"Compiler Problems" or just "WTF?" Created 17 years ago2007-12-18 22:51:24 UTC by R1Co R1Co

Created 17 years ago2007-12-18 22:51:24 UTC by R1Co R1Co

Posted 17 years ago2007-12-18 22:51:24 UTC Post #241474
Sorry for the rather short subject but I really don't know what else to write.

I've been working on a CS:S map for some days now. Everything was fine until today all of a sudden the map didn't refrsh, when I wanted to test it. Meaning, I compiled it but the map I played was still an old version.

Then I realized that the compiling tools would not create a new .bsp when I delete the old one in mapsrc folder and compile. Instead the compiling works and then it tells me that "the file could not be found" when it tries to copy the file into the cstrike folder. But it doesn't tell me an error before.

This is the compile log:
materialPath: g:steamsteamappsXXXXXXXcounter-strike sourcecstrikematerials
Loading G:SteamSteamAppsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3916 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing G:SteamSteamAppsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_dustrt"
Can't load skybox file skybox/sky_dust 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) (514339 bytes)

2 threads
reading g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp
Error opening g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp

materialPath: g:steamsteamappsXXXXXXXcounter-strike sourcecstrikematerials
Loading G:SteamSteamAppsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3916 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing G:SteamSteamAppsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dust*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_dustrt"
Can't load skybox file skybox/sky_dust 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) (514339 bytes)

2 threads
reading g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp
Error opening g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp

[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp
Error opening g:steamsteamappsXXXXXXXsourcesdk_contentcstrikemapsrcde_XXXXXXX.bsp
You can see there is a "done (1)" after "WriteBSP...", which indicates an error imho. But what error??
Posted 17 years ago2007-12-19 09:47:44 UTC Post #241488
"done (1)" is not an error code it seems. I deleted some of the stuff I put into the map yesterday and now it compiles again. As soon as I add "bathroomwallhole01_tile.mdl" again, it won't compile anymore. That model is the bathroom wall with the hole in it, that is used on cs_militia.

Did anyone ever use this model or have similar problems with other models?
Posted 17 years ago2007-12-19 10:34:58 UTC Post #241489
done (1) is not an error code. "done" means what it says, and (1) is how long, in seconds, it took.

How are you using the model?
Posted 17 years ago2007-12-19 11:21:05 UTC Post #241490
I used it as prop_static and now I use the whole wall from militia including an areaportal, some clip-faces, the breakable wood and an overlay on a test map. I copied the whole stuff and when I try to run the map, it doesn't create the .bsp . When I delete the prop_static with the wall, I can run the map and the rest (wood) is there.

BTW, I can't compile militia. It also doesn't create a bsp.
Posted 16 years ago2007-12-30 15:23:10 UTC Post #242132
have you changed the name of the save file if you have this seems to cause problems when compiling. if you have changed the name try and remember the files original name
Posted 16 years ago2008-01-02 09:35:07 UTC Post #242286
No I didn't change the name. It simply doesn't compile as soon as I put in that wall entity.
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