Map doesnt run after compile. Created 19 years ago2005-05-17 22:04:07 UTC by Tetsu0 Tetsu0

Created 19 years ago2005-05-17 22:04:07 UTC by Tetsu0 Tetsu0

Posted 19 years ago2005-05-17 22:04:07 UTC Post #109930
I checked the forums. And i couldnt see anything in the compile log (that i know of, im new at source mapping) that will mess this up...
Im making a map, and after i compile, CS:S runs, but the map doesnt play. Heres my compile log, hopefully i havent overloked anything.

** Executing...
** Command: "c:program filessteamsteamappsthegoobr88@sbcglobal.netsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsthegoobr88@sbcglobal.netcounter-strike sourcecstrike" "C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:program filessteamsteamappsthegoobr88@sbcglobal.netcounter-strike sourcecstrikematerials
Loading C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock.vmf
Brush 764: no visible sides on brush
Brush 764: no visible sides on brush
Brush 764: no visible sides on brush
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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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 (1) (37682 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (37682 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock.bsp
8 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 3

** Executing...
** Command: "c:program filessteamsteamappsthegoobr88@sbcglobal.netsourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsthegoobr88@sbcglobal.netcounter-strike sourcecstrike" "C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:documents and settingsbrett bernierdesktopmy stuffgames and stuffhammer mapshalf life2 mapsde_rock.bsp
reading c:documents and settingsbrett bernierdesktopmy stuffgames and stuffhammer mapshalf life2 mapsde_rock.prt
66 portalclusters
182 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: 5 visible clusters (0.00%)
Total clusters visible: 2291
Average clusters visible: 34
Building PAS...
Average clusters audible: 63
visdatasize:1734 compressed from 2112
writing c:documents and settingsbrett bernierdesktopmy stuffgames and stuffhammer mapshalf life2 mapsde_rock.bsp
2 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsthegoobr88@sbcglobal.netsourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsthegoobr88@sbcglobal.netcounter-strike sourcecstrike" "C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock"

Valve Software - vrad.exe (Mar 8 2005)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:documents and settingsbrett bernierdesktopmy stuffgames and stuffhammer mapshalf life2 mapsde_rock.bsp
279 faces
23215 square feet [3343097.50 square inches]
0 displacements
0 square feet [0.00 square inches]
279 patches before subdivision
1203 patches after subdivision
2 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 (0)
transfers 24533, max 98
transfer lists: 0.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0030 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 1/1024 48/49152 ( 0.1%)
brushes 122/8192 1464/98304 ( 1.5%)
brushsides 1066/65536 8528/524288 ( 1.6%)
planes 562/65536 11240/1310720 ( 0.9%)
vertexes 455/65536 5460/786432 ( 0.7%)
nodes 180/65536 5760/2097152 ( 0.3%)
texinfos 66/12288 4752/884736 ( 0.5%)
texdata 5/2048 160/65536 ( 0.2%)
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 279/65536 15624/3670016 ( 0.4%)
origfaces 202/65536 11312/3670016 ( 0.3%)
leaves 182/65536 10192/3670016 ( 0.3%)
leaffaces 333/65536 666/131072 ( 0.5%)
leafbrushes 275/65536 550/131072 ( 0.4%)
surfedges 1901/512000 7604/2048000 ( 0.4%)
edges 1111/256000 4444/1024000 ( 0.4%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 8/32768 80/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 117/65536 234/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 57464/0 ( 0.0%)
visdata [variable] 1734/16777216 ( 0.0%)
entdata [variable] 1130/393216 ( 0.3%)
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] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 37682/4194304 ( 0.9%)

Total Win32 BSP file data space used: 196212 bytes

Linux Specific Data:
physicssurface [variable] 37682/6291456 ( 0.6%)

Total Linux BSP file data space used: 196212 bytes

Total triangle count: 614
Writing c:documents and settingsbrett bernierdesktopmy stuffgames and stuffhammer mapshalf life2 mapsde_rock.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock.bsp" "c:program filessteamsteamappsthegoobr88@sbcglobal.netcounter-strike sourcecstrikemapsde_rock.bsp"

** Executing...
** Command: "c:program filessteamsteamappsthegoobr88@sbcglobal.netcounter-strike sourcehl2.exe"
** Parameters: -game "c:program filessteamsteamappsthegoobr88@sbcglobal.netcounter-strike sourcecstrike" +map "de_rock"
any suggestions? any help is appreciated.
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-18 03:18:02 UTC Post #109939
Brush 764: no visible sides on brush
Brush 764: no visible sides on brush
Brush 764: no visible sides on brush
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-05-18 05:26:42 UTC Post #109947
Does the console bring up any errors? normaly if the game runs, but doesn't load the map then it can't find the .BSP file. Check to make sure that your bsp exists. It says that it's copied your .bsp:

** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock.bsp" "c:program filessteamsteamappsthegoobr88@sbcgloba
l.netcounter-strike
sourcecstrikemapsde_rock.bsp"


Check that directory, if your BSP isn't there then theres something going wrong. sounds stupid but it's done it to me in the past. It comes from moving maps around in different directories.
Posted 19 years ago2005-05-18 07:10:30 UTC Post #109963
** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsBrett BernierDesktopMy StuffGames and stuffHammer mapsHalf life2 mapsde_rock.bsp" "c:program filessteamsteamappsthegoobr88@sbcgloba
l.netcounter-strike sourcecstrikemapsde_rock.bsp"

** Executing...
** Command: "c:program filessteamsteamappsthegoobr88@sbcgloba
l.netcounter-strike sourcehl2.exe"
** Parameters: -game "c:program filessteamsteamappsthegoobr88@sbcgloba
l.netcounter-strike sourcecstrike" +map "de_rock"

Take this part out by not running maps using hammer but manually!
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-05-18 18:50:44 UTC Post #110039
How would i fix the "no visible sides on brush" thing. Probably delete it but how do i locate it?
-Tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-19 13:48:11 UTC Post #110144
There's a "Go To Brush No." option on a menu.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-05-19 15:12:27 UTC Post #110154
frekin' sweet.
thats new.. i think
thanks seventh
-tetsu0
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-19 16:26:08 UTC Post #110165
There's no need to put your name at the end of your posts. Don't do it, it's an annoying habit.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-05-19 17:08:30 UTC Post #110190
lol sorry.. its kinda like a signature
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-20 02:42:30 UTC Post #110211
I can see. There's no point, though.

Did you sort out the map?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-05-21 03:02:26 UTC Post #110365
yes. yes. thanks. but im having a new problem thats almost irrevelant to the topic.. but since i already have a thread i might as well tell it.. I have an environment light in my map and after i compile, (it works :P ) i play the game.. and there's this wierd ultra pixelized dividing line between darkness and light..
could this be an effect of the 3-d skybox?
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-21 04:23:50 UTC Post #110375
Do you mean really jagged shadowing, etc.? You might have changed the lightmap resolution by accident.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-05-21 12:34:14 UTC Post #110427
oh.. really.. ok i'll try to fix that. How do you fix that lol.
Tetsu0 Tetsu0Positive Chaos
Posted 19 years ago2005-05-21 12:36:42 UTC Post #110428
Texture Application, it's, uh, somewhere. Not mapped for Source much, nor recently :).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-05-21 15:39:09 UTC Post #110445
Never heard of lightmap resolution?
Must try it out :P
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-05-21 16:10:55 UTC Post #110451
Might be termed lightmap scale.
Seventh-Monkey Seventh-MonkeyPretty nifty
You must be logged in to post a response.