unknown problem - map will compile but wont run

ok so i have worked my balls off making a small outdoor map. the main problem i have with outdoor maps is the fact that i need a texture for the sky. most of the sky textures wont work and i cant run the map. so after trying literally ALL the different sky textures i decided to do that later and for now just use a random skybox texture to cover the walls and roof of my map. but guess what? it STILL wont play. i compiled the map and it all seemed fine but when i try to play it (in garrys mod), it doesnt show up in the list of maps so i cant even select it.

PLEASE HELP ASAP! i need this map ready by halloween!

thanks.

Please post us the compile log, so we can see what’s wrong with your map.

Just by guessing from your description, I assume that you tried to apply the actual skybox pictures (e.g. skybox/sky_day_01_01 in hl2).
What you need to do is apply the tools/toolsskybox to every brush that should be sky, then go to “Map” -> “Map Properties” -> “SkyBox Texture Name” to specify the name of a sky found here:
https://developer.valvesoftware.com/wiki/Sky_List
Note, that you can only use skies of the game you are mapping for, otherwise you might get compiling and/ or cubemap issues…

If you want to run your map in Gmod, try opening the developer console and type “map yourmapname”.
Either it’ll load the map or you’ll get an error that tells you why Gmod won’t load it…
Also try looking in other categories.
Maps that don’t have a prefix like “gm_” or “rp_” are found in the last category (forgot how it was named… “Other”? “Misc”? well, somewhere along those lines…)

Make sure you set your map copy directory in Hammer options to your Garry’s Mod folder.

thanks for the reply, i will try what you said. in the mean time, here is the log:

** Executing…
** Command: “g:\steam\steamapps\gunhammer5000\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “g:\steam\steamapps\common\GarrysMod\garrysmod” “G:\Steam\steamapps\common\GarrysMod\garrysmod\maps\aperture_entrance.vmf”

Valve Software - vbsp.exe (Oct 31 2012)
2 threads
materialPath: g:\steam\steamapps\common\GarrysMod\garrysmod\materials
Loading G:\Steam\steamapps\common\GarrysMod\garrysmod\maps\aperture_entrance.vmf
Could not locate ‘GameData’ key in g:\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
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)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing G:\Steam\steamapps\common\GarrysMod\garrysmod\maps\aperture_entrance.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 (0) (22656 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 99 texinfos to 77
Reduced 14 texdatas to 12 (379 bytes to 275)
Writing G:\Steam\steamapps\common\GarrysMod\garrysmod\maps\aperture_entrance.bsp
1 second elapsed

** Executing…
** Command: “g:\steam\steamapps\gunhammer5000\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “g:\steam\steamapps\common\GarrysMod\garrysmod” “G:\Steam\steamapps\common\GarrysMod\garrysmod\maps\aperture_entrance”

Valve Software - vvis.exe (Oct 31 2012)
2 threads
reading g:\steam\steamapps\common\garrysmod\garrysmod\maps\aperture_entrance.bsp
reading g:\steam\steamapps\common\garrysmod\garrysmod\maps\aperture_entrance.prt
204 portalclusters
504 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 (3)
Optimized: 6 visible clusters (0.02%)
Total clusters visible: 26076
Average clusters visible: 127
Building PAS…
Average clusters audible: 200
visdatasize:12116 compressed from 13056
writing g:\steam\steamapps\common\garrysmod\garrysmod\maps\aperture_entrance.bsp
3 seconds elapsed

** Executing…
** Command: “g:\steam\steamapps\gunhammer5000\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “g:\steam\steamapps\common\GarrysMod\garrysmod” “G:\Steam\steamapps\common\GarrysMod\garrysmod\maps\aperture_entrance”

Valve Software - vrad.exe SSE (Oct 31 2012)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading g:\steam\steamapps\common\garrysmod\garrysmod\maps\aperture_entrance.bsp
Setting up ray-trace acceleration structure… Done (0.05 seconds)
1662 faces
1184265 square feet [170534208.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1662 patches before subdivision
110626 patches after subdivision
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (1)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (29)
transfers 50087415, max 1359
transfer lists: 382.1 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.2120 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (6)
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 (3)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 59/8192 708/98304 ( 0.7%)
brushsides 381/65536 3048/524288 ( 0.6%)
planes 256/65536 5120/1310720 ( 0.4%)
vertexes 2136/65536 25632/786432 ( 3.3%)
nodes 468/65536 14976/2097152 ( 0.7%)
texinfos 77/12288 5544/884736 ( 0.6%)
texdata 12/2048 384/65536 ( 0.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1662/65536 93072/3670016 ( 2.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 181/65536 10136/3670016 ( 0.3%)
leaves 470/65536 15040/2097152 ( 0.7%)
leaffaces 1838/65536 3676/131072 ( 2.8%)
leafbrushes 299/65536 598/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8102/512000 32408/2048000 ( 1.6%)
edges 4264/256000 17056/1024000 ( 1.7%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 90/32768 900/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1185/65536 2370/131072 ( 1.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3231244/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 12116/16777216 ( 0.1%)
entdata [variable] 640/393216 ( 0.2%)
LDR ambient table 470/65536 1880/262144 ( 0.7%)
HDR ambient table 470/65536 1880/262144 ( 0.7%)
LDR leaf ambient 204/65536 5712/1835008 ( 0.3%)
HDR leaf ambient 470/65536 13160/1835008 ( 0.7%)
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] 1/12 ( 8.3%)
pakfile [variable] 211990/0 ( 0.0%)
physics [variable] 22656/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4037
Writing g:\steam\steamapps\common\garrysmod\garrysmod\maps\aperture_entrance.bsp
40 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “G:\Steam\steamapps\common\GarrysMod\garrysmod\maps\aperture_entrance.bsp” “g:\steam\steamapps\common\GarrysMod\garrysmod\maps\aperture_entrance.bsp”

The compile looks okay so far, but there are some odd spaces in your paths, like
“map s”, “or angebox”, “mate rials” and so on. Check if your paths really do have those or it’s just in the log.

Also, make sure you run the right Gmod. Since the Steampipe-update there should be two Gmod-folders, one in “Steamapps/yoursteamname/” and one in “Steamapps/common/”. The compiler currently copies the file to “steamapps\common\GarrysMod\garrysmod\maps”, but you might still run the old Gmod version, which is looking for the map in “SteamApps*yoursteamname*\garrysmod\garrysmod\maps”. if that’s the case, just copy your .bsp into the other directory

… Maybe he “copied” the log manually by writing it from scratch. :open_mouth:

Well, since it has no prefix, it should be located in the “Other” menu of GMod maps. You can also load the map by typing “map aperture_entrance” in the console.

Those odd spaces are a forum bug.