• Unable to test map
    5 replies, posted
Right now I'm working on a map which I'm ready to do a quick playtest on. After a quick compile, I moved the BSP into G-Mod's maps folder, but the game is not detecting it. Is it a problem with the compile? I can post more info if needed. Results from latest compile: ** Executing... ** Command: "D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" ** Parameters: -game "D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig" "D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig\maps\MiniSuburb.vmf" Valve Software - vbsp.exe (Jun 14 2017) 4 threads materialPath: D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig\materials Loading D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig\maps\MiniSuburb.vmf Could not locate 'GameData' key in d:\programs\games\steamlibrary\steamapps\common\source sdk base 2013 multiplayer\gmodconfig\gameinfo.txt Patching WVT material: maps/minisuburb/nature/blendrockgrass004a_wvt_patch Patching WVT material: maps/minisuburb/nature/blendgrassgrass001a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 76 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig\maps\MiniSuburb.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... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (0) (880837 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01! 10 Compacting texture/material tables... Reduced 180 texinfos to 120 Reduced 35 texdatas to 31 (947 bytes to 771) Writing D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig\maps\MiniSuburb.bsp Wrote ZIP buffer, estimated size 213480, actual size 212596 2 seconds elapsed ** Executing... ** Command: "D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe" ** Parameters: -game "D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig" "D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig\maps\MiniSuburb" Valve Software - vvis.exe (Jun 14 2017) 4 threads reading d:\programs\games\steamlibrary\steamapps\common\source sdk base 2013 multiplayer\gmodconfig\maps\MiniSuburb.bsp reading d:\programs\games\steamlibrary\steamapps\common\source sdk base 2013 multiplayer\gmodconfig\maps\MiniSuburb.prt  227 portalclusters  612 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 (1) Optimized: 120 visible clusters (0.37%) Total clusters visible: 32181 Average clusters visible: 141 Building PAS... Average clusters audible: 222 visdatasize:14919  compressed from 14528 writing d:\programs\games\steamlibrary\steamapps\common\source sdk base 2013 multiplayer\gmodconfig\maps\MiniSuburb.bsp 1 second elapsed ** Executing... ** Command: "D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe" ** Parameters:  -game "D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig" "D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig\maps\MiniSuburb" Valve Software - vrad.exe SSE (Jun 14 2017)       Valve Radiosity Simulator      4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading d:\programs\games\steamlibrary\steamapps\common\source sdk base 2013 multiplayer\gmodconfig\maps\MiniSuburb.bsp Setting up ray-trace acceleration structure... Done (0.55 seconds) 1109 faces 323754 square feet [46620700.00 square inches] 22 Displacements 30144 Square Feet [4340759.00 Square Inches] 1109 patches before subdivision 27555 patches after subdivision 12 direct lights BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (6) BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (4) transfers 1952996, max 494 transfer lists:  14.9 megs GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #1 added RGB(92872, 66181, 42449) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #2 added RGB(21655, 9716, 4339) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #3 added RGB(5955, 2005, 873) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #4 added RGB(2106, 565, 241) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #5 added RGB(851, 194, 77) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)     Bounce #6 added RGB(367, 73, 26) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #7 added RGB(165, 29, 9) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #8 added RGB(75, 11, 3) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #9 added RGB(35, 5, 1) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #10 added RGB(16, 2, 0) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #11 added RGB(8, 1, 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 (0)     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<0.0144 sec> FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3) 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 (2) Writing leaf ambient...done Ready to Finish Object names       Objects/Maxobjs  Memory / Maxmem  Fullness ------------       ---------------  ---------------  -------- models                   1/1024           48/49152    ( 0.1%) brushes                267/8192         3204/98304    ( 3.3%) brushsides            1737/65536       13896/524288   ( 2.7%) planes                 652/65536       13040/1310720  ( 1.0%) vertexes              1813/65536       21756/786432   ( 2.8%) nodes                  521/65536       16672/2097152  ( 0.8%) texinfos               120/12288        8640/884736   ( 1.0%) texdata                 31/2048          992/65536    ( 1.5%) dispinfos               22/0            3872/0        ( 0.0%) disp_verts            4070/0           81400/0        ( 0.0%) disp_tris             7040/0           14080/0        ( 0.0%) disp_lmsamples       81351/0           81351/0        ( 0.0%) faces                 1109/65536       62104/3670016  ( 1.7%) hdr faces                0/65536           0/3670016  ( 0.0%) origfaces              657/65536       36792/3670016  ( 1.0%) leaves                 523/65536       16736/2097152  ( 0.8%) leaffaces             1506/65536        3012/131072   ( 2.3%) leafbrushes            547/65536        1094/131072   ( 0.8%) areas                    2/256            16/2048     ( 0.8%) surfedges             8032/512000      32128/2048000  ( 1.6%) edges                 5044/256000      20176/1024000  ( 2.0%) LDR worldlights         12/8192         1056/720896   ( 0.1%) HDR worldlights          0/8192            0/720896   ( 0.0%) leafwaterdata            0/32768           0/393216   ( 0.0%) waterstrips            127/32768        1270/327680   ( 0.4%) waterverts               0/65536           0/786432   ( 0.0%) waterindices          2397/65536        4794/131072   ( 3.7%) cubemapsamples           0/1024            0/16384    ( 0.0%) overlays                 0/512             0/180224   ( 0.0%) LDR lightdata         [variable]     1368236/0        ( 0.0%) HDR lightdata         [variable]           0/0        ( 0.0%) visdata               [variable]       14919/16777216 ( 0.1%) entdata               [variable]       25401/393216   ( 6.5%) LDR ambient table      523/65536        2092/262144   ( 0.8%) HDR ambient table      523/65536        2092/262144   ( 0.8%) LDR leaf ambient      2633/65536       73724/1835008  ( 4.0%) HDR leaf ambient       523/65536       14644/1835008  ( 0.8%) 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]           1/3966     ( 0.0%) pakfile               [variable]      212596/0        ( 0.0%) physics               [variable]      880837/4194304  (21.0%) physics terrain       [variable]           0/1048576  ( 0.0%) Level flags = 0 Total triangle count: 3197 Writing d:\programs\games\steamlibrary\steamapps\common\source sdk base 2013 multiplayer\gmodconfig\maps\MiniSuburb.bsp 17 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig\maps\MiniSuburb.bsp" "D:\Programs\Games\SteamLibrary\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig\maps\MiniSuburb.bsp"
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. Fix this error, and try renaming your VMF
Yes i have the same problem. Just open the console and write: map <map name>.bsp
Tried both, neither work. To be more specific for ficool2, I downgraded all the displacements to power of 3, but the error still persists.
Gmod actually reads maps from the games you have mounted for it. No need to move the bsp after it's compiled.
I'm making the map on the Source SDK Base 2013 (Multiplayer Branch), which isn't in the games list.
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