• Map Problems: Nothing works its all wierd
    5 replies, posted
Well i compiled the map multiple times always same problem. Its a jailbreak map that i did a litttle bit of editing on mostly to remove spots i dont like. When i load it in singleplayer this happens: [img]http://img835.imageshack.us/img835/763/scrnq.png[/img] This is what i get while compiling. [spoiler] [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\i8myyelowcrayon\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\i8myyelowcrayon\counter-strike source\cstrike" "C:\Users\zach\Desktop\ba_jail_hellsgamers_se_r2_d.vmf" Valve Software - vbsp.exe (Jul 7 2010) 2 threads materialPath: c:\program files (x86)\steam\steamapps\i8myyelowcrayon\counter-strike source\cstrike\materials Loading C:\Users\zach\Desktop\ba_jail_hellsgamers_se_r2_d.vmf Can't find surfaceprop panel for material METAL/PRODVENTA, using default Can't find surfaceprop stone for material STONE/INFWLLC, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "hellsgamers/sign" not found. Material not found!: HELLSGAMERS/SIGN material "hellsgamers/sign2" not found. Material not found!: HELLSGAMERS/SIGN2 Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\i8myyelowcrayon\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/ba_jail_hellsgamers_se_r2_d/nature/infblendgrassdirt001a_wvt_patch 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... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... 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... Merged 2080 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\zach\Desktop\ba_jail_hellsgamers_se_r2_d.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/tides*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/tides*.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 (4) (1006936 bytes) Static prop models/props_wasteland/interior_fence002c.mdl outside the map (2317.00, -562.00, 64.67) Static prop models/props_wasteland/interior_fence002c.mdl outside the map (2317.00, -692.00, 64.67) Static prop models/props_wasteland/interior_fence002c.mdl outside the map (2317.00, -821.00, 64.67) Static prop models/props_wasteland/interior_fence002c.mdl outside the map (2317.00, -951.00, 64.67) Static prop models/props_wasteland/interior_fence002c.mdl outside the map (2317.00, -1080.00, 64.67) Static prop models/props_wasteland/interior_fence002c.mdl outside the map (2317.00, -1209.00, 64.67) Static prop models/props_wasteland/interior_fence002c.mdl outside the map (2317.00, -1338.00, 64.67) Static prop models/props_wasteland/prison_cagedlight001a.mdl outside the map (-418.19, 647.00, -96.00) Static prop models/props_c17/metalladder001.mdl outside the map (-1312.00, -1905.00, 129.00) Static prop models/props_c17/metalladder001.mdl outside the map (2257.00, -2557.00, -129.00) Static prop models/props_c17/metalladder001.mdl outside the map (2257.00, -2557.00, -257.00) Static prop models/props_c17/metalladder001.mdl outside the map (1872.00, -2556.71, -129.00) Static prop models/props_c17/metalladder001.mdl outside the map (1872.00, -2556.71, -257.00) Static prop models/props_c17/metalladder001.mdl outside the map (2254.00, -1603.00, -129.00) Static prop models/props_c17/metalladder001.mdl outside the map (2254.00, -1603.00, -257.00) Static prop models/props_c17/metalladder001.mdl outside the map (1872.00, -1603.00, -129.00) Static prop models/props_c17/metalladder001.mdl outside the map (1872.00, -1603.00, -257.00) Static prop models/props_c17/metalladder001.mdl outside the map (948.71, -2224.00, -353.00) Static prop models/props_c17/metalladder001.mdl outside the map (948.71, -2224.00, -481.00) Static prop models/props_c17/metalladder001.mdl outside the map (-2336.00, -1859.00, 16.00) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 4589 texinfos to 2712 Reduced 354 texdatas to 281 (15491 bytes to 12111) Writing C:\Users\zach\Desktop\ba_jail_hellsgamers_se_r2_d.bsp 15 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\i8myyelowcrayon\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\i8myyelowcrayon\counter-strike source\cstrike" -fast "C:\Users\zach\Desktop\ba_jail_hellsgamers_se_r2_d" Valve Software - vvis.exe (Jul 7 2010) fastvis = true 2 threads reading c:\users\zach\desktop\ba_jail_hellsgamers_se_r2_d.bsp reading c:\users\zach\desktop\ba_jail_hellsgamers_se_r2_d.prt 1219 portalclusters 3689 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) Optimized: 1152 visible clusters (0.00%) Total clusters visible: 271360 Average clusters visible: 222 Building PAS... Average clusters audible: 232 visdatasize:147558 compressed from 390080 writing c:\users\zach\desktop\ba_jail_hellsgamers_se_r2_d.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\i8myyelowcrayon\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\i8myyelowcrayon\counter-strike source\cstrike" "C:\Users\zach\Desktop\ba_jail_hellsgamers_se_r2_d" Valve Software - vrad.exe SSE (Jul 7 2010) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\users\zach\desktop\ba_jail_hellsgamers_se_r2_d.bsp Setting up ray-trace acceleration structure... Done (5.61 seconds) 10776 faces 10 degenerate faces 599514 square feet [86330016.00 square inches] 1 Displacements 136 Square Feet [19712.00 Square Inches] 10766 patches before subdivision zero area child patch 80566 patches after subdivision 226 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (30) transfers 14699116, max 1404 transfer lists: 112.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(812162, 711342, 428677) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(185226, 178917, 92771) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(48568, 49059, 22248) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(13696, 14800, 5835) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(4205, 4756, 1641) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1355, 1636, 494) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(458, 587, 156) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(161, 222, 52) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(59, 86, 18) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(22, 35, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(9, 14, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(4, 6, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(2, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0398 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (24) 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 (14) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 218/1024 10464/49152 (21.3%) brushes 2843/8192 34116/98304 (34.7%) brushsides 29975/65536 239800/524288 (45.7%) planes 35274/65536 705480/1310720 (53.8%) vertexes 18487/65536 221844/786432 (28.2%) nodes 4873/65536 155936/2097152 ( 7.4%) texinfos 2712/12288 195264/884736 (22.1%) texdata 281/2048 8992/65536 (13.7%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 25/0 500/0 ( 0.0%) disp_tris 32/0 64/0 ( 0.0%) disp_lmsamples 432/0 432/0 ( 0.0%) faces 10776/65536 603456/3670016 (16.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 8306/65536 465136/3670016 (12.7%) leaves 5092/65536 162944/2097152 ( 7.8%) leaffaces 14871/65536 29742/131072 (22.7%) leafbrushes 4713/65536 9426/131072 ( 7.2%) areas 46/256 368/2048 (18.0%) surfedges 86120/512000 344480/2048000 (16.8%) edges 51008/256000 204032/1024000 (19.9%) LDR worldlights 226/8192 19888/720896 ( 2.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 7/32768 84/393216 ( 0.0%) waterstrips 891/32768 8910/327680 ( 2.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 15990/65536 31980/131072 (24.4%) cubemapsamples 21/1024 336/16384 ( 2.1%) overlays 14/512 4928/180224 ( 2.7%) LDR lightdata [variable] 4064876/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 147558/16777216 ( 0.9%) entdata [variable] 381065/393216 (96.9%) VERY FULL! LDR ambient table 5092/65536 20368/262144 ( 7.8%) HDR ambient table 5092/65536 20368/262144 ( 7.8%) LDR leaf ambient 17912/65536 501536/1835008 (27.3%) HDR leaf ambient 5092/65536 142576/1835008 ( 7.8%) 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] 1/33306 ( 0.0%) pakfile [variable] 1978351/0 ( 0.0%) physics [variable] 1006936/4194304 (24.0%) physics terrain [variable] 69/1048576 ( 0.0%) Level flags = 0 Total triangle count: 30396 Writing c:\users\zach\desktop\ba_jail_hellsgamers_se_r2_d.bsp 1 minute, 30 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\zach\Desktop\ba_jail_hellsgamers_se_r2_d.bsp" "c:\program files (x86)\steam\steamapps\i8myyelowcrayon\counter-strike source\cstrike\maps\ba_jail_hellsgamers_se_r2_d.bsp" [/code] [/spoler] Any ideas why?
Static prop models/props_wasteland/interior_fence002c.mdl outside the map (2317.00, -562.00, 64.67) Static prop models/props_wasteland/interior_fence002c.mdl outside the map (2317.00, -692.00, 64.67) Static prop models/props_wasteland/interior_fence002c.mdl outside the map (2317.00, -821.00, 64.67) Static prop models/props_wasteland/interior_fence002c.mdl outside the map (2317.00, -951.00, 64.67) Static prop models/props_wasteland/interior_fence002c.mdl outside the map (2317.00, -1080.00, 64.67) Static prop models/props_wasteland/interior_fence002c.mdl outside the map (2317.00, -1209.00, 64.67) Static prop models/props_wasteland/interior_fence002c.mdl outside the map (2317.00, -1338.00, 64.67) Static prop models/props_wasteland/prison_cagedlight001a.mdl outside the map (-418.19, 647.00, -96.00) Static prop models/props_c17/metalladder001.mdl outside the map (-1312.00, -1905.00, 129.00) Static prop models/props_c17/metalladder001.mdl outside the map (2257.00, -2557.00, -129.00) Static prop models/props_c17/metalladder001.mdl outside the map (2257.00, -2557.00, -257.00) Static prop models/props_c17/metalladder001.mdl outside the map (1872.00, -2556.71, -129.00) Static prop models/props_c17/metalladder001.mdl outside the map (1872.00, -2556.71, -257.00) Static prop models/props_c17/metalladder001.mdl outside the map (2254.00, -1603.00, -129.00) Static prop models/props_c17/metalladder001.mdl outside the map (2254.00, -1603.00, -257.00) Static prop models/props_c17/metalladder001.mdl outside the map (1872.00, -1603.00, -129.00) Static prop models/props_c17/metalladder001.mdl outside the map (1872.00, -1603.00, -257.00) Static prop models/props_c17/metalladder001.mdl outside the map (948.71, -2224.00, -353.00) Static prop models/props_c17/metalladder001.mdl outside the map (948.71, -2224.00, -481.00) Static prop models/props_c17/metalladder001.mdl outside the map (-2336.00, -1859.00, 16.00) Those errors cant be helping.
those are errors?
Also it being a decompiled map it doesn't help, it's probably messed up a few things, best thing to do would be contact the author to get the original VMF if he'd give it to you of course.
[QUOTE=fruitftw;31695169]those are errors?[/QUOTE] You are right. Props being outside the map can't cause any serious problems at all. Heh...missed the d in his map name. Yeh, try making a map for yourself. You may then learn about the editor.
The issue you're seeing is caused because Area Portals don't normally fair too well through the decompile process (When I decompiled my map [url]http://steamcommunity.com/id/Killermon/screenshot/559781870836062945?tab=public[/url] .You can see all the area portals were turned from ents into world brushes - amongst other problems). That area portal brush needs to be turned back from a world brush into an area portal ent, however if it was linked to any doors, those will also need re-linking. I, same as most people, don't condone decompiling maps, on top of all those broken area portals, you probably have butchered brush work as a result of the decompile - it's half a miracle it even compiles!
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