• L4D Map not updating after compiling.
    4 replies, posted
I simply can't update my map. When I load it in l4d it's the old one. Here's the Compile Log [code] ** Executing... ** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\High_School_Reunion_Survival" Valve Software - vbsp.exe (Jun 22 2009) 2 threads materialPath: c:\program files\steam\steamapps\common\left 4 dead\left4dead\materials Loading C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\High_School_Reunion_Survival.vmf Error: displacement found on a(n) func_detail entity - not supported (entity 200, brush 0) ** Executing... ** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\High_School_Reunion_Survival" Valve Software - vvis.exe (Jun 22 2009) 2 threads reading c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\High_School_Reunion_Survival.bsp reading c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\High_School_Reunion_Survival.prt LoadPortals: couldn't read c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\High_School_Reunion_Survival.prt ** Executing... ** Command: "c:\program files\steam\steamapps\common\left 4 dead\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\common\left 4 dead\left4dead" "C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\High_School_Reunion_Survival" Valve Software - vrad.exe SSE (Jun 22 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\High_School_Reunion_Survival.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.67 seconds) 2576 faces 1436532 square feet [206860704.00 square inches] 11 Displacements 22760 Square Feet [3277569.00 Square Inches] sun extent from map=0.000000 5 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13) Build Patch/Sample Hash Table(s).....Done<0.0490 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (28) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 13/1024 624/49152 ( 1.3%) brushes 364/8192 4368/98304 ( 4.4%) brushsides 2478/65536 19824/524288 ( 3.8%) planes 1424/65536 28480/1310720 ( 2.2%) vertexes 3835/65536 46020/786432 ( 5.9%) nodes 1347/65536 43104/2097152 ( 2.1%) texinfos 382/12288 27504/884736 ( 3.1%) texdata 94/2048 3008/65536 ( 4.6%) dispinfos 11/0 1936/0 ( 0.0%) disp_verts 387/0 7740/0 ( 0.0%) disp_tris 544/0 1088/0 ( 0.0%) disp_lmsamples 55608/0 55608/0 ( 0.0%) faces 2576/65536 144256/3670016 ( 3.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1082/65536 60592/3670016 ( 1.7%) leaves 1361/65536 43552/2097152 ( 2.1%) leaffaces 3201/65536 6402/131072 ( 4.9%) leafbrushes 787/65536 1574/131072 ( 1.2%) areas 2/256 16/2048 ( 0.8%) surfedges 16503/512000 66012/2048000 ( 3.2%) edges 9446/256000 37784/1024000 ( 3.7%) LDR worldlights 5/8192 500/819200 ( 0.1%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 230/32768 2300/327680 ( 0.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 3714/65536 7428/131072 ( 5.7%) cubemapsamples 10/1024 160/16384 ( 1.0%) overlays 28/512 9856/180224 ( 5.5%) LDR lightdata [variable] 6101124/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 10568/393216 ( 2.7%) LDR ambient table 1361/65536 5444/262144 ( 2.1%) HDR ambient table 1361/65536 5444/262144 ( 2.1%) LDR leaf ambient 7363/65536 206164/1835008 (11.2%) HDR leaf ambient 1361/65536 38108/1835008 ( 2.1%) 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] 1/3624 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/11014 ( 0.0%) pakfile [variable] 1419541/0 ( 0.0%) physics [variable] 129840/4194304 ( 3.1%) physics terrain [variable] 1509/1048576 ( 0.1%) Level flags = 0 Total triangle count: 7028 Writing c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\High_School_Reunion_Survival.bsp 44 seconds elapsed ***VPK: FastFindFile Attempting to use full path with VPK file! File: c:\program files\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\High_School_Reunion_Survival.rad ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\High_School_Reunion_Survival.bsp" "c:\program files\steam\steamapps\common\left 4 dead\left4dead\maps\High_School_Reunion_Survival.bsp" [/code] Also, I have cubemaps in the map, but purple appears on the bump map on the bricks still ingame, why?
[code]Error: displacement found on a(n) func_detail entity - not supported (entity 200, brush 0)[/code] This error is crashing the compile. Built the cubemaps?
Alright I fixed it, thanks for the help. One last question. I want to make a spot light the starts off, then turns on when I press a button. I doesn't need to turn off. Any way to do that? I try it in game but it just stays on.
func_button with an output targeting the name of the light with the Turn on function or something, there should be a start off flag on the light?
[QUOTE=Mr.Radeon;17328845]func_button with an output targeting the name of the light with the Turn on function or something, there should be a start off flag on the light?[/QUOTE] I did a few test, I finally got it right with a Beam_Spotlight. Thanks a lot guys.
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