• whenever i make a change to my map in hammer, the change does not appear in-game
    16 replies, posted
the title says it all, when i change something in the level editor, it does not affect anything in-game.
Post the compile log.
[code]** Executing... ** Command: "e:\program files (x86)\steam\steamapps\krazipanda\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "e:\program files (x86)\steam\steamapps\krazipanda\half-life 2 episode two\ep2" "I:\cavefixed.vmf" Valve Software - vbsp.exe (Jul 7 2010) 4 threads materialPath: e:\program files (x86)\steam\steamapps\krazipanda\half-life 2 episode two\ep2\materials Loading I:\cavefixed.vmf Could not locate 'GameData' key in e:\program files (x86)\steam\steamapps\krazipanda\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/cavefixed/nature/blendrockdirt_tunnel03a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (0) writing I:\cavefixed.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... ** Executing... ** Command: "e:\program files (x86)\steam\steamapps\krazipanda\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "e:\program files (x86)\steam\steamapps\krazipanda\half-life 2 episode two\ep2" "I:\cavefixed" Valve Software - vvis.exe (Jul 7 2010) 4 threads reading i:\cavefixed.bsp reading i:\cavefixed.prt 71 portalclusters 293 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1) Optimized: 3 visible clusters (0.00%) Total clusters visible: 4722 Average clusters visible: 66 Building PAS... Average clusters audible: 71 DecompressVis: 0 repeat ** Executing... ** Command: "e:\program files (x86)\steam\steamapps\krazipanda\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "e:\program files (x86)\steam\steamapps\krazipanda\half-life 2 episode two\ep2" "I:\cavefixed" Valve Software - vrad.exe SSE (Jul 7 2010) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading i:\cavefixed.bsp Setting up ray-trace acceleration structure... Done (0.70 seconds) 245 faces 8313 square feet [1197119.00 square inches] 67 Displacements 22091 Square Feet [3181104.75 Square Inches] 245 patches before subdivision 1811 patches after subdivision light has _fifty_percent_distance of 30.000000 but _zero_percent_distance of 0.000000 light has _fifty_percent_distance of 30.000000 but _zero_percent_distance of 0.000000 6 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 44623, max 128 transfer lists: 0.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(12, 15, 16) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0014 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 27/8192 324/98304 ( 0.3%) brushsides 185/65536 1480/524288 ( 0.3%) planes 262/65536 5240/1310720 ( 0.4%) vertexes 395/65536 4740/786432 ( 0.6%) nodes 169/65536 5408/2097152 ( 0.3%) texinfos 43/12288 3096/884736 ( 0.3%) texdata 12/2048 384/65536 ( 0.6%) dispinfos 67/0 11792/0 ( 0.0%) disp_verts 5427/0 108540/0 ( 0.0%) disp_tris 8576/0 17152/0 ( 0.0%) disp_lmsamples 86832/0 86832/0 ( 0.0%) faces 245/65536 13720/3670016 ( 0.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 154/65536 8624/3670016 ( 0.2%) leaves 171/65536 5472/2097152 ( 0.3%) leaffaces 210/65536 420/131072 ( 0.3%) leafbrushes 152/65536 304/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 1780/512000 7120/2048000 ( 0.3%) edges 1084/256000 4336/1024000 ( 0.4%) LDR worldlights 6/8192 528/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 20/32768 200/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 336/65536 672/131072 ( 0.5%) cubemapsamples 2/1024 32/16384 ( 0.2%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 672480/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 3016/16777216 ( 0.0%) entdata [variable] 2717/393216 ( 0.7%) LDR ambient table 171/65536 684/262144 ( 0.3%) HDR ambient table 171/65536 684/262144 ( 0.3%) LDR leaf ambient 220/65536 6160/1835008 ( 0.3%) HDR leaf ambient 171/65536 4788/1835008 ( 0.3%) 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] 1/3358 ( 0.0%) pakfile [variable] 320239/0 ( 0.0%) physics [variable] 13833/4194304 ( 0.3%) physics terrain [variable] 39281/1048576 ( 3.7%) Level flags = 0 Total triangle count: 674 Writing i:\cavefixed.bsp 4 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "I:\cavefixed.bsp" "e:\program files (x86)\steam\steamapps\krazipanda\half-life 2 episode two\ep2\maps\cavefixed.bsp" ** Executing... ** Command: e:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 420 -game "e:\program files (x86)\steam\steamapps\krazipanda\half-life 2 episode two\ep2" +map "cavefixed" [/code]
light has _fifty_percent_distance of 30.000000 but _zero_percent_distance of 0.000000 This crashes your compiler: You have set light to have 50% intensity at 30 units and 0% intensity at 0 units. NODRAW on terrain surface! This doesn't crash it, but should still be fixed: Instead of putting nodraw on a displacement, just select it with the face editor, go to displacement and click "Destroy". Edit: NODRAW on terrain surface! usually means there's a nodraw texture on a displacement, which doesn't crash it, but it can only mean there's any kind of tools/ texture on a displacement (eg. Clip textures crashes it)
ok, so i deleted the light, but the problem still happens... the render log is the exact same
like he said. [quote]NODRAW on terrain surface! This doesn't crash it, but should still be fixed: Instead of putting nodraw on a displacement, just select it with the face editor, go to displacement and click "Destroy".[/quote]
dont see any nodraw displacments
Might be because you have nodraw not to render in the viewport. Turn it on by pressing the nodraw button next to the leaf.
No, I promise it is on. There is literally nothing I see that could possibly be wrong with. The map [editline]22nd July 2011[/editline] No, I promise it is on. There is literally nothing I see that could possibly be wrong with. The map
You can send me the map and I'll check it out for you.
did you try the pointfile file yet?
[QUOTE=MenteR;31274462]did you try the pointfile file yet?[/QUOTE] Pointfile is for leaks, the map isn't leaking.
[QUOTE=krazipanda;31273715]No, I promise it is on. There is literally nothing I see that could possibly be wrong with. The map [editline]22nd July 2011[/editline] No, I promise it is on. There is literally nothing I see that could possibly be wrong with. The map[/QUOTE] It's possible you made nodraw textured brushes, and turned the upsides into displacements and retextured them, and accidentally selected a perpendicular side in the process without texturing that, and forgot about it / can't see it.
[QUOTE=IronPhoenix;31275331]Pointfile is for leaks, the map isn't leaking.[/QUOTE] the compiler is a fucking bitch to me then because whenever i have a leak it won't tell me
For this example, your map is called "Map.vmf" Save as > Map2.vmf Close map Open Map2.vmf Save as > Map.vmf Delete Map2.vmf Problem should now be resolved. Always worked for me in the past.
I solved it. It was a displacement with playerclip brush made into a displacement brush. [editline]23rd July 2011[/editline] [QUOTE=HatredViral;31278325]For this example, your map is called "Map.vmf" Save as > Map2.vmf Close map Open Map2.vmf Save as > Map.vmf Delete Map2.vmf Problem should now be resolved. Always worked for me in the past.[/QUOTE] Simply renaming your map won't do anything unless hammer might have fucked up something, I don't know.
[QUOTE=MenteR;31278259]the compiler is a fucking bitch to me then because whenever i have a leak it won't tell me[/QUOTE] If you don't have an entity in the map it won't tell you.
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