• BSP isnt updated when compiled!
    1 replies, posted
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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