Weird compile

I’m compiling a small simple map to test some lighting techniques, but for some reason it isn’t building the lightmaps.



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\ajmartins12\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\ajmartins12\half-life 2 episode two\ep2" "c:\users\alan\desktop\source utility\source misc\maps\pretest"

Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\ajmartins12\half-life 2 episode two\ep2\materials
Loading c:\users\alan\desktop\source utility\source misc\maps\pretest.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\ajmartins12\half-life 2 episode two\ep2\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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 224 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\users\alan\desktop\source utility\source misc\maps\pretest.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) (34304 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 23 texinfos to 16
Reduced 13 texdatas to 10 (339 bytes to 266)
Writing c:\users\alan\desktop\source utility\source misc\maps\pretest.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\ajmartins12\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\ajmartins12\half-life 2 episode two\ep2" "c:\users\alan\desktop\source utility\source misc\maps\pretest"

Valve Software - vvis.exe (Sep 15 2011)
4 threads
reading c:\users\alan\desktop\source utility\source misc\maps\pretest.bsp
reading c:\users\alan\desktop\source utility\source misc\maps\pretest.prt
   6 portalclusters
   5 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 28
Average clusters visible: 4
Building PAS...
Average clusters audible: 6
visdatasize:64  compressed from 96
writing c:\users\alan\desktop\source utility\source misc\maps\pretest.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\ajmartins12\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -both -final -game -StaticPropLighting -StaticPropPolys -TextureShadows "c:\program files (x86)\steam\steamapps\ajmartins12\half-life 2 episode two\ep2" "c:\users\alan\desktop\source utility\source misc\maps\pretest"

Valve Software - vrad.exe SSE (Sep 15 2011)

      Valve Radiosity Simulator     
Command line: "c:\program files (x86)\steam\steamapps\ajmartins12\sourcesdk\bin\source2009\bin\vrad.exe" "-ldr" "-final" "-game" "-StaticPropLighting" "-StaticPropPolys" "-TextureShadows" "c:\program files (x86)\steam\steamapps\ajmartins12\half-life 2 episode two\ep2" "c:\users\alan\desktop\source utility\source misc\maps\pretest" 

usage  : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps	est

Common options:

  -v (or -verbose): Turn on verbose output (also shows more command
  -bounce #       : Set max number of bounces (default: 100).
  -fast           : Quick and dirty lighting.
  -fastambient    : Per-leaf ambient sampling is lower quality to save compute time.
  -final          : High quality processing. equivalent to -extrasky 16.
  -extrasky n     : trace N times as many rays for indirect light and sky ambient.
  -low            : Run as an idle-priority process.
  -mpi            : Use VMPI to distribute computations.
  -rederror       : Show errors in red.

  -vproject <directory> : Override the VPROJECT environment variable.
  -game <directory>     : Same as -vproject.

Other options:
  -novconfig      : Don't bring up graphical UI on vproject errors.
  -dump           : Write debugging .txt files.
  -dumpnormals    : Write normals to debug files.
  -dumptrace      : Write ray-tracing environment to debug files.
  -threads        : Control the number of threads vbsp uses (defaults to the #
                    or processors on your machine).
  -lights <file>  : Load a lights file in addition to lights.rad and the
                    level lights file.
  -noextra        : Disable supersampling.
  -debugextra     : Places debugging data in lightmaps to visualize
                    supersampling.
  -smooth #       : Set the threshold for smoothing groups, in degrees
                    (default 45).
  -dlightmap      : Force direct lighting into different lightmap than
                    radiosity.
  -stoponexit	   : Wait for a keypress on exit.
  -mpi_pw <pw>    : Use a password to choose a specific set of VMPI workers.
  -nodetaillight  : Don't light detail props.
  -centersamples  : Move sample centers.
  -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
                    The number specified must be less than 1.0 or it will be
                    ignored.
  -loghash        : Log the sample hash table to samplehash.txt.
  -onlydetail     : Only light detail props and per-leaf lighting.
  -maxdispsamplesize #: Set max displacement sample size (default: 512).
  -softsun <n>    : Treat the sun as an area light source of size <n> degrees.                    Produces soft shadows.
                    Recommended values are between 0 and 5. Default is 0.
  -FullMinidumps  : Write large minidumps on crash.
  -chop           : Smallest number of luxel widths for a bounce patch, used on edges
  -maxchop		   : Coarsest allowed number of luxel widths for a patch, used in face interiors

  -LargeDispSampleRadius: This can be used if there are splotches of bounced light
                          on terrain. The compile will take longer, but it will gather
                          light across a wider area.
  -StaticPropLighting   : generate backed static prop vertex lighting
  -StaticPropPolys   : Perform shadow tests of static props at polygon precision
  -OnlyStaticProps   : Only perform direct static prop lighting (vrad debug option)
  -StaticPropNormals : when lighting static props, just show their normal vector
  -textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
  -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
  -nossprops      : Globally disable self-shadowing on static props


** Executing...
** Command: Copy File
** Parameters: "c:\users\alan\desktop\source utility\source misc\maps\pretest.bsp" "c:\program files (x86)\steam\steamapps\ajmartins12\half-life 2 episode two\ep2\maps\pretest.bsp"



$gamedir has to come after -game, mines



-both -final -game $gamedir $path\$file


Where do I have -game coming before $gamedir?


-final -ldr -low -staticproppolys -staticproplighting -textureshadows -game $gamedir $path\$file

You have -game in the wrong spot.

[editline]21st October 2011[/editline]

Wow

oh you mean directly after?

[editline]21st October 2011[/editline]

I see hahahah :downs:

Okay, you have



-both -final -game -StaticPropLighting -StaticPropPolys -TextureShadows $gamedir $path\$file

change it to



-both -final -game $gamedir -StaticPropLighting -StaticPropPolys -TextureShadows $path\$file


Thanks it’s working now

You also don’t need -both unless you plan to ship your map, since you’re rarely going to playtest HDR and LDR in the same compile.