Engine error: map with no textures, and map with no error in logs
1 replies, posted
Good evening everyone,
It has been a couple of nights I'm trying to compile my map and launch it on Gmod correctly but sadly I have the same error again that appears when I start the new game: Engine error, map with no textures.
In context, note that I'm using exclusively all the textures and models from BMS for a map related in Sector C. It's a huge map so I also use -notjunc option before compiling (I have a very little amount of T-junc out the limits) and I use fast compiling because it's sad to wait hours for nothing.
My map hopefully worked when a leak occured (I could see all the textures correctly set inside the map, just a very black ceiling et corners due to the leak) but after I corrected that leak again the Map with no textures error.
Here is my build log:
[CODE]
** Executing...
** Command: "G:\Steam\steamapps\common\SourceSDK\bin\source2007\bin\vbsp.exe"
** Parameters: -notjunc -game "G:\Steam\steamapps\sourcemods\BMS" "g:\steam\steamapps\sourcemods\bms\maps\lcss_sectorc_b5"
Valve Software - vbsp.exe (May 19 2009)
notjunc = true
4 threads
materialPath: G:\Steam\steamapps\sourcemods\BMS\materials
Loading g:\steam\steamapps\sourcemods\bms\maps\lcss_sectorc_b5.vmf
Patching WVT material: maps/lcss_sectorc_b5/nature/blend_rp_ground_dt_none_wvt_patch
Patching WVT material: maps/lcss_sectorc_b5/nature/blend_rp_rockwall002a_st_rockcliff003_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...error: material EFFECTS/WATER_ION_CHAMBER doesn't have a $bottommaterial
error: material EFFECTS/WATER_ION_CHAMBER doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3318 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing g:\steam\steamapps\sourcemods\bms\maps\lcss_sectorc_b5.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 (2) (2923752 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 22876 texinfos to 11259
Reduced 1996 texdatas to 1661 (104911 bytes to 91457)
Writing g:\steam\steamapps\sourcemods\bms\maps\lcss_sectorc_b5.bsp
18 seconds elapsed
-1.637384 0.066377 0.000000
-1.512216 -0.221889 0.000000
-1.637384 -0.221889 0.000000
-1.637384 0.221889 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "G:\Steam\steamapps\common\SourceSDK\bin\source2007\bin\vvis.exe"
** Parameters: -fast -game "G:\Steam\steamapps\sourcemods\BMS" "g:\steam\steamapps\sourcemods\bms\maps\lcss_sectorc_b5"
Valve Software - vvis.exe (May 19 2009)
fastvis = true
4 threads
reading g:\steam\steamapps\sourcemods\bms\maps\lcss_sectorc_b5.bsp
reading g:\steam\steamapps\sourcemods\bms\maps\lcss_sectorc_b5.prt
3902 portalclusters
11966 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 467184 visible clusters (0.00%)
Total clusters visible: 3065441
Average clusters visible: 785
Building PAS...
Average clusters audible: 1492
visdatasize:1431525 compressed from 3808352
writing g:\steam\steamapps\sourcemods\bms\maps\lcss_sectorc_b5.bsp
3 seconds elapsed
** Executing...
** Command: "G:\Steam\steamapps\common\SourceSDK\bin\source2007\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "G:\Steam\steamapps\sourcemods\BMS" "g:\steam\steamapps\sourcemods\bms\maps\lcss_sectorc_b5"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading g:\steam\steamapps\sourcemods\bms\maps\lcss_sectorc_b5.bsp
Setting up ray-trace acceleration structure... Done (9.71 seconds)
25552 faces
57 degenerate faces
1043096 square feet [150205840.00 square inches]
141 Displacements
18096 Square Feet [2605879.75 Square Inches]
25495 patches before subdivision
509055 patches after subdivision
sun extent from map=0.000000
789 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (39)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (144)
transfers 103936326, max 1432
transfer lists: 793.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1718023, 2330215, 2348638)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(469296, 636118, 566869)
Build Patch/Sample Hash Table(s).....Done<0.1483 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (23)
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 (11)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 314/1024 15072/49152 (30.7%)
brushes 7910/8192 94920/98304 (96.6%) VERY FULL!
brushsides 64196/65536 513568/524288 (98.0%) VERY FULL!
planes 40664/65536 813280/1310720 (62.0%)
vertexes 48897/65536 586764/786432 (74.6%)
nodes 10454/65536 334528/2097152 (16.0%)
texinfos 11259/12288 810648/884736 (91.6%) VERY FULL!
texdata 1661/2048 53152/65536 (81.1%) VERY FULL!
dispinfos 141/0 24816/0 ( 0.0%)
disp_verts 3789/0 75780/0 ( 0.0%)
disp_tris 4992/0 9984/0 ( 0.0%)
disp_lmsamples 25825/0 25825/0 ( 0.0%)
faces 25552/65536 1430912/3670016 (39.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 16664/65536 933184/3670016 (25.4%)
leaves 10769/65536 344608/2097152 (16.4%)
leaffaces 35331/65536 70662/131072 (53.9%)
leafbrushes 16682/65536 33364/131072 (25.5%)
areas 16/256 128/2048 ( 6.3%)
surfedges 169428/512000 677712/2048000 (33.1%)
edges 120326/256000 481304/1024000 (47.0%)
LDR worldlights 789/8192 69432/720896 ( 9.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 142/1024 2272/16384 (13.9%)
overlays 122/512 42944/180224 (23.8%)
LDR lightdata [variable] 47134164/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1431525/16777216 ( 8.5%)
entdata [variable] 1014474/393216 (258.0%) VERY FULL!
LDR ambient table 10769/65536 43076/262144 (16.4%)
HDR ambient table 10769/65536 43076/262144 (16.4%)
LDR leaf ambient 29891/65536 836948/1835008 (45.6%)
HDR leaf ambient 10769/65536 301532/1835008 (16.4%)
occluders 1/0 40/0 ( 0.0%)
occluder polygons 1/0 12/0 ( 0.0%)
occluder vert ind 4/0 16/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/152720 ( 0.0%)
pakfile [variable] 15745298/0 ( 0.0%)
physics [variable] 2923752/4194304 (69.7%)
physics terrain [variable] 30720/1048576 ( 2.9%)
Level flags = 0
Total triangle count: 51272
Writing g:\steam\steamapps\sourcemods\bms\maps\lcss_sectorc_b5.bsp
** Executing...
** Command: Copy File
** Parameters: "g:\steam\steamapps\sourcemods\bms\maps\lcss_sectorc_b5.bsp" "G:\Steam\steamapps\sourcemods\BMS\maps\lcss_sectorc_b5.bsp"
[/CODE]
According to Interlopers, there are 3 things:
[B]error: material effects/water_ion_chamber doesn't have a $bottommaterial[/B]
Well, there is no water into my map (or is it because I used some stuffs from BMS original maps?) I always had this error even when compilation worked.
[B]make_triangles:calc_triangle_representation: cannot convert[/B]
Is this a serious issue? I've never heard of that before
[B]fastvis = true[/B]
Because of the fast compilation mode to not be disappointed after hours
And again, should I show you my Hammer configuration file anyway?
Thanks for your attention to my thread, I spent nights and nights working hard on this map to make it look very great and awesome when we play it. I really would like to see me and my friends playing together on this and maybe I'll share it to the Internet if the Black Mesa Source team would allow that.
Edit: fixed, had too much game ressources in my Hammer's Option (forgot to remove some) when you work on other Source games.
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