Map won't run. Created 17 years ago2006-07-06 18:16:45 UTC by Gunter Gunter

Created 17 years ago2006-07-06 18:16:45 UTC by Gunter Gunter

Posted 17 years ago2006-07-06 18:16:45 UTC Post #188971
Whenever I try to run my map it goes to the Counter Strike (Or Half Life) title screen, and on the console it says:
"CModelLoader::Map_IsValid: No such map 'Train'
map load failed: Train not found or invalid" There are no errors that I can find, but fot the heck of it this is my compile log:

** Executing...
** Command: "c:program filesvalvesteamsteamappsboskykidsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsboskykidcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsboskykidsourcesdk_contentcstrikemapsrcTrain stop2"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsboskykidcounter-strike sourcecstrikematerials
Loading C:Program FilesValveSteamSteamAppsboskykidsourcesdk_contentcstrikemapsrcTrain stop2.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 (1)
writing C:Program FilesValveSteamSteamAppsboskykidsourcesdk_contentcstrikemapsrcTrain stop2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/de_cobble*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/de_cobblert"
Can't load skybox file skybox/de_cobble 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) (183145 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (340357 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 16 texinfos to 12
Reduced 6 texdatas to 6 (122 bytes to 122)
Writing C:Program FilesValveSteamSteamAppsboskykidsourcesdk_contentcstrikemapsrcTrain stop2.bsp
11 seconds elapsed
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "c:program filesvalvesteamsteamappsboskykidsourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsboskykidcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsboskykidsourcesdk_contentcstrikemapsrcTrain stop2"

Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:program filesvalvesteamsteamappsboskykidsourcesdk_contentcstrikemapsrcTrain stop2.bsp
reading c:program filesvalvesteamsteamappsboskykidsourcesdk_contentcstrikemapsrcTrain stop2.prt
48 portalclusters
173 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: 0 visible clusters (0.00%)
Total clusters visible: 2044
Average clusters visible: 42
Building PAS...
Average clusters audible: 48
visdatasize:966 compressed from 768
writing c:program filesvalvesteamsteamappsboskykidsourcesdk_contentcstrikemapsrcTrain stop2.bsp
1 second elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsboskykidsourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsboskykidcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsboskykidsourcesdk_contentcstrikemapsrcTrain stop2"

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

Loading c:program filesvalvesteamsteamappsboskykidsourcesdk_contentcstrikemapsrcTrain stop2.bsp
1547 faces
58 degenerate faces
46186 square feet [6650921.00 square inches]
2 displacements
18382 square feet [2647079.75 square inches]
1489 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
5029 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (28)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8)
transfers 90724, max 760
transfer lists: 0.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(456, 150, 122)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(22, 6, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0068 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 302/8192 3624/98304 ( 3.7%)
brushsides 1865/65536 14920/524288 ( 2.8%)
planes 1392/65536 27840/1310720 ( 2.1%)
vertexes 2574/65536 30888/786432 ( 3.9%)
nodes 107/65536 3424/2097152 ( 0.2%)
texinfos 12/12288 864/884736 ( 0.1%)
texdata 6/2048 192/65536 ( 0.3%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 578/0 11560/0 ( 0.0%)
disp_tris 1024/0 2048/0 ( 0.0%)
disp_lmsamples 44393/0 44393/0 ( 0.0%)
faces 1547/65536 86632/3670016 ( 2.4%)
origfaces 1350/65536 75600/3670016 ( 2.1%)
leaves 109/65536 3488/2097152 ( 0.2%)
leaffaces 1733/65536 3466/131072 ( 2.6%)
leafbrushes 353/65536 706/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 14826/512000 59304/2048000 ( 2.9%)
edges 9157/256000 36628/1024000 ( 3.6%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 36/32768 360/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7299/65536 14598/131072 (11.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 152008/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 966/16777216 ( 0.0%)
entdata [variable] 474/393216 ( 0.1%)
LDR leaf ambient 109/65536 2616/1572864 ( 0.2%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 9922/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 183145/4194304 ( 4.4%)

Total Win32 BSP file data space used: 770260 bytes

Linux Specific Data:
physicssurface [variable] 340357/6291456 ( 5.4%)

Total Linux BSP file data space used: 927472 bytes

Total triangle count: 6332
Writing c:program filesvalvesteamsteamappsboskykidsourcesdk_contentcstrikemapsrcTrain stop2.bsp
38 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsboskykidsourcesdk_contentcstrikemapsrcTrain stop2.bsp" "c:program filesvalvesteamsteamappsboskykidcounter-strike sourcecstrikemapsTrain stop2.bsp"

** Executing...
** Command: "c:program filesvalvesteamsteamappsboskykidcounter-strike sourcehl2.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsboskykidcounter-strike sourcecstrike" -dev -console +map "Train stop2"
Posted 17 years ago2006-07-06 18:21:27 UTC Post #188976
Errors go deeper than the simple "Alt + P". Some random examples: Improper move rope assignment, changing existing models, and reloading maps where the old model remains, stuff like that. Weird trigger assignments, etc....

Anyway, I suggest posting the vmf file for evaluation........
Posted 17 years ago2006-07-06 18:21:32 UTC Post #188977
No such variable "$hdrbasetexture" for material "skybox/de_cobblert"
Can't load skybox file skybox/de_cobble to build the default cubemap!
58 degenerate faces
One of those two, methinks.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-07-06 18:21:53 UTC Post #188978
there is a space in your map name. that is the only problem that will stop your map loading. replace it with a _

tsk, alex. You should have noticed
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-07-06 18:28:46 UTC Post #188982
I should indeed.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-07-06 18:37:45 UTC Post #188985
That solves it, thanks.
Posted 17 years ago2006-07-06 20:11:48 UTC Post #188993
58 degenerate faces?

Whoa, that's crazy dude.
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