• Map testing and I little problem occurs
    5 replies, posted
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
[noparse][code][/code][/noparse][img]http://www.gimmik.net/terrenteller/Encyclopedia/pix.png[/img]
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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