• My map is acting weird
    2 replies, posted
Made a simple map, gm_sand. When I went into GMod to test it, it was an old version from a few hours ago! I've tried everything but nothing has worked :( Log: [CODE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\user\Documents\gmod maps\gm_sand.vmf" Valve Software - vbsp.exe (Jul 25 2017) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Users\user\Documents\gmod maps\gm_sand.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/gm_sand/nature/blendrocksand004a_wvt_patch 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:\Users\user\Documents\gmod maps\gm_sand.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) (2363 bytes) Error! prop_static using model "models/props_junk/metalbucket01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/metalbucket01a.mdl"! Error! To use model "models/weapons/w_rif_ak47.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/weapons/w_rif_ak47.mdl"! Error! To use model "models/weapons/w_rif_famas.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/weapons/w_rif_famas.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 11 texinfos to 2 Reduced 3 texdatas to 2 (91 bytes to 66) Writing C:\Users\user\Documents\gmod maps\gm_sand.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\user\Documents\gmod maps\gm_sand" Valve Software - vvis.exe (Jul 25 2017) 4 threads reading c:\users\user\documents\gmod maps\gm_sand.bsp reading c:\users\user\documents\gmod maps\gm_sand.prt 4 portalclusters 4 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 (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:\users\user\documents\gmod maps\gm_sand.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\user\Documents\gmod maps\gm_sand" Valve Software - vrad.exe SSE (Jul 25 2017) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\user\documents\gmod maps\gm_sand.bsp Setting up ray-trace acceleration structure... Done (0.00 seconds) 48 faces 112867 square feet [16252928.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 48 patches before subdivision 2288 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 (0) transfers 1045, max 96 transfer lists: 0.0 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<0.0011 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 67/65536 804/786432 ( 0.1%) nodes 23/65536 736/2097152 ( 0.0%) texinfos 2/12288 144/884736 ( 0.0%) texdata 2/2048 64/65536 ( 0.1%) 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 48/65536 2688/3670016 ( 0.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6/65536 336/3670016 ( 0.0%) leaves 25/65536 800/2097152 ( 0.0%) leaffaces 48/65536 96/131072 ( 0.1%) leafbrushes 24/65536 48/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 232/512000 928/2048000 ( 0.0%) edges 125/256000 500/1024000 ( 0.0%) LDR worldlights 2/8192 176/720896 ( 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 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 296080/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 44/16777216 ( 0.0%) entdata [variable] 3372/393216 ( 0.9%) LDR ambient table 25/65536 100/262144 ( 0.0%) HDR ambient table 25/65536 100/262144 ( 0.0%) LDR leaf ambient 60/65536 1680/1835008 ( 0.1%) HDR leaf ambient 25/65536 700/1835008 ( 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] 211812/0 ( 0.0%) physics [variable] 2363/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 112 Writing c:\users\user\documents\gmod maps\gm_sand.bsp 0 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\user\Documents\gmod maps\gm_sand.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_sand.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steama
There is a section for mapping. This is the developer discussion section for gmod lua.
[QUOTE=MelonShooter;52710925]There is a section for mapping. This is the developer discussion section for gmod lua.[/QUOTE] Didn't notice that... So stupid :P
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