I am posting this on behave of my mapper as he is currently away. We were currently editing pk bigcity and these are the instructions we received from the map maker:
[QUOTE]11:06 PM - Productive ol' Grouse: Theres a bunch of custom content inside the bsp file itself
11:06 PM - Productive ol' Grouse: Your mapper needs to extract it with packrat
11:07 PM - Productive ol' Grouse: make sure hes got all of it, otherwise you
11:08 PM - Productive ol' Grouse: 'll have missing textures in hammer
11:08 PM - Productive ol' Grouse: There is also some specific build parameters to get the lighting to look crisp and bouncy
11:09 PM - Productive ol' Grouse: And the map itself is just under the vertex limit, what ever you do, dont increase the lightmap resolution
11:09 PM - Productive ol' Grouse: And lastly, the compile will take all night
11:10 PM - Productive ol' Grouse: now I just need to find the old file for ya
11:13 PM - Productive ol' Grouse: shit I'm not sure if I still got it
11:14 PM - Productive ol' Grouse: found her
11:17 PM - Productive ol' Grouse: ok, its good to go, I'll just upload it to my google drive
11:17 PM - Productive ol' Grouse: also
11:17 PM - Productive ol' Grouse: Your mapper wont know this,
11:17 PM - Productive ol' Grouse: He may think he knows how cubemaps work but to get it working in gmod is a different thing
11:18 PM - Productive ol' Grouse: Compile the map > RENAME the map > then build the cubemaps for both HDR and LDR settings.
11:18 PM - Productive ol' Grouse: make sure you've got that down
11:18 PM - Productive ol' Grouse: otherwise you get cancer reflections
11:19 PM - Productive ol' Grouse: Also, this map only has 1 cubemap that sits in the sky, if you want better, more specific reflections, be sure to make some more if needed.
[/QUOTE]
Below is the compile log and the issue is we have absolutely no lighting on the map:
[code]
8 threads
reading c:\users\jad\desktop\pk_bigcity_b5.bsp
Error opening c:\users\jad\desktop\pk_bigcity_b5.bsp
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\jad\desktop\pk_bigcity_b5.bsp
Error opening c:\users\jad\desktop\pk_bigcity_b5.bsp
materialPath: E:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
Loading C:\Users\Jad\Desktop\pk_bigcity_b5.vmf
Could not locate 'GameData' key in e:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/pk_bigcity_b5/nature/blendtoxictoxic004a_wvt_patch
Patching WVT material: maps/pk_bigcity_b5/nature/blendsandrock004a_wvt_patch
Patching WVT material: maps/pk_bigcity_b5/nature/blendtoxictoxic002a_wvt_patch
Patching WVT material: maps/pk_bigcity_b5/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1648 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (5)
writing C:\Users\Jad\Desktop\pk_bigcity_b5.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (3509278 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8726 texinfos to 7888
Reduced 333 texdatas to 288 (11669 bytes to 10239)
Writing C:\Users\Jad\Desktop\pk_bigcity_b5.bsp
13 seconds elapsed
8 threads
reading c:\users\jad\desktop\pk_bigcity_b5.bsp
reading c:\users\jad\desktop\pk_bigcity_b5.prt
4391 portalclusters
12953 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\jad\desktop\pk_bigcity_b5.bsp
No vis information, direct lighting only.
29012 faces
5 degenerate faces
35021236 square feet [5043057664.00 square inches]
70 Displacements
367300 Square Feet [52891276.00 Square Inches]
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
light has _fifty_percent_distance of 800.000000 but _zero_percent_distance of 300.000000
245 direct lights
0...1...2...3...4...5...6...7...8...[/code]
Anyone have any ideas why?
35021236 square feet [5043057664.00 square inches] That is a shit ton.. Check the lightmap scale on some of those surfaces. Shouldn't be below 16.
[CODE]NODRAW on terrain surface!
NODRAW on terrain surface![/CODE]
It appears you also have the nodraw texture on a displacement.
If I recall VBSP throws a fit and won't correctly compile if you do this, so look at any displacements you have and replace the nodraw texture with something else (the 'invisible' texture should work)
[QUOTE=MattTheSpy;47889386][CODE]NODRAW on terrain surface!
NODRAW on terrain surface![/CODE]
It appears you also have the nodraw texture on a displacement.
If I recall VBSP throws a fit and won't correctly compile if you do this, so look at any displacements you have and replace the nodraw texture with something else (the 'invisible' texture should work)[/QUOTE]
As far as I know no tool textures work on displacments, I think the best option is just to destroy the displacement face.
[B]Also, if you have too many cubemaps vrad will crash. [/B] Try checking if you have too many.
Use [URL="http://www.interlopers.net/errors/"]THIS[/URL].
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