• Compiling map doesn't add new objects/entities/etc.
    1 replies, posted
Hey, I've been making a map for some time now, and from time to time compile it and see how it looks in-game. The problem is, since the last save on a date I can't remember occured, the map won't add the new objects and etc. when it compiles. I've attempted various techniques to fix it, including securing the skybox and else. Could I get some help? Here's the compile log [QUOTE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\deimos\Desktop\City_22\city_idk.vmf" Valve Software - vbsp.exe (May 15 2014) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials Loading C:\Users\deimos\Desktop\City_22\city_idk.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt Patching WVT material: maps/city_idk/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/city_idk/nature/blendrockblack01a_wvt_patch 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) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, -224.000000, 591.841919)) WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1280.000000, -743.659302, 591.841919)) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 2 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\deimos\Desktop\City_22\city_idk.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 Overlay touching too many faces (touching 78, max 64) Overlay decals/trashdecal01a at -1238.7 1530.4 72.0 ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" -fast "C:\Users\deimos\Desktop\City_22\city_idk" Valve Software - vvis.exe (May 15 2014) fastvis = true 4 threads reading c:\users\deimos\desktop\city_22\city_idk.bsp reading c:\users\deimos\desktop\city_22\city_idk.prt 2662 portalclusters 8464 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2) Optimized: 499650 visible clusters (10.88%) Total clusters visible: 4592671 Average clusters visible: 1725 Building PAS... Average clusters audible: 2563 visdatasize:1628424 compressed from 1788864 writing c:\users\deimos\desktop\city_22\city_idk.bsp 2 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" -noextra "C:\Users\deimos\Desktop\City_22\city_idk" Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\deimos\desktop\city_22\city_idk.bsp Setting up ray-trace acceleration structure... Done (0.67 seconds) 5323 faces 9 degenerate faces 297051 square feet [42775424.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 5314 patches before subdivision 55190 patches after subdivision 2 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 (20) transfers 4449453, max 715 transfer lists: 33.9 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<0.0103 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 9/1024 432/49152 ( 0.9%) brushes 912/8192 10944/98304 (11.1%) brushsides 6321/65536 50568/524288 ( 9.6%) planes 3084/65536 61680/1310720 ( 4.7%) vertexes 7500/65536 90000/786432 (11.4%) nodes 2869/65536 91808/2097152 ( 4.4%) texinfos 1251/12288 90072/884736 (10.2%) texdata 151/2048 4832/65536 ( 7.4%) 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 5323/65536 298088/3670016 ( 8.1%) hdr faces 5323/65536 298088/3670016 ( 8.1%) origfaces 3049/65536 170744/3670016 ( 4.7%) leaves 2879/65536 92128/2097152 ( 4.4%) leaffaces 6062/65536 12124/131072 ( 9.2%) leafbrushes 1415/65536 2830/131072 ( 2.2%) areas 3/256 24/2048 ( 1.2%) surfedges 37788/512000 151152/2048000 ( 7.4%) edges 21395/256000 85580/1024000 ( 8.4%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 2/8192 176/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 553/32768 5530/327680 ( 1.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 8808/65536 17616/131072 (13.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 52/512 18304/180224 (10.2%) LDR lightdata [variable] 2313812/0 ( 0.0%) HDR lightdata [variable] 2313812/0 ( 0.0%) visdata [variable] 1628424/16777216 ( 9.7%) entdata [variable] 12766/393216 ( 3.2%) LDR ambient table 2879/65536 11516/262144 ( 4.4%) HDR ambient table 2879/65536 11516/262144 ( 4.4%) LDR leaf ambient 1702/65536 47656/1835008 ( 2.6%) HDR leaf ambient 1702/65536 47656/1835008 ( 2.6%) 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] 1/14888 ( 0.0%) pakfile [variable] 213316/0 ( 0.0%) physics [variable] 326852/4194304 ( 7.8%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 14948 Writing c:\users\deimos\desktop\city_22\city_idk.bsp 25 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\deimos\Desktop\City_22\city_idk.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps\city_idk.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" -toconsole -dev -console +sv_lan 1 +map "city_idk" -steam [/QUOTE]
[QUOTE]WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2048.000000, -224.000000, 591.841919))[/QUOTE] [QUOTE]Overlay touching too many faces (touching 78, max 64) Overlay decals/trashdecal01a at -1238.7 1530.4 72.0[/QUOTE] According to the [URL="http://www.interlopers.net/errors/"]Interlopers Error Checker[/URL], the BSP node problem means there's a problem with a brush in the area that the coordinates point to, so check hammer's problem checker, alt+P, to see if there's an invalid brush or try to func_detail confusing brushes in that area. The overlay problem is a lot simpler, an overlay is touching too many faces at that coordinate and should be either removed or fixed so it isn't touching that many faces.
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