• Hammer Compiles but Map is not Updated
    18 replies, posted
When i compile my map settings: Bsp: Normal Vis: fast RAD: Normal it goes through the compiling with no errors but when i run the map, the things that i added to my map aren't there, none of the updates are. What could be causing this?
Are your updates brush-based or are you adding more props? Try everything with normal, just in case. If your additions are prop-based, then you may be using the wrong type of prop; the prop may not be a prop_static, for example. It may be a prop_dynamic or something like that. That may cause the object not to appear in your map.
most are brush based. and to try everything normal will take days xD its a big map, and i just started getting this problem.
func_detail? Func_detail some stuff. set VIS to normal, try to optimize the level. And post the compile log anyway
Either the map compile is crashing or the finished .bsp isn't being copied to the maps folder. Post the compile log.
[code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap" Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2\materials Loading C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.vmf "materials/dev/dev_windowportal.vtf": cached version doesn't exist fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1616 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_08*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt" Can't load skybox file skybox/sky_day01_08 to build the default cubemap! 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) (1782304 bytes) Error! prop_static using model "models/props_c17/furniturechair001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturechair001a.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8.Material LOSTCOAST/NATURE/BLENDSTONEPATHWEEDS001A uses unknown detail object type lostcoast_grass! Material LOSTCOAST/NATURE/BLENDSTONEPATHWEEDS001A uses unknown detail object type lostcoast_grass! Material LOSTCOAST/NATURE/BLENDSTONEPATHWEEDS001A uses unknown detail object type lostcoast_grass! ..9...10 Compacting texture/material tables... Reduced 11985 texinfos to 6659 Reduced 1338 texdatas to 1034 (62329 bytes to 49530) Writing C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp 15 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2" -fast "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap" Valve Software - vvis.exe (Nov 8 2007) fastvis = true 4 threads reading c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp reading c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.prt 4396 portalclusters 16260 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (13) Optimized: 1279380 visible clusters (0.00%) Total clusters visible: 13927390 Average clusters visible: 3168 Building PAS... Average clusters audible: 4267 visdatasize:4480368 compressed from 4853184 writing c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp 16 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp 22675 faces 14 degenerate faces 2274353 square feet [327506944.00 square inches] 19 displacements 38725 square feet [5576485.00 square inches] 22661 patches before subdivision zero area child patch zero area child patch 200467 patches after subdivision 836 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (795) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (281) transfers 23359423, max 1660 transfer lists: 178.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(432326, 299832, 143710) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(73075, 46676, 19494) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(14595, 9151, 3683) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(3444, 2168, 867) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(929, 598, 240) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(277, 181, 72) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(90, 59, 23) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(31, 20, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(11, 7, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(4, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0958 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 605 of 614 (98% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 208/1024 9984/49152 (20.3%) brushes 4708/8192 56496/98304 (57.5%) brushsides 37696/65536 301568/524288 (57.5%) planes 29622/65536 592440/1310720 (45.2%) vertexes 45317/65536 543804/786432 (69.1%) nodes 11572/65536 370304/2097152 (17.7%) texinfos 6659/12288 479448/884736 (54.2%) texdata 1034/2048 33088/65536 (50.5%) dispinfos 19/0 3344/0 ( 0.0%) disp_verts 1715/0 34300/0 ( 0.0%) disp_tris 2816/0 5632/0 ( 0.0%) disp_lmsamples 59886/0 59886/0 ( 0.0%) faces 22675/65536 1269800/3670016 (34.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 15858/65536 888048/3670016 (24.2%) leaves 11781/65536 376992/2097152 (18.0%) leaffaces 28976/65536 57952/131072 (44.2%) leafbrushes 10263/65536 20526/131072 (15.7%) areas 2/256 16/2048 ( 0.8%) surfedges 175283/512000 701132/2048000 (34.2%) edges 105774/256000 423096/1024000 (41.3%) LDR worldlights 836/8192 73568/720896 (10.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 2259/32768 22590/327680 ( 6.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 43380/65536 86760/131072 (66.2%) cubemapsamples 38/1024 608/16384 ( 3.7%) overlays 1/512 352/180224 ( 0.2%) LDR lightdata [variable] 9706676/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4480368/16777216 (26.7%) entdata [variable] 211124/393216 (53.7%) LDR leaf ambient 11781/65536 282744/1572864 (18.0%) HDR leaf ambient 0/65536 0/1572864 ( 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] 1/35432 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/35210 ( 0.0%) pakfile [variable] 700187/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 1782304/4194304 (42.5%) ==== Total Win32 BSP file data space used: 23575141 bytes ==== Total triangle count: 66222 Writing c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp 18 minutes, 21 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp" "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2\maps\redonemap.bsp" [/code]
I had this same problem, it's just if you have anything that stops the compile, it'll open up the old map instead of the new one. That means that you gotta get rid of anything blocking the compile, which in this case seems to be [code]No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt" Can't load skybox file skybox/sky_day01_08 to build the default cubemap![/code] and [code]Error loading studio model "models/props_c17/furniturechair001a.mdl"![/code]
Fucks sake those two errors won't stop a compile. :/
Delete the old bsp and recompile. Sometimes VBSP doesn't override the old one.
Did you save the map before you compiled?
Requires you to anyways.
[QUOTE=Lord Ned;16594880]Fucks sake those two errors won't stop a compile. :/[/QUOTE] Might as well try, there's no better leads. [editline]12:19AM[/editline] And even if it doesn't fix it, it's a good idea to get rid of them anyways.
[QUOTE=Lord Ned;16594880]Fucks sake those two errors won't stop a compile. :/[/QUOTE] That just got me thinking. Maybe it is updating, but the props he recently added aren't showing because they are the wrong type.
[QUOTE=cmanatlan;16594627]I had this same problem, it's just if you have anything that stops the compile, it'll open up the old map instead of the new one. That means that you gotta get rid of anything blocking the compile, which in this case seems to be [code]No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt" Can't load skybox file skybox/sky_day01_08 to build the default cubemap![/code] and [code]Error loading studio model "models/props_c17/furniturechair001a.mdl"![/code][/QUOTE] I always get that first one. I guess it's just normal.
[QUOTE=MS-DOS4;16597824]I always get that first one. I guess it's just normal.[/QUOTE] All it means is that the compile tools can't find the skybox texture in your mod directory, so it won't generate temp cubemaps.
I've had this before, I think I solved it by saving the bsp as a new name and deleting the old one.
I'm still having this problem, here is my compile log. see anything?? [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap" Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2\materials Loading C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.vmf "materials/dev/dev_windowportal.vtf": cached version doesn't exist fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1642 detail faces...done (0) Merging details...done (0) FixTjuncs... Too many t-junctions to fix up! ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2" -fast "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap" Valve Software - vvis.exe (Nov 8 2007) fastvis = true 4 threads reading c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp reading c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\sassin\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp 22675 faces 14 degenerate faces 2274353 square feet [327506944.00 square inches] 19 displacements 38725 square feet [5576485.00 square inches] 22661 patches before subdivision zero area child patch zero area child patch 200467 patches after subdivision 836 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (837) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (305) transfers 23359423, max 1660 transfer lists: 178.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(432327, 299832, 143710) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(73075, 46676, 19494) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(14595, 9151, 3683) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(3444, 2168, 867) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(929, 598, 240) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(277, 181, 72) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(90, 59, 23) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(31, 20, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(11, 7, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(4, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0990 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 605 of 614 (98% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 208/1024 9984/49152 (20.3%) brushes 4708/8192 56496/98304 (57.5%) brushsides 37696/65536 301568/524288 (57.5%) planes 29622/65536 592440/1310720 (45.2%) vertexes 45317/65536 543804/786432 (69.1%) nodes 11572/65536 370304/2097152 (17.7%) texinfos 6659/12288 479448/884736 (54.2%) texdata 1034/2048 33088/65536 (50.5%) dispinfos 19/0 3344/0 ( 0.0%) disp_verts 1715/0 34300/0 ( 0.0%) disp_tris 2816/0 5632/0 ( 0.0%) disp_lmsamples 59886/0 59886/0 ( 0.0%) faces 22675/65536 1269800/3670016 (34.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 15858/65536 888048/3670016 (24.2%) leaves 11781/65536 376992/2097152 (18.0%) leaffaces 28976/65536 57952/131072 (44.2%) leafbrushes 10263/65536 20526/131072 (15.7%) areas 2/256 16/2048 ( 0.8%) surfedges 175283/512000 701132/2048000 (34.2%) edges 105774/256000 423096/1024000 (41.3%) LDR worldlights 836/8192 73568/720896 (10.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 2259/32768 22590/327680 ( 6.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 43380/65536 86760/131072 (66.2%) cubemapsamples 38/1024 608/16384 ( 3.7%) overlays 1/512 352/180224 ( 0.2%) LDR lightdata [variable] 9706676/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4480368/16777216 (26.7%) entdata [variable] 211124/393216 (53.7%) LDR leaf ambient 11781/65536 282744/1572864 (18.0%) HDR leaf ambient 0/65536 0/1572864 ( 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] 1/35432 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/35210 ( 0.0%) pakfile [variable] 700187/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 1782304/4194304 (42.5%) ==== Total Win32 BSP file data space used: 23575141 bytes ==== Total triangle count: 66222 Writing c:\program files (x86)\steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp 19 minutes, 27 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\sassin\sourcesdk_content\hl2\mapsrc\redonemap.bsp" "c:\program files (x86)\steam\steamapps\sassin\half-life 2\hl2\maps\redonemap.bsp" [/code]
Yep. Too many t-junctions to fix up! I haven't seen this error in a while, so this info may not be 100% correct, if anyone spots anything, feel free to correct me. T-juncs occur at vertices where func_detail geometry meets world geometry. You have too many of them and you can do 1 of 2 things, turn some detail geometry into models, or try the -notjuncs expert compile command parameter on VBsp, however this may lead to gaps between detail brushwork and world geometry, and potentially funky lighting.
I also have the same problem, it shows as it compiles and gives no real error, but it doesn't saves the compilation. Deleting the old map and recompiling it will show the error that it can't copy the map, because there is no compiled map. What I noted that when you disable Props in Auto Visgroup, the map gets compiled. So I guess the cause could be that one or some props cause these. Could be many reasons: incorrect model, prop_static on non-propstatic models. First try disabling Props Visgroup then compile the map. If it works, reenable it, and check which model could cause that.
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