So I have my awesome map I have been working on for a while now, and I went to test it.
I waited for it to finish loading and then I was like "fuck"
All the work I had done that day (like 3 hrs worth) didnt show up, declas, lights, object and brush movment and placements and all that jazz wasnt there. I t was like an older version of the map. I had saved it and then tested it, I closed hammer and sdk and reopened the map, Still to no effect.
Any help?
Post the compile log.
Ok, now it will be a wall of txt. unless you tell me how to get a funny scroller box thing on FP
cool.
[editline]08:31PM[/editline]
So now it decides to work, after 2 days of not wanting to.
Now, what is the Flame form above sprite?
Anyway here is the log incaase someone wants to look through and find an error.
[code]** Executing...
** Command: "d:\program files\steam\steamapps\monkey_tracks\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "d:\program files\steam\steamapps\monkey_tracks\counter-strike source\cstrike" "D:\Program Files\Steam\steamapps\monkey_tracks\sourcesdk_content\cstrike\mapsrc\sdk_swimmingpool"
Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: d:\program files\steam\steamapps\monkey_tracks\counter-strike source\cstrike\materials
Loading D:\Program Files\Steam\steamapps\monkey_tracks\sourcesdk_content\cstrike\mapsrc\sdk_swimmingpool.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Program Files\Steam\steamapps\monkey_tracks\sourcesdk_content\cstrike\mapsrc\sdk_swimmingpool.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (78519 bytes)
Error! prop_static using model "models/props_c17/playground_carousel01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/playground_carousel01.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 415 texinfos to 242
Reduced 44 texdatas to 37 (1116 bytes to 857)
Writing D:\Program Files\Steam\steamapps\monkey_tracks\sourcesdk_content\cstrike\mapsrc\sdk_swimmingpool.bsp
19 seconds elapsed
** Executing...
** Command: "d:\program files\steam\steamapps\monkey_tracks\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "d:\program files\steam\steamapps\monkey_tracks\counter-strike source\cstrike" "D:\Program Files\Steam\steamapps\monkey_tracks\sourcesdk_content\cstrike\mapsrc\sdk_swimmingpool"
Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading d:\program files\steam\steamapps\monkey_tracks\sourcesdk_content\cstrike\mapsrc\sdk_swimmingpool.bsp
reading d:\program files\steam\steamapps\monkey_tracks\sourcesdk_content\cstrike\mapsrc\sdk_swimmingpool.prt
367 portalclusters
1253 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 (47)
Optimized: 104 visible clusters (0.00%)
Total clusters visible: 56675
Average clusters visible: 154
Building PAS...
Average clusters audible: 363
visdatasize:34527 compressed from 35232
writing d:\program files\steam\steamapps\monkey_tracks\sourcesdk_content\cstrike\mapsrc\sdk_swimmingpool.bsp
48 seconds elapsed
** Executing...
** Command: "d:\program files\steam\steamapps\monkey_tracks\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "d:\program files\steam\steamapps\monkey_tracks\counter-strike source\cstrike" "D:\Program Files\Steam\steamapps\monkey_tracks\sourcesdk_content\cstrike\mapsrc\sdk_swimmingpool"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading d:\program files\steam\steamapps\monkey_tracks\sourcesdk_content\cstrike\mapsrc\sdk_swimmingpool.bsp
1118 faces
129527 square feet [18651948.00 square inches]
5 displacements
293 square feet [42279.41 square inches]
1118 patches before subdivision
11000 patches after subdivision
12 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 771768, max 425
transfer lists: 5.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(911, 868, 487)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(120, 59, 24)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(25, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(6, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0157 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 21/1024 1008/49152 ( 2.1%)
brushes 202/8192 2424/98304 ( 2.5%)
brushsides 1294/65536 10352/524288 ( 2.0%)
planes 810/65536 16200/1310720 ( 1.2%)
vertexes 2320/65536 27840/786432 ( 3.5%)
nodes 802/65536 25664/2097152 ( 1.2%)
texinfos 242/12288 17424/884736 ( 2.0%)
texdata 37/2048 1184/65536 ( 1.8%)
dispinfos 5/0 880/0 ( 0.0%)
disp_verts 1445/0 28900/0 ( 0.0%)
disp_tris 2560/0 5120/0 ( 0.0%)
disp_lmsamples 1005/0 1005/0 ( 0.0%)
faces 1118/65536 62608/3670016 ( 1.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 592/65536 33152/3670016 ( 0.9%)
leaves 824/65536 26368/2097152 ( 1.3%)
leaffaces 1302/65536 2604/131072 ( 2.0%)
leafbrushes 458/65536 916/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7610/512000 30440/2048000 ( 1.5%)
edges 4436/256000 17744/1024000 ( 1.7%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 75/32768 750/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1317/65536 2634/131072 ( 2.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 459216/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 34527/16777216 ( 0.2%)
entdata [variable] 31274/393216 ( 8.0%)
LDR leaf ambient 824/65536 19776/1572864 ( 1.3%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/6340 ( 0.0%)
pakfile [variable] 21046/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 78519/4194304 ( 1.9%)
==== Total Win32 BSP file data space used: 960649 bytes ====
Total triangle count: 3009
Writing d:\program files\steam\steamapps\monkey_tracks\sourcesdk_content\cstrike\mapsrc\sdk_swimmingpool.bsp
10 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Program Files\Steam\steamapps\monkey_tracks\sourcesdk_content\cstrike\mapsrc\sdk_swimmingpool.bsp" "d:\program files\steam\steamapps\monkey_tracks\counter-strike source\cstrike\maps\sdk_swimmingpool.bsp"
** Executing...
** Command: "d:\program files\steam\steamapps\monkey_tracks\counter-strike source\hl2.exe"
** Parameters: -game "d:\program files\steam\steamapps\monkey_tracks\counter-strike source\cstrike" -toconsole -dev -console +sv_lan 0 +map "sdk_swimmingpool"
[/code]
Well, the only problem I noticed is that you've got a prop_physics set as a prop_static (the carousel model). If you want it to not move, change it into a prop_physics, then go to the "Flags" tab in Object Properties and check the box that says something like "Disable Movement".
But obviously that's not gonna break your map loading.
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