I've been messing around with source sdk making GMOD maps. At first everything was fine just configed everything (later to find out it doesnt really matter) and got all set up and started making some basic things like boxes with a few spawns. Recently when I Run (F9) my project Garry's Mod will open but it just brings me to the title screen. I hadn't had this problem before and I'm not quite sure how or why it started.... Heres the compiler message, feedback would be much obliged.
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\teddyyumyums\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\teddyyumyums\garrysmod\garrysmod\maps\mapsrc\box test.vmf"
Valve Software - vbsp.exe (Oct 25 2011)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\steamapps\teddyyumyums\garrysmod\garrysmod\maps\mapsrc\box test.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garrysmod\gameinfo.txt
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\teddyyumyums\garrysmod\garrysmod\maps\mapsrc\box test.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) (2279 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (21 bytes to 21)
Writing C:\Program Files (x86)\Steam\steamapps\teddyyumyums\garrysmod\garrysmod\maps\mapsrc\box test.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\teddyyumyums\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\teddyyumyums\garrysmod\garrysmod\maps\mapsrc\box test"
Valve Software - vvis.exe (Oct 25 2011)
2 threads
reading c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garrysmod\maps\mapsrc\box test.bsp
reading c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garrysmod\maps\mapsrc\box test.prt
4 portalclusters
4 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garrysmod\maps\mapsrc\box test.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\teddyyumyums\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\teddyyumyums\garrysmod\garrysmod\maps\mapsrc\box test"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\teddyyumyums\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garrysmod\maps\mapsrc\box test.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
2730 square feet [393216.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
752 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 60532, max 182
transfer lists: 0.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0002 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 40/65536 800/1310720 ( 0.1%)
vertexes 35/65536 420/786432 ( 0.1%)
nodes 27/65536 864/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 16/65536 896/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 29/65536 928/2097152 ( 0.0%)
leaffaces 16/65536 32/131072 ( 0.0%)
leafbrushes 16/65536 32/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88/512000 352/2048000 ( 0.0%)
edges 57/256000 228/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 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] 7552/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 326/393216 ( 0.1%)
LDR ambient table 29/65536 116/262144 ( 0.0%)
HDR ambient table 29/65536 116/262144 ( 0.0%)
LDR leaf ambient 4/65536 112/1835008 ( 0.0%)
HDR leaf ambient 29/65536 812/1835008 ( 0.0%)
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] 105663/0 ( 0.0%)
physics [variable] 2279/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 32
Writing c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garrysmod\maps\mapsrc\box test.bsp
1 second elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\teddyyumyums\garrysmod\garrysmod\maps\mapsrc\box test.bsp" "c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garrysmod\maps\box test.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 4000 -game "c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garrysmod" +map "box test"
I can add configuration or any other info needed if asked.
I'm not sure I understand the problem. You have it configured to run the game engine upon compiling? If so I'm pretty sure it's recommended to turn it off and just open it before compiling so you can load up the map upon finishing it.
Could you elaborate on the issue more?
Basically I've been following these tutorials on youtube. At first I could Run them and the maps would open in GMOD after I pressed F9. However now when I compile the map (aka press F9) GMOD opens but just goes to the title screen and doesn't open the map anymore.
[QUOTE=Cartographer;35477106]Basically I've been following these tutorials on youtube. At first I could Run them and the maps would open in GMOD after I pressed F9. However now when I compile the map (aka press F9) GMOD opens but just goes to the title screen and doesn't open the map anymore.[/QUOTE]
Try changing:
c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garry smod
to
C:\Program Files (x86)\steam\steamapps\teddyyumyums\garrysmod\garrysmod (without a space in the last garry's mod).
Only thing I can think of that would break it.
Alright I'll try it, thanks
Yea I looked and the file didnt have a space there in all the directories i searched including my C drive.
I think what the problem is, is this warning message.
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\teddyyumyums\sourcesdk\bin\o rangebox\bin\lights.rad.
I don't know what it means though.
The only problem I can see is that you might have the SDK configured wrong.
You don't need to have the SDK configured specifically for Gmod, you can map for gmod with any of the games. Those tutorials for gmod mapping are outdated. Open your map with the SDK's HL2 configuration and compile it without "load map when done" checked. The map should compile and save where the .vmf is, and should work in gmod.
Is the .vmf saved in "mapsrc" or "maps"? Im seeing mapsrc in the compile log.
[QUOTE=Diealready;35477845]The only problem I can see is that you might have the SDK configured wrong.
You don't need to have the SDK configured specifically for Gmod, you can map for gmod with any of the games. Those tutorials for gmod mapping are outdated. Open your map with the SDK's HL2 configuration and compile it without "load map when done" checked. The map should compile and save where the .vmf is, and should work in gmod.
Is the .vmf saved in "mapsrc" or "maps"? Im seeing mapsrc in the compile log.[/QUOTE]
That's not his problem. He wants it to load gmod upon compiling. Also, it looks like at the end
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\teddyyumyums\garrysmod\garry smod\maps\mapsrc\box test.bsp" "c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garry smod\maps\box test.bsp"
It copies to the garry's mod folder. That's where I said my fix comes in, removing the space to garry's mod as it might be an incorrectly configured path.
[QUOTE=Diealready;35477845]The only problem I can see is that you might have the SDK configured wrong.
You don't need to have the SDK configured specifically for Gmod, you can map for gmod with any of the games. Those tutorials for gmod mapping are outdated. Open your map with the SDK's HL2 configuration and compile it without "load map when done" checked. The map should compile and save where the .vmf is, and should work in gmod.
Is the .vmf saved in "mapsrc" or "maps"? Im seeing mapsrc in the compile log.[/QUOTE]
I read that somewhere, but when I go to the configure list I only have Counterstrike and TF2. I don't own Half Life 2 so would I need to buy it in order to get the config?
I do have it saved in mapsrc
[QUOTE=Cartographer;35477919]I read that somewhere, but when I go to the configure list I only have Counterstrike and TF2. I don't own Half Life 2 so would I need to buy it in order to get the config?
I do have it saved in mapsrc[/QUOTE]
it needs to be saved in "maps" for it to work.
[QUOTE=Diealready;35478022]it needs to be saved in "maps" for it to work.[/QUOTE]
I assume you mean,
Teddyyumyums/garrysmod/garrysmod/maps
Which I just tried and it still didnt fix the issue..
So...everyone has missed that he has a space in the map name.
Change box test, to box_test, or boxtest.
[QUOTE=WitheredGryphon;35477877]That's not his problem. He wants it to load gmod upon compiling. Also, it looks like at the end
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\teddyyumyums\garrysmod\garry smod\maps\mapsrc\box test.bsp" "c:\program files (x86)\steam\steamapps\teddyyumyums\garrysmod\garry smod\maps\box test.bsp"
It copies to the garry's mod folder. That's where I said my fix comes in, removing the space to garry's mod as it might be an incorrectly configured path.[/QUOTE]
That's not an issue his end.
The forum does this when you paste large tracts of text.
See Iron Penis reply above.
Wow thanks guys I think that changing the name to box_test worked because now its compiling and opening in Gmod! I appreciate you all taking the time to help!
Nice disagree withered...kinda showed you eh :)
[QUOTE=IronPhoenix;35486068]Nice disagree withered...kinda showed you eh :)[/QUOTE]
Hooray for forum glitches not helping! :dance:
Yes you did.
[QUOTE=metallics;35481529]That's not an issue his end.
The forum does this when you paste large tracts of text.
See Iron Penis reply above.[/QUOTE]
so people dont remember this after 15 threads about it
[QUOTE=xpod1;35509449]so people dont remember this after 15 threads about it[/QUOTE]
Nope :)
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