• problems runnng compiled files
    6 replies, posted
hi! im (very, VERY )new at mapping, and: after saving, and compiling the files, it creates the following files: STOFFORMAP.prt STOFFORMAP.vmx STOFFORMAP.bsp if i try to run the .bsp file in garrysmod, it sais in console: not a valid bsp file.. what can i do? heres my compile log: [code] materialPath: c:\program files\valve\steam\steamapps\chrb02\half-life 2 episode two\ep2\materials Loading C:\Users\chrb02\Desktop\STOFFORMAP.vmf fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\chrb02\Desktop\STOFFORMAP.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. 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 (0) (3722 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 12 texinfos to 6 Reduced 4 texdatas to 4 (105 bytes to 105) Writing C:\Users\chrb02\Desktop\STOFFORMAP.bsp 0 seconds elapsed 2 threads reading c:\users\chrb02\desktop\STOFFORMAP.bsp reading c:\users\chrb02\desktop\STOFFORMAP.prt 8 portalclusters 10 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%) Total clusters visible: 64 Average clusters visible: 8 Building PAS... Average clusters audible: 8 visdatasize:84 compressed from 128 writing c:\users\chrb02\desktop\STOFFORMAP.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\chrb02\desktop\STOFFORMAP.bsp 48 faces 26453 square feet [3809280.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 48 patches before subdivision 3216 patches after subdivision 4 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 343666, max 251 transfer lists: 2.6 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(6792, 6533, 6757) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1057, 998, 1122) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(169, 155, 188) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(27, 24, 31) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(4, 4, 5) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0016 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 10/8192 120/98304 ( 0.1%) brushsides 60/65536 480/524288 ( 0.1%) planes 48/65536 960/1310720 ( 0.1%) vertexes 111/65536 1332/786432 ( 0.2%) nodes 35/65536 1120/2097152 ( 0.1%) texinfos 6/12288 432/884736 ( 0.0%) texdata 4/2048 128/65536 ( 0.2%) 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 48/65536 2688/3670016 ( 0.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 14/65536 784/3670016 ( 0.0%) leaves 37/65536 1184/2097152 ( 0.1%) leaffaces 48/65536 96/131072 ( 0.1%) leafbrushes 20/65536 40/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 272/512000 1088/2048000 ( 0.1%) edges 161/256000 644/1024000 ( 0.1%) LDR worldlights 4/8192 352/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 65408/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 84/16777216 ( 0.0%) entdata [variable] 2594/393216 ( 0.7%) LDR ambient table 37/65536 148/262144 ( 0.1%) HDR ambient table 37/65536 148/262144 ( 0.1%) LDR leaf ambient 75/65536 2100/1835008 ( 0.1%) HDR leaf ambient 37/65536 1036/1835008 ( 0.1%) 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] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 105671/0 ( 0.0%) physics [variable] 3722/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 120 Writing c:\users\chrb02\desktop\STOFFORMAP.bsp 2 seconds elapsed [/code] please help me, seems pretty wred to me.
You have the .bsp save to your desktop, change the save location of the .bsp to the half-life 2 episode two\ep2\maps folder and you will be good.
thx man
Shouldn't matter where it saves. My VMF's are in a file called "hammer files" on my E drive.
:regd08:
[QUOTE=IronPhoenix;18489068]Shouldn't matter where it saves. My VMF's are in a file called "hammer files" on my E drive.[/QUOTE] VMF is okay, BSP needs to be right.
Shouldn't need to...first compile log i brought up had run fine off desktop. Of course that was running into hl2ep2, not gmod where the configs are usually to blame for more of the problems.
Sorry, you need to Log In to post a reply to this thread.