• mystery error (part deux)
    6 replies, posted
remember me? sorry i had to revive it but i had to. well even though i am currently having expert help with my map, we cant get our heads around what the hell is happening with it. this strange reoccurring error that comes and goes for no reason. it compiles with no leaks yet the complete bsp file looks as if it has a leak somewhere. water is invisible, grass textures are stretched, and there is no lighting. but i have double checked and there are definitely no leaks. [QUOTE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\gm_evanland\garrysmod\maps\gm_evanland.vmf" Valve Software - vbsp.exe (Dec 9 2014) 8 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading C:\Users\Evan\Desktop\gm_evanland\garrysmod\maps\gm_evanland.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar "materials//3dblur.vtf": cached version doesn't exist Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/gm_evanland/nature/blenddirtgrass006a_wvt_patch Patching WVT material: maps/gm_evanland/nature/blendsandgrass008a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) WARNING: node without a volume WARNING: node without a volume ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 778 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Users\Evan\Desktop\gm_evanland\garrysmod\maps\gm_evanland.prt...Building visibility clusters... done (0) material "skybox/militia_hdrrt" not found. Can't load skybox file skybox/militia_hdr to build the default cubemap! Can't load skybox file skybox/militia_hdr to build the default cubemap! 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 (1) (1307461 bytes) Error! prop_static using model "models/props_c17/furniturecouch001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturecouch001a.mdl"! Error! prop_static using model "models/props_c17/furniturefridge001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturefridge001a.mdl"! Error! prop_static using model "models/props_c17/furniturewashingmachine001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturewashingmachine001a.mdl"! Error! To use model "models/gmod_tower/kfcbucket.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/gmod_tower/kfcbucket.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 5087 texinfos to 3431 Reduced 278 texdatas to 254 (6529 bytes to 5536) Writing C:\Users\Evan\Desktop\gm_evanland\garrysmod\maps\gm_evanland.bsp 5 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\gm_evanland\garrysmod\maps\gm_evanland" Valve Software - vvis.exe (Dec 9 2014) 8 threads reading c:\users\evan\desktop\gm_evanland\garrysmod\maps\gm_evanland.bsp reading c:\users\evan\desktop\gm_evanland\garrysmod\maps\gm_evanland.prt 491 portalclusters 1778 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 (25) Optimized: 161 visible clusters (0.20%) Total clusters visible: 80303 Average clusters visible: 163 Building PAS... Average clusters audible: 484 visdatasize:55179 compressed from 62848 writing c:\users\evan\desktop\gm_evanland\garrysmod\maps\gm_evanland.bsp 25 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\gm_evanland\garrysmod\maps\gm_evanland" Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\evan\desktop\gm_evanland\garrysmod\maps\gm_evanland.bsp Setting up ray-trace acceleration structure... Done (1.31 seconds) 33096 faces 5 degenerate faces 26769804 square feet [3854851840.00 square inches] 1 Displacements 30 Square Feet [4355.38 Square Inches] 33091 patches before subdivision zero area child patch zero area child patch 869019 patches after subdivision sun extent from map=0.087156 1232 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (834) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9... ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Evan\Desktop\gm_evanland\garrysmod\maps\gm_evanland.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_evanland.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" +map "gm_evanland" -steam [/QUOTE] the complete version of the same compile as above: [IMG]https://i.gyazo.com/1844486c8273ce0818b02633a9149148.jpg[/IMG] the only thing i could suspect is that it is the zero area patch child because that affects lightmaps, but thats just me. i need pro advice.
material "skybox/militia_hdrrt" not found. that will give a leak effect also [QUOTE]Warning: node without a volume Description: Your map has a node without a volume. (a node is what a clipnode was in hl1, in other words a volume denoting where the player can get to and where not.) Solution: Unless you just did some vertex-manipulation or placed static props in a wall, or added a funky new displacement, you shouldn't hunt this error down, as it may take you ages to find, unless you get strange effects in your map. Just fix (simplify) the awkward gemetry if you find it. May also be the sign of an invalid brush, or simply vertices offgrid (unlikely?). [/QUOTE] interlopers
the skybox name should be militia_hdr and not militia_hdrrt (= right texture of the skybox?). It's the same sky used in the css map.
dont worry about the skybox error. its because it cant find the skybox during the compile but counter strike is mounted for garrys mod so it works.
It looks like VRAD craps out before it finishes. What are your lightmap scales like? Judging by the screenshot, you have a lot of large surfaces that are either fully lit of fully in the shade. It would be a good idea to increase the lightmap scale on those brush faces to 64 (or maybe even higher).
theyre all at a default 16. are you saying i should set them all to 64 or just the main body ones? [editline]28th March 2016[/editline] [QUOTE=03C0;50021170]It looks like VRAD craps out before it finishes. What are your lightmap scales like? Judging by the screenshot, you have a lot of large surfaces that are either fully lit of fully in the shade. It would be a good idea to increase the lightmap scale on those brush faces to 64 (or maybe even higher).[/QUOTE] AHA! it was the lightmap scale all along! thank you very much my friend.
I would suggest setting everything to 64 for starters, to see if that fixes the error. Afterwards, you can change the scale back to 16 (or lower) on brush faces where you need crisp shadows. [editline]edit[/editline] Glad it worked :smile:
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