'old version for lump 7 in map' and 'map with no textures' error
4 replies, posted
I've been having these problems for some time now and searched everywhere for a solution without luck. I first had the error message in GMod 'map with no textures' on normal compiling settings and then, without changing anything on the map, the other message 'old version for lump 7 in map' on fast settings. When I searched for a solution I found somebody saying these two could be connected somehow but he mentioned no solution afterwards. It would be great if somebody could help me with this.Thanks a lot in advance!
Here are the two compiling logs:
Fast settings:
materialPath: E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
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 (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1220 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.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 (1) (1469801 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6091 texinfos to 3264
Reduced 165 texdatas to 136 (6392 bytes to 5321)
Writing E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.bsp
9 seconds elapsed
6 threads
reading e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp
reading e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.prt
172 portalclusters
659 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 1171 visible clusters (5.70%)
Total clusters visible: 20531
Average clusters visible: 119
Building PAS...
Average clusters audible: 161
visdatasize:8761 compressed from 8256
writing e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp
0 seconds elapsed
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp
24410 faces
4 degenerate faces
20089372 square feet [2892869632.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
24406 patches before subdivision
779544 patches after subdivision
309 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 334181348, max 8715
transfer lists: 2549.6 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(615422, 658916, 535897)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(51240, 55594, 46439)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(9209, 9935, 8489)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2090, 2237, 1851)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(504, 534, 422)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(131, 136, 103)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(36, 36, 26)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(10, 10, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(3, 3, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<5.5489 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 66 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 50/1024 2400/49152 ( 4.9%)
brushes 4049/8192 48588/98304 (49.4%)
brushsides 31303/65536 250424/524288 (47.8%)
planes 15724/65536 314480/1310720 (24.0%)
vertexes 36539/65536 438468/786432 (55.8%)
nodes 6582/65536 210624/2097152 (10.0%)
texinfos 3264/12288 235008/884736 (26.6%)
texdata 136/2048 4352/65536 ( 6.6%)
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 24410/65536 1366960/3670016 (37.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 10779/65536 603624/3670016 (16.4%)
leaves 6633/65536 212256/2097152 (10.1%)
leaffaces 29754/65536 59508/131072 (45.4%)
leafbrushes 9132/65536 18264/131072 (13.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 160247/512000 640988/2048000 (31.3%)
edges 100346/256000 401384/1024000 (39.2%)
LDR worldlights 309/8192 27192/720896 ( 3.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 2803/32768 28030/327680 ( 8.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 56022/65536 112044/131072 (85.5%) VERY FULL!
cubemapsamples 26/1024 416/16384 ( 2.5%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 27180968/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8761/16777216 ( 0.1%)
entdata [variable] 169878/393216 (43.2%)
LDR ambient table 6633/65536 26532/262144 (10.1%)
HDR ambient table 6633/65536 26532/262144 (10.1%)
LDR leaf ambient 23499/65536 657972/1835008 (35.9%)
HDR leaf ambient 6633/65536 185724/1835008 (10.1%)
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] 1/504 ( 0.2%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/49002 ( 0.0%)
pakfile [variable] 2377049/0 ( 0.0%)
physics [variable] 1469801/4194304 (35.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 68557
Writing e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp
materialPath: E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
ValidateLump: old version for lump 7 in map!
6 threads
reading e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp
ValidateLump: old version for lump 7 in map!
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp
ValidateLump: old version for lump 7 in map!
Normal settings:
materialPath: E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
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 1220 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.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 (1) (1469801 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6091 texinfos to 3264
Reduced 165 texdatas to 136 (6392 bytes to 5321)
Writing E:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\3.bsp
10 seconds elapsed
6 threads
reading e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp
reading e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.prt
172 portalclusters
659 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 1171 visible clusters (5.70%)
Total clusters visible: 20531
Average clusters visible: 119
Building PAS...
Average clusters audible: 161
visdatasize:8761 compressed from 8256
writing e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp
0 seconds elapsed
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp
24410 faces
4 degenerate faces
20089372 square feet [2892869632.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
24406 patches before subdivision
779544 patches after subdivision
309 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 334181348, max 8715
transfer lists: 2549.6 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(615422, 658916, 535897)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(51240, 55594, 46439)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(9209, 9935, 8489)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2090, 2237, 1851)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(504, 534, 422)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(131, 136, 103)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(36, 36, 26)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(10, 10, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(3, 3, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<2.1584 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 66 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 50/1024 2400/49152 ( 4.9%)
brushes 4049/8192 48588/98304 (49.4%)
brushsides 31303/65536 250424/524288 (47.8%)
planes 15724/65536 314480/1310720 (24.0%)
vertexes 36539/65536 438468/786432 (55.8%)
nodes 6582/65536 210624/2097152 (10.0%)
texinfos 3264/12288 235008/884736 (26.6%)
texdata 136/2048 4352/65536 ( 6.6%)
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 24410/65536 1366960/3670016 (37.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 10779/65536 603624/3670016 (16.4%)
leaves 6633/65536 212256/2097152 (10.1%)
leaffaces 29754/65536 59508/131072 (45.4%)
leafbrushes 9132/65536 18264/131072 (13.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 160247/512000 640988/2048000 (31.3%)
edges 100346/256000 401384/1024000 (39.2%)
LDR worldlights 309/8192 27192/720896 ( 3.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 2803/32768 28030/327680 ( 8.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 56022/65536 112044/131072 (85.5%) VERY FULL!
cubemapsamples 26/1024 416/16384 ( 2.5%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 27180968/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8761/16777216 ( 0.1%)
entdata [variable] 169878/393216 (43.2%)
LDR ambient table 6633/65536 26532/262144 (10.1%)
HDR ambient table 6633/65536 26532/262144 (10.1%)
LDR leaf ambient 23499/65536 657972/1835008 (35.9%)
HDR leaf ambient 6633/65536 185724/1835008 (10.1%)
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] 1/504 ( 0.2%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/49002 ( 0.0%)
pakfile [variable] 2377049/0 ( 0.0%)
physics [variable] 1469801/4194304 (35.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 68557
Writing e:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\3.bsp
Validate your game files, the issue is that the compilers corrupt themselves randomly
Thanks for the quick reply! Unfortunately this doesn't seem to work. I still get the error and it tells me that it validated all files successfully.
Try use another game's Hammer/compilers
What's the best way to do this? I attempted using TF2's hammer editor but ran into a problem with a missing wireframe texture. So, is there any good alternative to reconfiguring the whole hammer editor?
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