compiling error - rad Created 18 years ago2006-04-13 13:11:34 UTC by gordonfreeman gordonfreeman

Created 18 years ago2006-04-13 13:11:34 UTC by gordonfreeman gordonfreeman

Posted 18 years ago2006-04-13 13:11:34 UTC Post #174020
I get this each time I try to compile. When I deleted the skybox, the number below, in bold (no samples xy), changed (increased). I got no light in the map after compiling.
here's the log:

** Executing...
** Command: "d:steamsteamappsgfprimesourcesdkbinvbsp.exe"
** Parameters: -game "d:steamsteamappsgfprimehalf-life 2 deathmatchhl2mp" "D:SteamSteamAppsgfprimesourcesdk_contenthl2mpmapsrcbelow0"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: d:steamsteamappsgfprimehalf-life 2 deathmatchhl2mpmaterials
Loading D:SteamSteamAppsgfprimesourcesdk_contenthl2mpmapsrcbelow0.vmf
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:SteamSteamAppsgfprimesourcesdk_contenthl2mpmapsrcbelow0.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_01rt"
Can't load skybox file skybox/sky_day02_01 to build the default cubemap!
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) (205331 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (321344 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 720 texinfos to 411
Reduced 87 texdatas to 73 (4251 bytes to 3130)
Writing D:SteamSteamAppsgfprimesourcesdk_contenthl2mpmapsrcbelow0.bsp
7 seconds elapsed
Memory leak: mempool blocks left in memory: 8

** Executing...
** Command: "d:steamsteamappsgfprimesourcesdkbinvrad.exe"
** Parameters: -game "d:steamsteamappsgfprimehalf-life 2 deathmatchhl2mp" -noextra "D:SteamSteamAppsgfprimesourcesdk_contenthl2mpmapsrcbelow0"

Valve Software - vrad.exe SSE (Jan 16 2006)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:steamsteamappsgfprimesourcesdk_contenthl2mpmapsrcbelow0.bsp
No vis information, direct lighting only.
1949 faces
301450 square feet [43408804.00 square inches]
6 displacements
3153 square feet [454059.34 square inches]
7 direct lights
BuildFacelights: 0...1...2...3..no samples 702
.4...5...6...7...8...9...10 (69)

Build Patch/Sample Hash Table(s).....Done<0.0266 sec>
FinalLightFace: 0...1...2...3..
** Executing...
** Command: Copy File
** Parameters: "D:SteamSteamAppsgfprimesourcesdk_contenthl2mpmapsrcbelow0.bsp" "d:steamsteamappsgfprimehalf-life 2 deathmatchhl2mpmapsbelow0.bsp"

anyone know any possible causes, solutions?
Posted 18 years ago2006-04-13 15:47:39 UTC Post #174060
first, I suggest running vis. Light needs vis in order to work right.
Posted 18 years ago2006-04-13 15:58:59 UTC Post #174063
it happened the same with vis, and took a damn long time. I used only fasz rad here, to decrease time and the compile log size.
Posted 18 years ago2006-04-13 16:32:03 UTC Post #174073
Try doing a normal RAD, then.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-13 18:08:15 UTC Post #174103
Always VIS, yes - if it's taking a long time you either have a large map or an unoptimized one, there are tricks to reduce the compile time.

And perhaps this contributes to the problem as well:
Error loading studio model ""!
As for skyboxing, you do know it's a bad habit, right?
Posted 18 years ago2006-04-13 18:38:34 UTC Post #174112
He came to me first and asked what was wrong with the map..I noticed it was leaked so I tell him to fix it...Then this new error came up..he has a strange displacement error also..Something tells me this map has some serious issues.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-04-14 02:31:37 UTC Post #174158
Seventh: first thing I did was that, no difference in the error.

Captain P:
about the model error thing, it was a prop_static whithout a world model name... fixed that one.
skyboxing? I didn't make a skybox for the map (this time I mean the skybox as I used to create them in HL1 when I was lazy), only tried to make a 3d skybox.

Habboi: true.
But hey you guys, I was working on one side of the map, for a few hours I think... and the next time I compiled I got some leaks at places I didn't work that day!
Posted 18 years ago2006-04-15 04:24:23 UTC Post #174404
okay I made my last mistake. I deleted more and more damn fucking brushes to find out where my problem comes from (as there were no problems with my lights). Then when the compiling was good again I realised that I saved this all the time while I was deleting, so 90% of my days-work is gone. I'm outta mapping once and for all. :x :x :x
Posted 18 years ago2006-04-15 04:28:54 UTC Post #174405
try renaming the .vmx file to .vmf and see if your map is there. (.vmx is backup)
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-04-15 04:52:44 UTC Post #174413
by compiling again and again I saved the map again and again so I don't know in what state that vmx could be... I don't think that was saved the last time when I had everything done in my map.
I'll try it though thanks.
edit: and it saved nothing aswell.
Posted 18 years ago2006-04-15 08:33:20 UTC Post #174441
You'll come back...They always do.
Habboi HabboiSticky White Love Glue
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