• Map wont compile!!!!!!
    6 replies, posted
My map just is not compiling, I tried to use gmods textures with it and now it won't compile, interlopers error page says no errors, and it says it is compiling it all. What should I do? [CODE] ** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vvis.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" -fast "C:\Users\Jack Hamilton\Desktop\Maps\sandboxone\sandboxone" Valve Software - vvis.exe (May 15 2014) fastvis = true 8 threads reading c:\users\jack hamilton\desktop\maps\sandboxone\sandboxone.bsp reading c:\users\jack hamilton\desktop\maps\sandboxone\sandboxone.prt 3570 portalclusters 10957 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2) Optimized: 406009 visible clusters (4.06%) Total clusters visible: 10005677 Average clusters visible: 2802 Building PAS... Average clusters audible: 3546 visdatasize:3094908 compressed from 3198720 writing c:\users\jack hamilton\desktop\maps\sandboxone\sandboxone.bsp 3 seconds elapsed ** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\bin\vrad.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" -noextra "C:\Users\Jack Hamilton\Desktop\Maps\sandboxone\sandboxone" Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\jack hamilton\desktop\maps\sandboxone\sandboxone.bsp Setting up ray-trace acceleration structure... Done (1.08 seconds) 19399 faces 2 degenerate faces 21715578 square feet [3127043072.00 square inches] 9 Displacements 2851450 Square Feet [410608832.00 Square Inches] 19397 patches before subdivision 443577 patches after subdivision sun extent from map=0.104528 154 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (27) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (112) transfers 138647040, max 4904 transfer lists: 1057.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(1977837, 1915240, 1289846) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(322308, 249484, 150007) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(61259, 35982, 19504) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(15600, 6565, 3399) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(4252, 1143, 532) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1354, 228, 99) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(453, 44, 17) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(163, 9, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(62, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(24, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(10, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1965 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (14) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (31) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 248/1024 11904/49152 (24.2%) brushes 3165/8192 37980/98304 (38.6%) brushsides 22730/65536 181840/524288 (34.7%) planes 11808/65536 236160/1310720 (18.0%) vertexes 29853/65536 358236/786432 (45.6%) nodes 11669/65536 373408/2097152 (17.8%) texinfos 2551/12288 183672/884736 (20.8%) texdata 209/2048 6688/65536 (10.2%) dispinfos 9/0 1584/0 ( 0.0%) disp_verts 673/0 13460/0 ( 0.0%) disp_tris 1056/0 2112/0 ( 0.0%) disp_lmsamples 280836/0 280836/0 ( 0.0%) faces 19399/65536 1086344/3670016 (29.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 8521/65536 477176/3670016 (13.0%) leaves 11918/65536 381376/2097152 (18.2%) leaffaces 22191/65536 44382/131072 (33.9%) leafbrushes 7826/65536 15652/131072 (11.9%) areas 3/256 24/2048 ( 1.2%) surfedges 125517/512000 502068/2048000 (24.5%) edges 71610/256000 286440/1024000 (28.0%) LDR worldlights 154/8192 13552/720896 ( 1.9%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 3/32768 36/393216 ( 0.0%) waterstrips 1791/32768 17910/327680 ( 5.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 28161/65536 56322/131072 (43.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 21431980/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 3094908/16777216 (18.4%) entdata [variable] 175658/393216 (44.7%) LDR ambient table 11918/65536 47672/262144 (18.2%) HDR ambient table 11918/65536 47672/262144 (18.2%) LDR leaf ambient 62942/65536 1762376/1835008 (96.0%) VERY FULL! HDR leaf ambient 11918/65536 333704/1835008 (18.2%) 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] 1/336 ( 0.3%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/12988 ( 0.0%) pakfile [variable] 220472/0 ( 0.0%) physics [variable] 1169052/4194304 (27.9%) physics terrain [variable] 2047/1048576 ( 0.2%) Level flags = 0 Total triangle count: 52193 Writing c:\users\jack hamilton\desktop\maps\sandboxone\sandboxone.bsp 3 minutes, 13 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Jack Hamilton\Desktop\Maps\sandboxone\sandboxone.bsp" "D:\SteamGames\steamapps\common\Half-Life 2\hl2\maps\sandboxone.bsp" ** Executing... ** Command: "D:\SteamGames\steamapps\common\Half-Life 2\hl2.exe" ** Parameters: -game "D:\SteamGames\steamapps\common\Half-Life 2\hl2" +sv_lan 1 +map "sandboxone" -steam [/CODE] [editline]12th March 2017[/editline] Fixed it, i used bsprc on my maps bsp file, then just had to add back the things i put in it before.
if your mapping for Gmod why are you using the HL2 Tools, Gmod has its own Hammer and vbsp/vvis/vrad ??
[QUOTE]if your mapping for Gmod why are you using the HL2 Tools, Gmod has its own Hammer and vbsp/vvis/vrad ??[/QUOTE] Because i want to use hl2's textures, wait can i just use gmods hammer in its bin folder to use its textures and entities? I tried using it but thats why the problem happened. Right after i used some textures it stopped compiling. It goes through the process but in game it has no change.
Gmod uses HL2 texture and model from the start you might have to mount HL2ep1/ep2 textures and models using the mount.cfg in the CFG folder but if your gmod is set up right you should have no issues when using Gmod hammer EDIT my Gmod mounted games [t]http://i.imgur.com/HjWo5gR.jpg[/t]
[QUOTE=taz0;51947663]Gmod uses HL2 texture and model from the start you might have to mount HL2ep1/ep2 textures and models using the mount.cfg in the CFG folder but if your gmod is set up right you should have no issues when using Gmod hammer[/QUOTE] does using the painted skybox and its editor thing mess up with the map? I just want hl2 and gmod, im going to test it out and see it it works correctly this time
no,, this should help setting up a painted skybox [url]https://facepunch.com/showthread.php?t=1459193[/url]
[QUOTE=taz0;51947682]no,, this should help setting up a painted skybox [url]https://facepunch.com/showthread.php?t=1459193[/url][/QUOTE] Thanks! It works now!
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