994 Average clusters visible: 1059 Building PAS... Average clusters audible: 1060 visdatasize:290448 compressed from 288320 writing d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp 4 minutes, 49 seconds elapsed ** Executing... ** Command: "d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2" "D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (0.92 seconds) 6041 faces 34170293 square feet [4920522240.00 square inches] 49 Displacements 1494795 Square Feet [215250480.00 Square Inches] 6041 patches before subdivision 304365 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14) transfers 7198867, max 4846 transfer lists: 54.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(4119, 3804, 1821) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(89, 86, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(2, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.2409 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5) 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 (17) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 74/8192 888/98304 ( 0.9%) brushsides 476/65536 3808/524288 ( 0.7%) planes 278/65536 5560/1310720 ( 0.4%) vertexes 6829/65536 81948/786432 (10.4%) nodes 3339/65536 106848/2097152 ( 5.1%) texinfos 25/12288 1800/884736 ( 0.2%) texdata 6/2048 192/65536 ( 0.3%) dispinfos 49/0 8624/0 ( 0.0%) disp_verts 14161/0 283220/0 ( 0.0%) disp_tris 25088/0 50176/0 ( 0.0%) disp_lmsamples 707445/0 707445/0 ( 0.0%) faces 6041/65536 338296/3670016 ( 9.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 107/65536 5992/3670016 ( 0.2%) leaves 3341/65536 106912/2097152 ( 5.1%) leaffaces 6010/65536 12020/131072 ( 9.2%) leafbrushes 2358/65536 4716/131072 ( 3.6%) areas 2/256 16/2048 ( 0.8%) surfedges 24732/512000 98928/2048000 ( 4.8%) edges 13003/256000 52012/1024000 ( 5.1%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 50/32768 500/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1602/65536 3204/131072 ( 2.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 10033552/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 290448/16777216 ( 1.7%) entdata [variable] 585/393216 ( 0.1%) LDR ambient table 3341/65536 13364/262144 ( 5.1%) HDR ambient table 3341/65536 13364/262144 ( 5.1%) LDR leaf ambient 7134/65536 199752/1835008 (10.9%) HDR leaf ambient 3341/65536 93548/1835008 ( 5.1%) 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] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 105999/0 ( 0.0%) physics [variable] 28293/4194304 ( 0.7%) physics terrain [variable] 14576/1048576 ( 1.4%) Level flags = 0 Total triangle count: 12194 Writing d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp 58 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp" "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\maps\gta3.bsp" [/quote]
Okay, so I am about to explode. I have eliminated just about every single problem I could find, there's no leaks, and alt+p doesn't do shit. SOMETHING is causing a crash whenever I look at it, and I tried to single it out with cordons, but I couldn't figure out exactly what it was, since the only difference between a crash and no crash is a few brushes. Help? [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\st112570\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" "C:\Users\Tim\Documents\VMFs\gm_floodzone_v2.vmf" Valve Software - vbsp.exe (Sep 15 2011) 6 threads materialPath: c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2\materials Loading C:\Users\Tim\Documents\VMFs\gm_floodzone_v2.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/gm_floodzone_v2/de_cbble/grassdirt_blend_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 32 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Tim\Documents\VMFs\gm_floodzone_v2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_ep02_06_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_ep02_06_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 Building Physics collision data... done (0) (81758 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 536 texinfos to 355 Reduced 70 texdatas to 59 (2317 bytes to 1978) Writing C:\Users\Tim\Documents\VMFs\gm_floodzone_v2.bsp 4 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\st112570\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" "C:\Users\Tim\Documents\VMFs\gm_floodzone_v2" Valve Software - vvis.exe (Sep 15 2011) 6 threads reading c:\users\tim\documents\vmfs\gm_floodzone_v2.bsp reading c:\users\tim\documents\vmfs\gm_floodzone_v2.prt 436 portalclusters 1434 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 (9) Optimized: 412 visible clusters (0.00%) Total clusters visible: 82608 Average clusters visible: 189 Building PAS... Average clusters audible: 435 visdatasize:48017 compressed from 48832 writing c:\users\tim\documents\vmfs\gm_floodzone_v2.bsp 9 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\st112570\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" "C:\Users\Tim\Documents\VMFs\gm_floodzone_v2" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 6 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\tim\documents\vmfs\gm_floodzone_v2.bsp Error! Invalid VTX file checksum: -516560648, expected 2127932579 "models/props/cs_assault/ladderaluminium128.dx80.vtx" Setting up ray-trace acceleration structure... Done (0.86 seconds) 1352 faces 41055 square feet [5912031.00 square inches] 4 Displacements 11377 Square Feet [1638412.50 Square Inches] 1352 patches before subdivision 15726 patches after subdivision sun extent from map=0.000000 13 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4) transfers 1190315, max 393 transfer lists: 9.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(61820, 43522, 28864) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(18400, 11943, 6122) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(5096, 3278, 1462) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(1732, 1075, 389) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(561, 344, 105) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(194, 116, 29) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(66, 39, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(23, 13, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(8, 5, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(3, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0094 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 222/8192 2664/98304 ( 2.7%) brushsides 1531/65536 12248/524288 ( 2.3%) planes 1254/65536 25080/1310720 ( 1.9%) vertexes 2326/65536 27912/786432 ( 3.5%) nodes 823/65536 26336/2097152 ( 1.3%) texinfos 355/12288 25560/884736 ( 2.9%) texdata 59/2048 1888/65536 ( 2.9%) dispinfos 4/0 704/0 ( 0.0%) disp_verts 1156/0 23120/0 ( 0.0%) disp_tris 2048/0 4096/0 ( 0.0%) disp_lmsamples 31764/0 31764/0 ( 0.0%) faces 1352/65536 75712/3670016 ( 2.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 689/65536 38584/3670016 ( 1.1%) leaves 825/65536 26400/2097152 ( 1.3%) leaffaces 1818/65536 3636/131072 ( 2.8%) leafbrushes 847/65536 1694/131072 ( 1.3%) areas 2/256 16/2048 ( 0.8%) surfedges 9380/512000 37520/2048000 ( 1.8%) edges 5555/256000 22220/1024000 ( 2.2%) LDR worldlights 13/8192 1144/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 139/32768 1390/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2634/65536 5268/131072 ( 4.0%) cubemapsamples 8/1024 128/16384 ( 0.8%) overlays 9/512 3168/180224 ( 1.8%) LDR lightdata [variable] 529192/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 48017/16777216 ( 0.3%) entdata [variable] 44109/393216 (11.2%) LDR ambient table 825/65536 3300/262144 ( 1.3%) HDR ambient table 825/65536 3300/262144 ( 1.3%) LDR leaf ambient 2523/65536 70644/1835008 ( 3.8%) HDR leaf ambient 825/65536 23100/1835008 ( 1.3%) 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] 1/8920 ( 0.0%) pakfile [variable] 957968/0 ( 0.0%) physics [variable] 81758/4194304 ( 1.9%) physics terrain [variable] 1004/1048576 ( 0.1%) Level flags = 0 Total triangle count: 3914 Writing c:\users\tim\documents\vmfs\gm_floodzone_v2.bsp 16 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Tim\Documents\VMFs\gm_floodzone_v2.bsp" "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2\maps\gm_floodzone_v2.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" +map "gm_floodzone_v2" [/code] I am about to just gah I don't even know
[QUOTE=st112570;38092191] Error! Invalid VTX file checksum: -516560648, expected 2127932579 "models/props/cs_assault/ladderaluminium128.dx80.vtx" [/QUOTE] Is this the cause of the problem?
I just read about making a Skybox [URL="https://developer.valvesoftware.com/wiki/Skybox_(2D)"]here[/URL] and then I saw this: [QUOTE]Note: You should never create a skybox by drawing a big hollowed out cube with the Skybox texture around your map.[/QUOTE] Well, I didn't knew I shouldn't do it and did it anyway. But that's not what I really want to ask. [t]https://dl.dropbox.com/u/80170680/facepunch/crashed%20map/2.PNG[/t] before I changed the skybox to sky_goldrush_01 every time I want to run my map it just crashes after it is done loading the map. [t]https://dl.dropbox.com/u/80170680/facepunch/crashed%20map/1.png[/t] here's the log. [code] ** Executing... ** Command: "d:\steam\steamapps\plastermaster007\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\steam\steamapps\plastermaster007\team fortress 2\tf" "C:\Users\Administrator\Documents\source maps\archivement_freedom.vmf" Valve Software - vbsp.exe (Sep 5 2012) 2 threads materialPath: d:\steam\steamapps\plastermaster007\team fortress 2\tf\materials Loading C:\Users\Administrator\Documents\source maps\archivement_freedom.vmf 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 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Administrator\Documents\source maps\archivement_freedom.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.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) (24442 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 188 texinfos to 83 Reduced 11 texdatas to 10 (261 bytes to 235) Writing C:\Users\Administrator\Documents\source maps\archivement_freedom.bsp 1 second elapsed ** Executing... ** Command: "d:\steam\steamapps\plastermaster007\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\steam\steamapps\plastermaster007\team fortress 2\tf" "C:\Users\Administrator\Documents\source maps\archivement_freedom" Valve Software - vvis.exe (Sep 5 2012) 2 threads reading c:\users\administrator\documents\source maps\archivement_freedom.bsp reading c:\users\administrator\documents\source maps\archivement_freedom.prt 121 portalclusters 300 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 (0) Optimized: 3 visible clusters (0.05%) Total clusters visible: 6362 Average clusters visible: 52 Building PAS... Average clusters audible: 117 visdatasize:4977 compressed from 3872 writing c:\users\administrator\documents\source maps\archivement_freedom.bsp 0 seconds elapsed ** Executing... ** Command: "d:\steam\steamapps\plastermaster007\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "d:\steam\steamapps\plastermaster007\team fortress 2\tf" "C:\Users\Administrator\Documents\source maps\archivement_freedom" Valve Software - vrad.exe SSE (Sep 5 2012) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading c:\users\administrator\documents\source maps\archivement_freedom.bsp Setting up ray-trace acceleration structure... Done (0.07 seconds) 266 faces 35139 square feet [5060053.50 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 266 patches before subdivision 2404 patches after subdivision 0 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 173956, max 349 transfer lists: 1.3 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<0.0012 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. 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 68/8192 816/98304 ( 0.8%) brushsides 424/65536 3392/524288 ( 0.6%) planes 158/65536 3160/1310720 ( 0.2%) vertexes 547/65536 6564/786432 ( 0.8%) nodes 264/65536 8448/2097152 ( 0.4%) texinfos 83/12288 5976/884736 ( 0.7%) texdata 10/2048 320/65536 ( 0.5%) 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 266/65536 14896/3670016 ( 0.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 120/65536 6720/3670016 ( 0.2%) leaves 266/65536 8512/2097152 ( 0.4%) leaffaces 315/65536 630/131072 ( 0.5%) leafbrushes 158/65536 316/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 1700/512000 6800/2048000 ( 0.3%) edges 1150/256000 4600/1024000 ( 0.4%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 22/32768 220/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 327/65536 654/131072 ( 0.5%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 49836/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4977/16777216 ( 0.0%) entdata [variable] 2993/393216 ( 0.8%) LDR ambient table 266/65536 1064/262144 ( 0.4%) HDR ambient table 266/65536 1064/262144 ( 0.4%) LDR leaf ambient 121/65536 3388/1835008 ( 0.2%) HDR leaf ambient 266/65536 7448/1835008 ( 0.4%) 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] 1/12 ( 8.3%) pakfile [variable] 105707/0 ( 0.0%) physics [variable] 24442/4194304 ( 0.6%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 686 Writing c:\users\administrator\documents\source maps\archivement_freedom.bsp 3 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Administrator\Documents\source maps\archivement_freedom.bsp" "d:\steam\steamapps\plastermaster007\team fortress 2\tf\maps\archivement_freedom.bsp" ** Executing... ** Command: d:\steam\steam.exe ** Parameters: -applaunch 440 -game "d:\steam\steamapps\plastermaster007\team fortress 2\tf" sv_cheats 1 +map "archivement_freedom" [/code] Here's what was in the crash-window or however you call it. Might not be helpfull at all. [code] Problemereignisname: BEX Anwendungsname: hl2.exe Anwendungsversion: 0.0.0.0 Anwendungszeitstempel: 505ba1c3 Fehlermodulname: StackHash_0a9e Fehlermodulversion: 0.0.0.0 Fehlermodulzeitstempel: 00000000 Ausnahmeoffset: 69446e65 Ausnahmecode: c0000005 Ausnahmedaten: 00000008 Betriebsystemversion: 6.1.7601.2.1.0.256.1 Gebietsschema-ID: 1031 Zusatzinformation 1: 0a9e Zusatzinformation 2: 0a9e372d3b4ad19135b953a78882e789 Zusatzinformation 3: 0a9e Zusatzinformation 4: 0a9e372d3b4ad19135b953a78882e789 [/code] So I want to ask, Why shouldn't I do such an Skybox and why does it crash all the time? I don't see any problems. [editline]19th October 2012[/editline] [URL="https://dl.dropbox.com/u/80170680/facepunch/crashed%20map/broken_map.rar"]Here's the map and the .vmf and stuff. In case it's needed.[/URL]
Well there are a number of things. the team spawns are to close to each other. Players will spawn inside of each other. You need to place an entity inside of the rooms. A simple light would do, one in red spawn, blue spawn, and in the hallway. The skybox name should be sky_hydro_01_hdr instead. I suggest just remaking it completely anyways, it doesn't really make sense and it doesn't fit any of the players sizes, or fit tf2 art style.
[QUOTE=Firegod522;38100576]Well there are a number of things. the team spawns are to close to each other. Players will spawn inside of each other. You need to place an entity inside of the rooms. A simple light would do, one in red spawn, blue spawn, and in the hallway. The skybox name should be sky_hydro_01_hdr instead. I suggest just remaking it completely anyways, it doesn't really make sense and it doesn't fit any of the players sizes, or fit tf2 art style.[/QUOTE] Thanks for the reply. Well I knew making such an map was an bad idea but I just wanted to try out if it were possible what I was thinking about. And it really wasn't.
I've continued today with my map from an old save because of the troubles I had yesterday (read above posts) So I figured out where the compiling problem might be, that prevents the .bsp from being build. Ive made two platforms (nodraw with texture on top) and between there i've put another brush with vortex tool to create a slope. Screenshot: [img]http://i.imgur.com/fs1Vz.jpg[/img] So yeah that's the problem of hammer not finding the .bsp file. As soon as I make it a displacement create power of 4 and try to run it I get the .bsp error of windows not finding it. I've also sealed the space below shut with nodraw so that i'm sure the displacements don't cause any leaks. But I need those slopes to be a displacement because I need to Paint Geometry and Paint Alpha in order for it to look realistic. Any ideas? Thanks
what? you can change the faces like any other brush face, clipped or not
no
[QUOTE=EpicExplosion;38098261]Is this the cause of the problem?[/QUOTE] Fuck Hammer. That model isn't even there anymore, I don't remember deleting it, but it's gone anyway. Hammer also saved while the cordon was on, and deleted half of this building. A bunch of CSS models are all fucked up, and I'm not sure why.
Does anyone know how to make the foliage models and custom details sway?
Does anyone have a good idea, or advice, on how to make glass from the inside of an interrogation room? It's like glass which you can't see through.
[QUOTE=DerTontaiLama;38104154]Does anyone have a good idea, or advice, on how to make glass from the inside of an interrogation room? It's like glass which you can't see through.[/QUOTE] Make a brush and texture it? Material on one side = glass, material on the other = wall.
[QUOTE=GoldPlatinum;38103142]Does anyone know how to make the foliage models and custom details sway?[/QUOTE] I think that requires a modified detail.vbsp, according to the Valve Developer Community wiki, which is supposedly only supported by CS:S and DOD:S. It says that if you use the shape prop setting, then you can adjust the sway within the vbsp file. That is what i gathered from the wiki, at least. [URL]https://developer.valvesoftware.com/wiki/Detail_props#Shapes[/URL] is the source of the info.
That just seems a little silly to me. As far as I remember, there's still glass from the inside of the interrogation room. It's just how I get something a little but more realistic-looking, than a plain wall.
I can't have any lights, since it's supposed to look really cheap. what's the name of that?
lights arent expensive [editline]19th October 2012[/editline] and theyre shaders
Seems more difficult than I thought... Have you uploaded that map of yours, Satane? And about the lights, it wasn't because they were too expensive, they just don't fit into my scene.
Amazing map! But afterall, I think I'll just settle with a more or less plain wall.
I have a map and everything appears to be fine, however once I boot up l4d2 and load the level after compiling, L4D2 crashes to desktop with no warning or explanation. The compile log comes out fine too. I've tried replacing the skybox, checking for any problem props, but nothing is working. Help?
[QUOTE=Rammelslakje;38100657]I've continued today with my map from an old save because of the troubles I had yesterday (read above posts) So I figured out where the compiling problem might be, that prevents the .bsp from being build. Ive made two platforms (nodraw with texture on top) and between there i've put another brush with vortex tool to create a slope. Screenshot: [img]http://i.imgur.com/fs1Vz.jpg[/img] So yeah that's the problem of hammer not finding the .bsp file. As soon as I make it a displacement create power of 4 and try to run it I get the .bsp error of windows not finding it. I've also sealed the space below shut with nodraw so that i'm sure the displacements don't cause any leaks. But I need those slopes to be a displacement because I need to Paint Geometry and Paint Alpha in order for it to look realistic. Any ideas? Thanks[/QUOTE] It has been 3 days since my map broke down. It really sucks cause I can't continue my work like this. I've uploaded the .vmf file. Maybe someone could make all the slopes displacements, save it and compile it and send the .zip file with all 5 files back to me? It might take 10 minutes of work, but there are only 15 slopes or so that just need to be displacements. And it would really help me out. [url]http://www.speedyshare.com/qAMfe/gta3.vmf[/url] Thanks
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