• hammer error after compile
    23 replies, posted
After it compiles it says, diffrent version of this FS is already in use. Anyone know how to fix this. Note can we keep it on this error topic and not drift off to others
I'm not sure if this is the cause, but is the map set to auto run after compile? If it is, don't do that. If it's not the case, post the compile log.
This is compile log ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\materials Loading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.vmf Patching WVT material: maps/fort 5/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) **** leaked **** Entity info_player_start (-256.00 0.00 128.00) leaked! Processing areas...done (0) Building Faces...done (0) FixTjuncs... HashVec: point outside valid range ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.bsp Error opening c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.bsp ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\lights.rad. Loading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.bsp Error opening c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.bsp ** Executing... ** Command: Copy File ** Parameters: "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.bsp" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.bsp" ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\garrysmod\hl2.exe" ** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" +map "fort 5-applaunch" APPID 215 Error reads MountAppFilesystem() failed: SteamMountAppFilesystem(218,38,0xe09fd54) failed with error 21: A different version of this FS is already in use
You got a leak. And you got something either on the edge or outside of the hammer grid.
cheaked it it did this compile ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\materials Loading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.vmf Patching WVT material: maps/fort 5/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) **** leaked **** Entity info_player_start (-256.00 0.00 128.00) leaked! Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... 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) (10079 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 33 texinfos to 22 Reduced 10 texdatas to 8 (286 bytes to 214) Writing c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.bsp 42 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.bsp reading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.prt LoadPortals: couldn't read c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.prt ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\lights.rad. Loading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.03 seconds) 17908 faces 14509998 square feet [2089439744.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (279) Build Patch/Sample Hash Table(s).....Done<2.8507 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (181) 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 (267) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 28/8192 336/98304 ( 0.3%) brushsides 170/65536 1360/524288 ( 0.3%) planes 250/65536 5000/1310720 ( 0.4%) vertexes 18305/65536 219660/786432 (27.9%) nodes 3468/65536 110976/2097152 ( 5.3%) texinfos 22/12288 1584/884736 ( 0.2%) texdata 8/2048 256/65536 ( 0.4%) 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 17908/65536 1002848/3670016 (27.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 90/65536 5040/3670016 ( 0.1%) leaves 3471/65536 111072/2097152 ( 5.3%) leaffaces 17990/65536 35980/131072 (27.5%) leafbrushes 1088/65536 2176/131072 ( 1.7%) areas 2/256 16/2048 ( 0.8%) surfedges 72676/512000 290704/2048000 (14.2%) edges 36411/256000 145644/1024000 (14.2%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 166/32768 1660/327680 ( 0.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2013/65536 4026/131072 ( 3.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 37995548/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 2359/393216 ( 0.6%) LDR ambient table 3471/65536 13884/262144 ( 5.3%) HDR ambient table 3471/65536 13884/262144 ( 5.3%) LDR leaf ambient 13322/65536 373016/1835008 (20.3%) HDR leaf ambient 3471/65536 97188/1835008 ( 5.3%) 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] 1/12 ( 8.3%) pakfile [variable] 211937/0 ( 0.0%) physics [variable] 10079/4194304 ( 0.2%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 36500 Writing c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.bsp 12 minutes, 12 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.bsp" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 5.bsp" ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\garrysmod\hl2.exe" ** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" +map "fort 5-applaunch" APPID 215 still gives same error
You still have a leak. Load your pointfile and fix it.
you have another leak, map-> Unload Pointfile, Map -> Load Pointfile actually, just map -> load pointfile would work... recompile until you don't see the [code] **** leaked **** Entity info_player_start (-256.00 0.00 128.00) leaked! [/code] lines again, if you do see it again, map -> load pointfile, then recompile. You can only see one leak per compile. In case you don't know what a leak is, it's a point in the map were the inside of your map is meets with the outside of your map. All maps should be essentially hollowed out "rooms," even outdoors, use the tools/toolsskybox texture on the walls and ceiling to make it seem as though you are outside.
thanks for last one fixed a bit now comp is this ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\materials Loading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.vmf Brush 4523: FloatPlane: bad normal Side 0 Texture: SKYBOX/SKY_DAY01_04_HDRBK ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.bsp Error opening c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.bsp ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\lights.rad. Loading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.bsp Error opening c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.bsp ** Executing... ** Command: Copy File ** Parameters: "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.bsp" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.bsp" ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\garrysmod\hl2.exe" ** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" +map "fort 6-applaunch" APPID 215 still says another fs is allready in use so I still cant run it after compile
Brush 4523: FloatPlane: bad normal Side 0 Alt + P to fix that. And open the game by hand.
lord ill try that but i got a new comp and got this ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\materials Loading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.vmf Patching WVT material: maps/fort 6/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 c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.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) (11868 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 36 texinfos to 19 Reduced 11 texdatas to 9 (304 bytes to 232) Writing c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.bsp 27 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.bsp reading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.prt 1082 portalclusters 2165 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3218) Optimized: 30 visible clusters (0.00%) Total clusters visible: 1166578 Average clusters visible: 1078 Building PAS... Average clusters audible: 1082 visdatasize:302822 compressed from 294304 writing c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.bsp 53 minutes, 39 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\lights.rad. Loading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.bsp Setting up ray-trace acceleration structure... Done (0.14 seconds) 10219 faces 29455217 square feet [4241551360.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 10219 patches before subdivision 586919 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (312) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (651) transfers 23639465, max 8965 transfer lists: 180.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4) Bounce #1 added RGB(6371, 6333, 4667) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4) Bounce #2 added RGB(240, 243, 102) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4) Bounce #3 added RGB(13, 12, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4) Bounce #4 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<1.9981 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (94) 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 (144) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 34/8192 408/98304 ( 0.4%) brushsides 206/65536 1648/524288 ( 0.3%) planes 264/65536 5280/1310720 ( 0.4%) vertexes 10522/65536 126264/786432 (16.1%) nodes 3417/65536 109344/2097152 ( 5.2%) texinfos 19/12288 1368/884736 ( 0.2%) texdata 9/2048 288/65536 ( 0.4%) 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 10219/65536 572264/3670016 (15.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 85/65536 4760/3670016 ( 0.1%) leaves 3420/65536 109440/2097152 ( 5.2%) leaffaces 10310/65536 20620/131072 (15.7%) leafbrushes 2242/65536 4484/131072 ( 3.4%) areas 2/256 16/2048 ( 0.8%) surfedges 41666/512000 166664/2048000 ( 8.1%) edges 20913/256000 83652/1024000 ( 8.2%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 45/32768 450/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 555/65536 1110/131072 ( 0.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 19543436/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 302822/16777216 ( 1.8%) entdata [variable] 2360/393216 ( 0.6%) LDR ambient table 3420/65536 13680/262144 ( 5.2%) HDR ambient table 3420/65536 13680/262144 ( 5.2%) LDR leaf ambient 10139/65536 283892/1835008 (15.5%) HDR leaf ambient 3420/65536 95760/1835008 ( 5.2%) 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] 211937/0 ( 0.0%) physics [variable] 11868/4194304 ( 0.3%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 20888 Writing c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.bsp 20 minutes, 23 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.bsp" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort 6.bsp" ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\garrysmod\hl2.exe" ** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" +map "fort 6" still error i must ask what dose it mean by another fs
Remove the space from the name.
[QUOTE=Lord Ned;15962100]Brush 4523: FloatPlane: bad normal Side 0 Alt + P to fix that. And open the game by hand.[/QUOTE] tryed it sayed everything was ok and what do you mean start is by hand it dosent make a bsp file
Map names can't have spaces in them, replace it with an underscore.
[QUOTE=l337k1ll4;15969296]Map names can't have spaces in them, replace it with an underscore.[/QUOTE] Actually, that's not completely true, but you still shouldn't have a space in your maps name, it's messy, and underscores are professional.
ok i must ask you guys what dose it mean by another fs is in progress and how do i stop it oh ya and why dosent it make a .bsp file
Have you removed the space from the map name?
yes
[QUOTE=Legend286;15970449]Actually, that's not completely true, but you still shouldn't have a space in your maps name, it's messy, and underscores are professional.[/QUOTE] No, it is true, it crashes the compile, it's fixed in all Source games except for GMod and any of the original games.
how big is your map? Couse vvis takes 54 minutes right now. If its not to big i would consider to optimize it.
[QUOTE=zeepaaan;15984510]how big is your map? Couse vvis takes 54 minutes right now. If its not to big i would consider to optimize it.[/QUOTE] I have it midway on side grid and have it as wide as posible. What do you mean by optimizing it. Also my pc died recenty so it will it may be a day befor i get it running agean. also no one have told me what the error means that says another fs is runing.
new comp for you guys ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\materials Loading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort.vmf Patching WVT material: maps/fort/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 c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort.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) (10985 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 30 texinfos to 16 Reduced 10 texdatas to 8 (281 bytes to 211) Writing c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort.bsp 26 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort.bsp reading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort.prt 1081 portalclusters 2162 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3771) Optimized: 26 visible clusters (0.00%) Total clusters visible: 1164467 Average clusters visible: 1077 Building PAS... Average clusters audible: 1081 visdatasize:302544 compressed from 294032 writing c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort.bsp 1 hour, 2 minutes, 52 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\program files\steam\steamapps\emh204\sourcesdk\bin\orangebox\bin\lights.rad. Loading c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort.bsp Setting up ray-trace acceleration structure... Done (0.19 seconds) 10207 faces 29454563 square feet [4241457152.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 10207 patches before subdivision 586961 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (335) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (437) transfers 23632187, max 8965 transfer lists: 180.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #1 added RGB(6359, 6319, 4655) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #2 added RGB(240, 242, 102) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #3 added RGB(13, 12, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2) Bounce #4 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<1.8734 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (45) 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 (118) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 32/8192 384/98304 ( 0.4%) brushsides 194/65536 1552/524288 ( 0.3%) planes 240/65536 4800/1310720 ( 0.4%) vertexes 10504/65536 126048/786432 (16.0%) nodes 3408/65536 109056/2097152 ( 5.2%) texinfos 16/12288 1152/884736 ( 0.1%) texdata 8/2048 256/65536 ( 0.4%) 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 10207/65536 571592/3670016 (15.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 74/65536 4144/3670016 ( 0.1%) leaves 3410/65536 109120/2097152 ( 5.2%) leaffaces 10298/65536 20596/131072 (15.7%) leafbrushes 2238/65536 4476/131072 ( 3.4%) areas 2/256 16/2048 ( 0.8%) surfedges 41568/512000 166272/2048000 ( 8.1%) edges 20860/256000 83440/1024000 ( 8.1%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 45/32768 450/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 549/65536 1098/131072 ( 0.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 19540996/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 302544/16777216 ( 1.8%) entdata [variable] 1444/393216 ( 0.4%) LDR ambient table 3410/65536 13640/262144 ( 5.2%) HDR ambient table 3410/65536 13640/262144 ( 5.2%) LDR leaf ambient 10113/65536 283164/1835008 (15.4%) HDR leaf ambient 3410/65536 95480/1835008 ( 5.2%) 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] 211911/0 ( 0.0%) physics [variable] 10985/4194304 ( 0.3%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 20858 Writing c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort.bsp 15 minutes, 48 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort.bsp" "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod\maps\fort.bsp" ** Executing... ** Command: "c:\program files\steam\steamapps\emh204\garrysmod\hl2.exe" ** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\emh204\garrysmod\garrysmod" +map "fort" hope you can fugure out what is wrong whit it and why it says another fs is already in use
Run the game and map manually rather than leave it to Hammer.
good news guys its working. Terrenteller says what i have to do now but its working. Three chears hip hip horay, hip hip horay, hip hip horay. Ok that enough seriosly thank you guys you have bine so helpfull. And I hope if anyone else needs help they refer to this form.
Hahaha, you have 32 brushes in the map, which use 15% of the total amount of vertexes allowed and vvis takes over an hour to complete. Your map is one unoptimized pile of failure. What did you do, make a 64 sided sphere and carve a torus out of it?
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