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.
Sorry, you need to Log In to post a reply to this thread.