Hi there.
First of all I just want to mention I would have put this in the SDK mega help thread but I couldn't see it. As well I want to say I have mapped on Garry's Mod before, just not within this year.
So my problem is I simply cannot compile any of my maps, as after trying everything I know I still get this same error after SDK tries to compile anything I throw at it.
"Error (1) Loading LUASHARED003 from lua_shared"
Of course I goggled that error message before anything and it seems to be a error generally has to do with Gmod Server Hosting.. Not Source SDK. I couldn't find anything about it anywhere except on one help thread. And that was in German with nobody answering it...
I also tried to make sure that my SDK is compatible with GMOD 13 before going on here. Thought I've gone through the right tutorials for setting up the right configuration as well as opening hammer with the MP engine. So here's my config settings just in case I did anything wrong...
[IMG]http://i826.photobucket.com/albums/zz181/theryan007/sdkcomplilesettings_zpse54a6570.jpg[/IMG]
And most importantly here's the results from the compile process. I see a few things that doesn't seem right, but I have no idea what to do with them.
[CODE]
** Executing...
** Command: "c:\program files\steam\steamapps\the_mallon\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\the_mallon\garrysmod/garrysmod" "C:\Program Files\Steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.vmf"
Valve Software - vbsp.exe (Oct 31 2012)
2 threads
materialPath: c:\program files\steam\steamapps\the_mallon\garrysmod\garrysmod\materials
Loading C:\Program Files\Steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps\the_mallon\garrysmod\garrysmod\gameinfo.txt
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\Steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.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
Building Physics collision data...
done (0) (2281 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (25 bytes to 25)
Writing C:\Program Files\Steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\the_mallon\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\the_mallon\garrysmod/garrysmod" -fast "C:\Program Files\Steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1"
Valve Software - vvis.exe (Oct 31 2012)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp
reading c:\program files\steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.prt
4 portalclusters
4 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\program files\steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\the_mallon\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\the_mallon\garrysmod/garrysmod" -noextra "C:\Program Files\Steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1"
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps\the_mallon\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files\steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
6087 square feet [876544.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
880 patches after subdivision
0 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 (0)
transfers 73728, max 190
transfer lists: 0.6 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<0.0004 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 40/65536 800/1310720 ( 0.1%)
vertexes 35/65536 420/786432 ( 0.1%)
nodes 27/65536 864/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 16/65536 896/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 29/65536 928/2097152 ( 0.0%)
leaffaces 16/65536 32/131072 ( 0.0%)
leafbrushes 16/65536 32/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88/512000 352/2048000 ( 0.0%)
edges 57/256000 228/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 62656/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 338/393216 ( 0.1%)
LDR ambient table 29/65536 116/262144 ( 0.0%)
HDR ambient table 29/65536 116/262144 ( 0.0%)
LDR leaf ambient 4/65536 112/1835008 ( 0.0%)
HDR leaf ambient 29/65536 812/1835008 ( 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] 105675/0 ( 0.0%)
physics [variable] 2281/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 32
Writing c:\program files\steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp
1 second elapsed
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps\the_mallon\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files\steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
6087 square feet [876544.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
880 patches after subdivision
0 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 (0)
transfers 73728, max 190
transfer lists: 0.6 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<0.0009 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 40/65536 800/1310720 ( 0.1%)
vertexes 35/65536 420/786432 ( 0.1%)
nodes 27/65536 864/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 16/65536 896/3670016 ( 0.0%)
hdr faces 16/65536 896/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 29/65536 928/2097152 ( 0.0%)
leaffaces 16/65536 32/131072 ( 0.0%)
leafbrushes 16/65536 32/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88/512000 352/2048000 ( 0.0%)
edges 57/256000 228/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 62656/0 ( 0.0%)
HDR lightdata [variable] 62656/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 338/393216 ( 0.1%)
LDR ambient table 29/65536 116/262144 ( 0.0%)
HDR ambient table 29/65536 116/262144 ( 0.0%)
LDR leaf ambient 4/65536 112/1835008 ( 0.0%)
HDR leaf ambient 4/65536 112/1835008 ( 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] 105675/0 ( 0.0%)
physics [variable] 2281/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 32
Writing c:\program files\steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp
1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp" "c:\program files\steam\steamapps\the_mallon\garrysmod\garrysmod\maps\fuckmedead1.bsp"
** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 4000 -game "c:\program files\steam\steamapps\the_mallon\garrysmod/garrysmod" +map "fuckmedead1"[/CODE]
Well this is a full compile log without any critical errors. So the map compiles fine.
The problem, looking at the compile log, is that the compiled bsp is being copied to the wrong directory, and more importantly the pre steampipe gmod is being launched.
[CODE]
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp" "c:\program files\steam\steamapps\the_mallon\garrysmod\garrysmod\maps\fuckmedead1.bsp"
** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 4000 -game "c:\program files\steam\steamapps\the_mallon\garrysmod/garrysmod" +map "fuckmedead1"[/CODE]
The new gmod directory (after the steampipe update) is steam/steamapps/common/garrysmod/garrysmod. So your compile tools are configured improperly.
As a temporary fix take [I]C:\Program Files\Steam\steamapps\the_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp[/I] and copy it to [I]steam/steamapps/common/garrysmod/garrysmod/maps[/I] then launch gmod from steam.
Thanks alot Grenade Man! I am able to run maps in-game now.
But. Even with your temporary fix method I'm unable to see custom textures in-game even though they worked fine in hammer itself, including textures I have ran in-game last year.
So only half of the problem is solved I guess. At least I know what the problem is now. Cheers.
You have to copy your textures over to Garry's mod folder... Or make a custom addon and put the materials, sounds and models folder here.
[QUOTE=Knifey;42030399]Thanks alot Grenade Man! I am able to run maps in-game now.
But. Even with your temporary fix method I'm unable to see custom textures in-game even though they worked fine in hammer itself, including textures I have ran in-game last year.
So only half of the problem is solved I guess. At least I know what the problem is now. Cheers.[/QUOTE]
Dont use the "Source SDK" in steam tools tab. You have to use the new source 2013 hammer that can be found in CSS's or hl2's [I]bin[/I] directory in the [I]steamapps/common/
[/I] folder. Then make a new game configuration that uses the correct garrysmod location.
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