• Running a Map error
    15 replies, posted
I'm working on a map, but whenever I try to test the map, i get this "No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt" Can't load skybox file skybox/sky_day01_06 to build the default cubemap!" and the map wont run. any reason for this?
That shouldn't be a problem. Post the entire compile log.
You're probably using an improper or nonexistant skybox.
[QUOTE=J4censolo;22766081]You're probably using an improper or nonexistant skybox.[/QUOTE] Its Sky_day01_06. Thats not the problem to why the map wont run. Thats just for HDR, which the compile tools look for default. Just type in _hdr at the end of your skybox name. Post the entire compile log like terrent said please.
Heres the entire compile log: [CODE] ** Executing... ** Command: "c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\anthonycarmine\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map" Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: c:\program files\valve\steam\steamapps\anthonycarmine\half-life 2\hl2\materials Loading C:\Program Files\Valve\Steam\SteamApps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Valve\Steam\SteamApps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_06*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_06rt" Can't load skybox file skybox/sky_day01_06 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) (7131 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 23 texinfos to 10 Reduced 5 texdatas to 5 (114 bytes to 114) Writing C:\Program Files\Valve\Steam\SteamApps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\anthonycarmine\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map" Valve Software - vvis.exe (Nov 8 2007) 4 threads reading c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.bsp reading c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.prt 198 portalclusters 423 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 (2) Optimized: 3 visible clusters (0.00%) Total clusters visible: 36813 Average clusters visible: 185 Building PAS... Average clusters audible: 198 visdatasize:11483 compressed from 12672 writing c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\anthonycarmine\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.bsp 1491 faces 2449582 square feet [352739808.00 square inches] 0 displacements 0 square feet [0.00 square inches] 1491 patches before subdivision 90773 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6) transfers 4940478, max 1254 transfer lists: 37.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1009 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 2/1024 96/49152 ( 0.2%) brushes 19/8192 228/98304 ( 0.2%) brushsides 116/65536 928/524288 ( 0.2%) planes 130/65536 2600/1310720 ( 0.2%) vertexes 1734/65536 20808/786432 ( 2.6%) nodes 613/65536 19616/2097152 ( 0.9%) texinfos 10/12288 720/884736 ( 0.1%) texdata 5/2048 160/65536 ( 0.2%) 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 1491/65536 83496/3670016 ( 2.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 51/65536 2856/3670016 ( 0.1%) leaves 616/65536 19712/2097152 ( 0.9%) leaffaces 1506/65536 3012/131072 ( 2.3%) leafbrushes 415/65536 830/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 6414/512000 25656/2048000 ( 1.3%) edges 3248/256000 12992/1024000 ( 1.3%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 29/32768 290/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 429/65536 858/131072 ( 0.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2566316/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 11483/16777216 ( 0.1%) entdata [variable] 690/393216 ( 0.2%) LDR leaf ambient 616/65536 14784/1572864 ( 0.9%) 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] 1/12 ( 8.3%) pakfile [variable] 10016/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 7131/4194304 ( 0.2%) ==== Total Win32 BSP file data space used: 2805296 bytes ==== Total triangle count: 3228 Writing c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.bsp 9 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.bsp" "c:\program files\valve\steam\steamapps\anthonycarmine\half-life 2\hl2\maps\outdoor_map.bsp" ** Executing... ** Command: "c:\program files\valve\steam\steamapps\anthonycarmine\half-life 2\hl2.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\anthonycarmine\half-life 2\hl2" +map "outdoor_map" [/CODE] this is it after i put _hdr after the skybox name in map properties, with HDR checked in the launch options: [CODE] ** Executing... ** Command: "c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\anthonycarmine\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map" Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: c:\program files\valve\steam\steamapps\anthonycarmine\half-life 2\hl2\materials Loading C:\Program Files\Valve\Steam\SteamApps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Valve\Steam\SteamApps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.prt...done (0) material "skybox/sky_day01_06_hdrrt" not found Can't load skybox file skybox/sky_day01_06_hdr to build the default cubemap! No such variable "$hdrbasetexture" for material "___error" Can't load skybox file skybox/sky_day01_06_hdr 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) (7131 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 23 texinfos to 10 Reduced 5 texdatas to 5 (114 bytes to 114) Writing C:\Program Files\Valve\Steam\SteamApps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\anthonycarmine\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map" Valve Software - vvis.exe (Nov 8 2007) 4 threads reading c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.bsp reading c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.prt 198 portalclusters 423 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 (2) Optimized: 3 visible clusters (0.00%) Total clusters visible: 36813 Average clusters visible: 185 Building PAS... Average clusters audible: 198 visdatasize:11483 compressed from 12672 writing c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -both -game "c:\program files\valve\steam\steamapps\anthonycarmine\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.bsp 1491 faces 2449582 square feet [352739808.00 square inches] 0 displacements 0 square feet [0.00 square inches] 1491 patches before subdivision 90773 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6) transfers 4940478, max 1254 transfer lists: 37.7 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<0.1099 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 2/1024 96/49152 ( 0.2%) brushes 19/8192 228/98304 ( 0.2%) brushsides 116/65536 928/524288 ( 0.2%) planes 130/65536 2600/1310720 ( 0.2%) vertexes 1734/65536 20808/786432 ( 2.6%) nodes 613/65536 19616/2097152 ( 0.9%) texinfos 10/12288 720/884736 ( 0.1%) texdata 5/2048 160/65536 ( 0.2%) 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 1491/65536 83496/3670016 ( 2.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 51/65536 2856/3670016 ( 0.1%) leaves 616/65536 19712/2097152 ( 0.9%) leaffaces 1506/65536 3012/131072 ( 2.3%) leafbrushes 415/65536 830/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 6414/512000 25656/2048000 ( 1.3%) edges 3248/256000 12992/1024000 ( 1.3%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 29/32768 290/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 429/65536 858/131072 ( 0.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2566316/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 11483/16777216 ( 0.1%) entdata [variable] 694/393216 ( 0.2%) LDR leaf ambient 616/65536 14784/1572864 ( 0.9%) 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] 1/12 ( 8.3%) pakfile [variable] 26/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 7131/4194304 ( 0.2%) ==== Total Win32 BSP file data space used: 2795310 bytes ==== Total triangle count: 3228 Writing c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.bsp 9 seconds elapsed Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.bsp 1491 faces 2449582 square feet [352739808.00 square inches] 0 displacements 0 square feet [0.00 square inches] 1491 patches before subdivision 90773 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6) transfers 4940478, max 1254 transfer lists: 37.7 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<0.1086 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 2/1024 96/49152 ( 0.2%) brushes 19/8192 228/98304 ( 0.2%) brushsides 116/65536 928/524288 ( 0.2%) planes 130/65536 2600/1310720 ( 0.2%) vertexes 1734/65536 20808/786432 ( 2.6%) nodes 613/65536 19616/2097152 ( 0.9%) texinfos 10/12288 720/884736 ( 0.1%) texdata 5/2048 160/65536 ( 0.2%) 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 1491/65536 83496/3670016 ( 2.3%) hdr faces 1491/65536 83496/3670016 ( 2.3%) origfaces 51/65536 2856/3670016 ( 0.1%) leaves 616/65536 19712/2097152 ( 0.9%) leaffaces 1506/65536 3012/131072 ( 2.3%) leafbrushes 415/65536 830/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 6414/512000 25656/2048000 ( 1.3%) edges 3248/256000 12992/1024000 ( 1.3%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 29/32768 290/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 429/65536 858/131072 ( 0.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2566316/0 ( 0.0%) HDR lightdata [variable] 2566316/0 ( 0.0%) visdata [variable] 11483/16777216 ( 0.1%) entdata [variable] 694/393216 ( 0.2%) LDR leaf ambient 616/65536 14784/1572864 ( 0.9%) HDR leaf ambient 616/65536 14784/1572864 ( 0.9%) 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] 26/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 7131/4194304 ( 0.2%) ==== Total Win32 BSP file data space used: 5459906 bytes ==== Total triangle count: 3228 Writing c:\program files\valve\steam\steamapps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.bsp 8 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\anthonycarmine\sourcesdk_content\hl2\mapsrc\outdoor_map.bsp" "c:\program files\valve\steam\steamapps\anthonycarmine\half-life 2\hl2\maps\outdoor_map.bsp" ** Executing... ** Command: "c:\program files\valve\steam\steamapps\anthonycarmine\half-life 2\hl2.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\anthonycarmine\half-life 2\hl2" +map "outdoor_map" [/CODE]
Should load fine.
[QUOTE=Firegod522;22776478]Should load fine.[/QUOTE] the map isnt brought up, and i unchecked the "dont run map after compiling". i dont know whats wrong
Got a console error?
nothing happens. hammer stays open and nothing is loading
Launch the game and type map outdoor_map. If it runs, then don't worry about it.
i manged to fix it by saving it and adding .bsp
You just renamed the map file from outdoor_map.vmf to outdoor_map.bsp? :psyduck:
[QUOTE=CoolCorky;22778078]You just renamed the map file from outdoor_map.vmf to outdoor_map.bsp? :psyduck:[/QUOTE] i did "save as" then added .bsp and it saved as a bsp
That doesn't work or rather shouldn't what the hell
it worked one time, now it saves the file as .bsp.vmf so i dont know what to do
I've looked through your log and ran it through the interlopers thing, and your problem is definately the skybox. Try changing the skybox to see if it compiles with a different one. Also, changing the file name to .bsp would not work. You see, a .bsp is a compiled map, the .vmf files (Valve Map File) needs to be ran through a few programs in order to tell the game engine whats where and how, as the base vmf is really just a set of intructions (If you open one in a wordpad or something, you'll find that it lists the location of entities and brushes aswell as various other niknacks) and HL2 can't open it as is. So your best bet is to change your skybox, hit lil' ol F9 and recompile it. You might also be enlightened if you look through the maps folder of the game your mapping for, you may find that it could of actually compiled (somehow) and it may have just not opened the game. Unless of course it says "Can not find the file specified" at the end of the compile process, then that means that something is making the compile programs reach a breakpoint or make them crash, for example if the compilers find a great big hole in the map, it'll stop compiling as it knows that HL2 can not use it. The programs can't fix this themselves, so you need to fix it in hammer. Anyway a bit off track, i believe you'll find this usefull in the future: [URL]http://www.interlopers.net/errors/[/URL] If you copy+paste your compile log into that box and hit the button, it'll list all the problems (if any) with your map. Also whilst in hammer, if you press ALT+P it'll come up with a list of more local errors, like an invalid brush or an entity without the proper inputs. Hope this helps.
Sorry, you need to Log In to post a reply to this thread.