Hi i'm having problems with my map....i compile it but it seems to not do anything to the bsp and the bsp justs stays the same as an older version i compiled of it...
materialPath: c:\program files\steam\steamapps\jamzzster\counter-strike source\cstrike\materials
Loading C:\James\gta\beta_CityVille_V1.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6608.2, 12916.2, -11468.9)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 1279:
Processing areas...done (0)
Building Faces...material "liquids/water_tropical_beneath" not found
done (2)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 184 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
numvertexes == MAX_MAP_VERTS
2 threads
reading c:\james\gta\beta_CityVille_V1.bsp
Error opening c:\james\gta\beta_CityVille_V1.bsp
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\james\gta\beta_CityVille_V1.bsp
Error opening c:\james\gta\beta_CityVille_V1.bsp
materialPath: c:\program files\steam\steamapps\jamzzster\counter-strike source\cstrike\materials
Loading C:\James\gta\beta_CityVille_V1.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6608.2, 12916.2, -11468.9)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 1279:
Processing areas...done (0)
Building Faces...material "liquids/water_tropical_beneath" not found
done (2)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 184 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
numvertexes == MAX_MAP_VERTS
2 threads
reading c:\james\gta\beta_CityVille_V1.bsp
reading c:\james\gta\beta_CityVille_V1.prt
LoadPortals: couldn't read c:\james\gta\beta_CityVille_V1.prt
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\james\gta\beta_CityVille_V1.bsp
32472 faces
27 degenerate faces
31176064 square feet [4489353216.00 square inches]
54 displacements
182375 square feet [26262006.00 square inches]
32445 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
517181 patches after subdivision
34 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8Error trying to allocate 37528 bytes.
numvertexes == MAX_MAP_VERTS
Too much brushwork. Turn some of the details into models.
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