A Compiling Issue for a newbie. Created 19 years ago2004-12-17 21:45:12 UTC by Sarrim Sarrim

Created 19 years ago2004-12-17 21:45:12 UTC by Sarrim Sarrim

Posted 19 years ago2004-12-17 21:45:12 UTC Post #78926
Alright, so I've been going through the tutorials here, but I'm having problems when I try to compile. Here's the text.

** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesValveSteamSteamAppsbloodsentsourcesdk"

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsbloodsentsourcesdksdkcontentmapsTutorial 1.vmf" "C:Program FilesValveSteamSteamAppsbloodsentsourcesdksdkcontentmapsTutorial 1.vmf"

** Executing...
** Command: "C:Program FilesValveSteamSteamAppsbloodsentsourcesdkbinvbsp.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppsbloodsentsourcesdksdkcontent" "C:Program FilesValveSteamSteamAppsbloodsentsourcesdksdkcontentmapsTutorial 1"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: C:Program FilesValveSteamSteamAppsbloodsentsourcesdksdkcontentmaterials
Loading C:Program FilesValveSteamSteamAppsbloodsentsourcesdksdkcontentmapsTutorial 1.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppsbloodsentsourcesdksdkcontentmapsTutorial 1.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) (2357 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesValveSteamSteamAppsbloodsentsourcesdksdkcontentmapsTutorial 1.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "C:Program FilesValveSteamSteamAppsbloodsentsourcesdkbinvvis.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppsbloodsentsourcesdksdkcontent" "C:Program FilesValveSteamSteamAppsbloodsentsourcesdksdkcontentmapsTutorial 1"

Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading c:program filesvalvesteamsteamappsbloodsentsourcesdksdkcontentmapsTutorial 1.bsp
reading c:program filesvalvesteamsteamappsbloodsentsourcesdksdkcontentmapsTutorial 1.prt
1 portalclusters
0 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: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing c:program filesvalvesteamsteamappsbloodsentsourcesdksdkcontentmapsTutorial 1.bsp
0 seconds elapsed

** Executing...
** Command: "C:Program FilesValveSteamSteamAppsbloodsentsourcesdkbinvrad.exe"
** Parameters: -game "C:Program FilesValveSteamSteamAppsbloodsentsourcesdksdkcontent" "C:Program FilesValveSteamSteamAppsbloodsentsourcesdksdkcontentmapsTutorial 1"

Valve Software - vrad.exe (Dec 1 2004)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsbloodsentsourcesdksdkcontentmapsTutorial 1.bsp
6 faces
1536 square feet [221184.00 square inches]
0 displacements
0 square feet [0.00 square inches]
6 patches before subdivision
186 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 6768, max 80
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2452, 1637, 1106)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(554, 247, 113)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(125, 37, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(28, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(6, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 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 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 32/65536 640/1310720 ( 0.0%)
vertexes 25/65536 300/786432 ( 0.0%)
nodes 10/65536 320/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 6/65536 336/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 12/65536 672/3670016 ( 0.0%)
leaffaces 6/65536 12/131072 ( 0.0%)
leafbrushes 6/65536 12/131072 ( 0.0%)
surfedges 48/512000 192/2048000 ( 0.0%)
edges 37/256000 148/1024000 ( 0.0%)
worldlights 1/8192 88/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 4080/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 306/393216 ( 0.1%)
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] 2357/4194304 ( 0.1%)

Total Win32 BSP file data space used: 20377 bytes

Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)

Total Linux BSP file data space used: 18020 bytes

Total triangle count: 12
Writing c:program filesvalvesteamsteamappsbloodsentsourcesdksdkcontentmapsTutorial 1.bsp
2 seconds elapsed

** Executing...
** Command: c:program filesvalvesteamsteam.exe
** Parameters: -applaunch 220 -game "C:Program FilesValveSteamSteamAppsbloodsentsourcesdksdkcontent" +map "Tutorial 1"

Now, I get an error that says "Cannot find gameinfo.txt in C:Program."

Any helpful hints? I've checked the Half-Life 2 folder, and there is indeed a file called "GameInfo.txt", so I don't know what to do.
Posted 19 years ago2004-12-17 22:46:20 UTC Post #78929
Do not run Steam from the compiling process. Start up steam manually and run the map from there.
Posted 19 years ago2004-12-18 06:26:06 UTC Post #78946
Thanks for the help, :)
Posted 19 years ago2004-12-18 06:39:21 UTC Post #78947
Actually...What exactly do you mean by running steam manually, not from the compiler? How would you go about doing this?
Posted 19 years ago2004-12-18 20:10:35 UTC Post #79043
Alright, I looked around a bit and found this thing for compiling maps using Steam, and I'm at the substitution part, but when I try to enter the path, it says that I've entered an "incorrect number of parameters - FilesValvesSteamSteamAppsbloodsent"

The exact command: subst s: C:Program FilesValveSteamSteamAppsbloodsent

I've tried removing files and a different substitute drive name, but nothing's working, and it's driving me insane.
Posted 19 years ago2004-12-18 21:35:39 UTC Post #79053
This is because DOS does not like spaces. There's an easy enough way around it.

Simply type this into the command line:

subst s: "C:Program FilesValveSteamSteamAppsbloodsent"

The quotes are a little "Use Exact Pathname" command.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-12-19 09:22:12 UTC Post #79090
Actually...What exactly do you mean by running steam manually, not from the compiler? How would you go about doing this?
By clicking on the steam icon and choosing play games. :zonked:
Posted 19 years ago2004-12-19 11:05:52 UTC Post #79101
Also you might want to change your sky to office or dust etc as its set to wasteland which is black basically and can make maps look bad and is annoying after compiling for ages to find your map has blackness anyway you go to map properties and skyname and then type a sky name e.g. office
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-12-19 15:17:51 UTC Post #79137
those brushes that are listed are too close to the edge of the grid. move them in some. unless you carved wrong or did some faulty vertex manipulation... if thats the case, delete those brushes and remake them.

AND

you're using zoners for csg, and the original quake tools for the rest. configure hammer properly so that you use zoners for all the build programs.
Posted 19 years ago2004-12-20 16:01:04 UTC Post #79374
How did you miss the big blob of Errors in the middle of your log??? I'm pretty sure most of you people with problems can fix them by looking at your logs.
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