• Map won't compile...
    4 replies, posted
So added some stuff on my map, but now it won't copile (update the map) It doesn't give errors at Interlopers or the implanted error checker. This is the log: [code] ** Executing... ** Command: "f:\program files\steam\steamapps\dakarun\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2" "F:\Program Files\Steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea" Valve Software - vvis.exe (May 19 2009) 2 threads reading f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea.bsp reading f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea.prt 264 portalclusters 705 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 (6) Optimized: 66 visible clusters (0.00%) Total clusters visible: 40088 Average clusters visible: 151 Building PAS... Average clusters audible: 264 visdatasize:18732 compressed from 21120 writing f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea.bsp 6 seconds elapsed ** Executing... ** Command: "f:\program files\steam\steamapps\dakarun\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2" "F:\Program Files\Steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea" 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 f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea.bsp Setting up ray-trace acceleration structure... Done (0.11 seconds) 1391 faces 1 degenerate faces 791909 square feet [114035008.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1390 patches before subdivision 34470 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 2579503, max 799 transfer lists: 19.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(36144, 11659, 3949) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(3644, 670, 155) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(910, 63, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(186, 6, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(53, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(14, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0232 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 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 6/1024 288/49152 ( 0.6%) brushes 202/8192 2424/98304 ( 2.5%) brushsides 1466/65536 11728/524288 ( 2.2%) planes 804/65536 16080/1310720 ( 1.2%) vertexes 1764/65536 21168/786432 ( 2.7%) nodes 658/65536 21056/2097152 ( 1.0%) texinfos 225/12288 16200/884736 ( 1.8%) texdata 9/2048 288/65536 ( 0.4%) 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 1391/65536 77896/3670016 ( 2.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 561/65536 31416/3670016 ( 0.9%) leaves 665/65536 21280/2097152 ( 1.0%) leaffaces 1418/65536 2836/131072 ( 2.2%) leafbrushes 545/65536 1090/131072 ( 0.8%) areas 2/256 16/2048 ( 0.8%) surfedges 8553/512000 34212/2048000 ( 1.7%) edges 5001/256000 20004/1024000 ( 2.0%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 72/32768 720/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1236/65536 2472/131072 ( 1.9%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 824268/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 18732/16777216 ( 0.1%) entdata [variable] 4703/393216 ( 1.2%) LDR ambient table 665/65536 2660/262144 ( 1.0%) HDR ambient table 665/65536 2660/262144 ( 1.0%) LDR leaf ambient 2150/65536 60200/1835008 ( 3.3%) HDR leaf ambient 665/65536 18620/1835008 ( 1.0%) 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] 212011/0 ( 0.0%) physics [variable] 72528/4194304 ( 1.7%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3567 Writing f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea.bsp 13 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "F:\Program Files\Steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea.bsp" "f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea.bsp" ** Executing... ** Command: f:\program files\steam\steam.exe ** Parameters: -applaunch 420 -game "f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2" -dev console +map "house_idea" [/code]
It's not running VBSP.
How do I get it to run? And how comeit suddenly switched off?
Press f9 in hammer, ensure the top option is set to normal.
Yea, that was the problem. Odd, because I didn't turn it off. Ah well it works now. Thanks.
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