• My half-life 2 map will not load after compiling.
    2 replies, posted
After compiling my map the hl2 client doesn't load my map. I have verified the map being in 'Half-Life 2\hl2\maps\' I've also tried running the map manually. [IMG]http://i.imgur.com/jcDKcFi.png[/IMG] Have I done something wrong in Hammer to give the result of invalid? EDIT: I've created an even simpler map with the same problem. I'll just have to tinker the options.
[QUOTE=Winter;47110374]After compiling my map the hl2 client doesn't load my map. I have verified the map being in 'Half-Life 2\hl2\maps\' I've also tried running the map manually. [IMG]http://i.imgur.com/jcDKcFi.png[/IMG] Have I done something wrong in Hammer to give the result of invalid? EDIT: I've created an even simpler map with the same problem. I'll just have to tinker the options.[/QUOTE] post the entire compile log, it may give us an idea why its not compiling. Also try restarting hammer and reloading the map to see if you get a prompt that some "solids could not be saved" (corrupted brushes).
I've restarted and reloaded the map. It may be worth mentioning that I have just started using Hammer without any custom configurations. EDIT: I switched to my main account with the game purchased and it worked. [QUOTE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2" "C:\Users\Someone\Documents\gmod map\test2.vmf" Valve Software - vbsp.exe (May 15 2014) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2\materials Loading C:\Users\Someone\Documents\gmod map\test2.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\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:\Users\Someone\Documents\gmod map\test2.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:\Users\Someone\Documents\gmod map\test2.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2" "C:\Users\Someone\Documents\gmod map\test2" Valve Software - vvis.exe (May 15 2014) 4 threads reading c:\users\Someone\documents\gmod map\test2.bsp reading c:\users\Someone\documents\gmod map\test2.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:\users\Someone\documents\gmod map\test2.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2" "C:\Users\Someone\Documents\gmod map\test2" Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\Someone\documents\gmod map\test2.bsp Setting up ray-trace acceleration structure... Done (0.00 seconds) 16 faces 17689 square feet [2547286.25 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 16 patches before subdivision 2800 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 289994, max 247 transfer lists: 2.2 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<0.0022 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 (0) 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] 44000/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 44/16777216 ( 0.0%) entdata [variable] 328/393216 ( 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] 105651/0 ( 0.0%) physics [variable] 2279/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 32 Writing c:\users\Someone\documents\gmod map\test2.bsp 0 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Someone\Documents\gmod map\test2.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2\maps\test2.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2" +map "test2" -steam [/QUOTE]
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