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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