• The full map won't load
    18 replies, posted
I have created a simple map and when i try and load it through 'run map' in hammer editor it loads an old version of the map with none of the new parts which i added, how do i run the full map, what is the problem?
Seems to me it doesn't compile correctly. Do us a favour and post your compile log in [code] tags
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\djhalstead\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\djhalstead\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\djhalstead\sourcesdk_content\hl2\mapsrc\C-land" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files (x86)\steam\steamapps\djhalstead\half-life 2\hl2\materials Loading C:\Program Files (x86)\Steam\steamapps\djhalstead\sourcesdk_content\hl2\mapsrc\C-land.vmf Brush 23162: MAX_MAP_PLANES Side 63 Texture: NATURE/BLENDGRASSGRAVEL001A ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\djhalstead\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\djhalstead\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\djhalstead\sourcesdk_content\hl2\mapsrc\C-land" Valve Software - vvis.exe (Nov 8 2007) 2 threads reading c:\program files (x86)\steam\steamapps\djhalstead\sourcesdk_content\hl2\mapsrc\C-land.bsp reading c:\program files (x86)\steam\steamapps\djhalstead\sourcesdk_content\hl2\mapsrc\C-land.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\djhalstead\sourcesdk_content\hl2\mapsrc\C-land.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\djhalstead\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\djhalstead\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\djhalstead\sourcesdk_content\hl2\mapsrc\C-land" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\djhalstead\sourcesdk_content\hl2\mapsrc\C-land.bsp No vis information, direct lighting only. 4560 faces 11 degenerate faces 406004 square feet [58464612.00 square inches] 0 displacements 0 square feet [0.00 square inches] 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) Build Patch/Sample Hash Table(s).....Done<0.0098 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. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 554/8192 6648/98304 ( 6.8%) brushsides 5504/65536 44032/524288 ( 8.4%) planes 5896/65536 117920/1310720 ( 9.0%) vertexes 6609/65536 79308/786432 (10.1%) nodes 2794/65536 89408/2097152 ( 4.3%) texinfos 545/12288 39240/884736 ( 4.4%) texdata 17/2048 544/65536 ( 0.8%) 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 4560/65536 255360/3670016 ( 7.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2226/65536 124656/3670016 ( 3.4%) leaves 2796/65536 89472/2097152 ( 4.3%) leaffaces 5397/65536 10794/131072 ( 8.2%) leafbrushes 1256/65536 2512/131072 ( 1.9%) areas 2/256 16/2048 ( 0.8%) surfedges 32254/512000 129016/2048000 ( 6.3%) edges 18158/256000 72632/1024000 ( 7.1%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 583/32768 5830/327680 ( 1.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 10320/65536 20640/131072 (15.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2149872/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 11996/393216 ( 3.1%) LDR leaf ambient 2796/65536 67104/1572864 ( 4.3%) HDR leaf ambient 0/65536 0/1572864 ( 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] 20894/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 226769/4194304 ( 5.4%) ==== Total Win32 BSP file data space used: 3564713 bytes ==== Total triangle count: 13907 Writing c:\program files (x86)\steam\steamapps\djhalstead\sourcesdk_content\hl2\mapsrc\C-land.bsp 1 second elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\djhalstead\sourcesdk_content\hl2\mapsrc\C-land.bsp" "c:\program files (x86)\steam\steamapps\djhalstead\half-life 2\hl2\maps\C-land.bsp" also now when i try to create new maps is comes up with this message the command failed. Windows reported error: "The system cannot find the file specified." the map would then go to the half life 2 menu if i choose to continue
Brush 23162: MAX_MAP_PLANES Side 63 Texture: NATURE/BLENDGRASSGRAVEL001A [editline]7th January 2011[/editline] brush 23162: max_map_planes side 63 texture: nature/blendgrassgravel001a Maximum: 65536 Description: Your map has too many brushsides, or, simpler said, too many brushes. The brush and brushside mentioned are simply the first one in the map that went over the limit. Solution: Reduce the amount of brushsides, for instance by simplifying existing brushes or removing some of them. Perhaps you can turn a couple of them into models? There is nothing wrong with the mentioned brush, it is the TOTAL amount of brushsides that is your problem [editline]7th January 2011[/editline] interloers use it. [url]http://www.interlopers.net/errors/[/url]
Out of curiosity, do you think you could post a screenshot of your map from hammer? I'd just like to see what this looks like.
nodraw stuff that a player will not see maybe propper stuff like buildings and so on
[url]http://img600.imageshack.us/i/mapscreenshot.jpg/[/url] - screenshot, i am aware that the map doesn't look good anyway maps will not compile anymore when i try to create new ones, acording to interlopers.net it is due to numvertexes == max_map_verts i do not know how to solve this problem
Good god, no wonder you've hit the vertex limit
[QUOTE=djhalstead1991;27271040][url]http://img600.imageshack.us/i/mapscreenshot.jpg/[/url] - screenshot, i am aware that the map doesn't look good anyway maps will not compile anymore when i try to create new ones, acording to interlopers.net it is due to numvertexes == max_map_verts i do not know how to solve this problem[/QUOTE] :geno: Episode 2 has perfectly fine tree models for you to use.
Oh my god.. If you really wanna keep those trees, use Propper.
[QUOTE=Diealready;27272769]:geno: Episode 2 has perfectly fine tree models for you to use.[/QUOTE] this
[QUOTE=djhalstead1991;27271040][url]http://img600.imageshack.us/i/mapscreenshot.jpg/[/url] - screenshot, i am aware that the map doesn't look good anyway maps will not compile anymore when i try to create new ones, acording to interlopers.net it is due to numvertexes == max_map_verts i do not know how to solve this problem[/QUOTE] all those trees? delete all but one, make it a prefab and load it in a new project and propper it, then take the prop and place them on your map, your engine will love you long time.
This is just me guessing here, but when you make maps like this one right here. Chances are you aren't too familiar with propper.
i didnt find out about propper until i was 2 1/2 - 3 months into star pass 1 lol so maybe the same case scenario here. it made a huge difference though
i am not familiar with propper is there a tutorial?
[QUOTE=djhalstead1991;27281180]i am not familiar with propper is there a tutorial?[/QUOTE] [url]http://www.worldofleveldesign.com/categories/wold-members-tutorials/oilcake/propper-hammer-source-oilcake.php[/url] Google.
that was alot of trees and i bet they had no nodraw on them either
Do not make trees with brushes.
[QUOTE=IrishBandit;27296561]Do not make trees with brushes.[/QUOTE] i think that ship has long since sailed...
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