• map not compiling new changes.
    8 replies, posted
I'm having a rather large problem with a map I'm working on, whenever I compile, it doesn't seem to compile the newer changes I have made since the last compile. I tried Interlopers Compile log checker without any luck, and took a few looks over it myself. So I was wondering if somebody may be able to find out whats wrong in the log. [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\username\half-life 2 episode two\ep2" "C:\Users\Tom\Games\maps\lol" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files (x86)\steam\steamapps\username\half-life 2 episode two\ep2\materials Loading C:\Users\Tom\Games\maps\lol.vmf Patching WVT material: maps/lol/nature/blendsandgrass008a_wvt_patch Patching WVT material: maps/lol/nature/blendgrassmud01_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) Chop Details...done (0) Find Visible Detail Sides... Merged 20 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Tom\Games\maps\lol.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 (1) (37527 bytes) Placing detail props : 0...1...2...3...4...5...6...7...Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! 8Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! .Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! .Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! .Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! 9Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! .Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! .Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! .Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! 10 Compacting texture/material tables... Reduced 477 texinfos to 186 Reduced 25 texdatas to 22 (624 bytes to 534) Writing C:\Users\Tom\Games\maps\lol.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\username\half-life 2 episode two\ep2" "C:\Users\Tom\Games\maps\lol" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\users\tom\games\maps\lol.bsp reading c:\users\tom\games\maps\lol.prt 161 portalclusters 500 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 (3) Optimized: 22 visible clusters (0.00%) Total clusters visible: 18057 Average clusters visible: 112 Building PAS... Average clusters audible: 160 visdatasize:8108 compressed from 7728 writing c:\users\tom\games\maps\lol.bsp 3 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\username\half-life 2 episode two\ep2" "C:\Users\Tom\Games\maps\lol" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\tom\games\maps\lol.bsp Setting up ray-trace acceleration structure... Done (1.22 seconds) 674 faces 189494 square feet [27287156.00 square inches] 136 Displacements 58850 Square Feet [8474490.00 Square Inches] 674 patches before subdivision 7418 patches after subdivision 6 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 262620, max 210 transfer lists: 2.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(8494, 7772, 3259) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1373, 1223, 409) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(424, 353, 98) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(153, 118, 28) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(58, 40, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(22, 14, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(9, 5, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(3, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0077 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 111/8192 1332/98304 ( 1.4%) brushsides 713/65536 5704/524288 ( 1.1%) planes 522/65536 10440/1310720 ( 0.8%) vertexes 952/65536 11424/786432 ( 1.5%) nodes 336/65536 10752/2097152 ( 0.5%) texinfos 186/12288 13392/884736 ( 1.5%) texdata 22/2048 704/65536 ( 1.1%) dispinfos 136/0 23936/0 ( 0.0%) disp_verts 12680/0 253600/0 ( 0.0%) disp_tris 20480/0 40960/0 ( 0.0%) disp_lmsamples 166667/0 166667/0 ( 0.0%) faces 674/65536 37744/3670016 ( 1.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 454/65536 25424/3670016 ( 0.7%) leaves 338/65536 10816/2097152 ( 0.5%) leaffaces 666/65536 1332/131072 ( 1.0%) leafbrushes 266/65536 532/131072 ( 0.4%) areas 2/256 16/2048 ( 0.8%) surfedges 4838/512000 19352/2048000 ( 0.9%) edges 2917/256000 11668/1024000 ( 1.1%) LDR worldlights 6/8192 528/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 36/32768 360/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 540/65536 1080/131072 ( 0.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 547928/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 8108/16777216 ( 0.0%) entdata [variable] 2617/393216 ( 0.7%) LDR ambient table 338/65536 1352/262144 ( 0.5%) HDR ambient table 338/65536 1352/262144 ( 0.5%) LDR leaf ambient 1735/65536 48580/1835008 ( 2.6%) HDR leaf ambient 338/65536 9464/1835008 ( 0.5%) 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] 1/2874 ( 0.0%) pakfile [variable] 212724/0 ( 0.0%) physics [variable] 37527/4194304 ( 0.9%) physics terrain [variable] 35348/1048576 ( 3.4%) Level flags = 0 Total triangle count: 1690 Writing c:\users\tom\games\map\lol.bsp 10 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Tom\Games\maps\lol.bsp" "c:\program files (x86)\steam\steamapps\username\garrysmod\garrysmod\maps\lol.bsp" [/code]
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01! That doesn't look too good, especially since it says like fifty times.
I could fix that, but all that error does is stop the detail sprites, or grass from showing and I like the texture as it is for now. pretty sure it doesn't stop it from compiling right, somebody correct me if I'm wrong.
I don't know, usually when this happens to me it's because of an invalid brush or something, it could possibly be the sprites fucking up, try fixing them.
Try alt-p
Tried changing the texture, and tried alt-p. No errors found.
It seems to be copying over to the garrysmod folder instead of the ep2 folder, perhaps that is your issue?
Yeah that was the problem thanks, I don't know why it was doing that.
Also, about the detail sprite thing, you can generally ignore it. Valve purged the detail.vbsp a while ago which removed some shit that was never used.
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