[code]
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill.vmf"
Valve Software - vbsp.exe (Oct 13 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "andromeda/gibs/metalgibs/metal_gibs" not found.
Material not found!: ANDROMEDA/GIBS/METALGIBS/METAL_GIBS
material "andromeda/weapons/pedestals/diorama_wall2" not found.
Material not found!: ANDROMEDA/WEAPONS/PEDESTALS/DIORAMA_WALL2
material "realworldtextures/new/metal2" not found.
Material not found!: REALWORLDTEXTURES/NEW/METAL2
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/rp_murray_hill/de_nuke/nukblenddirtgrassb_wvt_patch
Patching WVT material: maps/rp_murray_hill/nature/blendprodasphaltgrass_wvt_patch
Patching WVT material: maps/rp_murray_hill/de_train/blendgraveldirt001a_wvt_patch
Patching WVT material: maps/rp_murray_hill/de_nuke/nukblenddirtgrass_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1087.8 -3072.0 -296.6)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 1513377:
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 124 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (4423 prims, max 32768 :: 65556 indices, max 65536)
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill"
Valve Software - vvis.exe (Oct 13 2015)
8 threads
reading d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp
Error opening d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill"
Valve Software - vrad.exe SSE (Oct 13 2015)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp
Error opening d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp
** Executing...
** Command: Copy File
** Parameters: "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_murray_hill.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."
[/code]
hammer shat its self, its now fixed how ever, i decided to compile the map and a small issue occurred, thats the "too many t-junctions", but i ignored it and went and deleted all the window brushes as i have made them into props, any way, why wont it compile? Thanks :)
[editline]10th March 2016[/editline]
[code]
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill.vmf"
Valve Software - vbsp.exe (Oct 13 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "andromeda/gibs/metalgibs/metal_gibs" not found.
Material not found!: ANDROMEDA/GIBS/METALGIBS/METAL_GIBS
material "andromeda/weapons/pedestals/diorama_wall2" not found.
Material not found!: ANDROMEDA/WEAPONS/PEDESTALS/DIORAMA_WALL2
material "realworldtextures/new/metal2" not found.
Material not found!: REALWORLDTEXTURES/NEW/METAL2
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/rp_murray_hill/de_nuke/nukblenddirtgrassb_wvt_patch
Patching WVT material: maps/rp_murray_hill/nature/blendprodasphaltgrass_wvt_patch
Patching WVT material: maps/rp_murray_hill/de_train/blendgraveldirt001a_wvt_patch
Patching WVT material: maps/rp_murray_hill/de_nuke/nukblenddirtgrass_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 124 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (4421 prims, max 32768 :: 65550 indices, max 65536)
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill"
Valve Software - vvis.exe (Oct 13 2015)
8 threads
reading d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp
Error opening d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill"
Valve Software - vrad.exe SSE (Oct 13 2015)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp
Error opening d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp
** Executing...
** Command: Copy File
** Parameters: "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_murray_hill.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."
[/code]
Yea, removing things wont help.
Your still getting to many T-junctions what other small brushes can you make it to a model ?
[QUOTE=taz0;49911829]Your still getting to many T-junctions what other small brushes can you make it to a model ?[/QUOTE]
I dont think their is any, if i knew how to find small brushes with out searching the map i would...
i'm guessing by your answer that its not a map that you have made, i would turn the ground and any roads pavements to displacements that should reduce the amount of T-junctions, also on the vbsp cmd line add -notjunc that should too i.e vbsp.exe -notjunc -game plus what ever follows :)
[QUOTE=taz0;49912514]i'm guessing by your answer that its not a map that you have made, i would turn the ground and any roads pavements to displacements that should reduce the amount of T-junctions, also on the vbsp cmd line add -notjunc that should too i.e vbsp.exe -notjunc -game plus what ever follows :)[/QUOTE]
It is a map i have made...
If the -nojunc don't work in visgroups hide entities like lights triggers and such then hide world brushes just leaving your func_details if theres loads cut paste to a new .vmf turn them back to brushes by moving to world then make them one combined model :)
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