A few Issues Created 19 years ago2004-12-08 03:18:43 UTC by TheBlackViper TheBlackViper

Created 19 years ago2004-12-08 03:18:43 UTC by TheBlackViper TheBlackViper

Posted 19 years ago2004-12-08 03:18:43 UTC Post #76948
Well, I have begun work on my new racing map for HL2 and I have come across a few issues. For one, the map is on fullbright because it says there are no lights, but there are and there are no leaks. Also, when I go to complile it says somthing about missing nature/coastline materials for the texture BLENDSANDGRASS0008A. It is the same texture used in a few maps on steam servers like hl2_rally and recing.
Posted 19 years ago2004-12-08 21:07:13 UTC Post #77108
This is my log:
** Executing...
** Command: Change Directory
** Parameters: "d:program filesvalvesteamsteamappstheblackviper1212sourcesdk"

** Executing...
** Command: Copy File
** Parameters: "D:Program FilesValveSteamSteamAppstheblackviper1212sourcesdkhl2mp_sample_contentmapssdk_vehicles.vmf" "d:program filesvalvesteamsteamappstheblackviper1212sourcesdkhl2mp_sample_contentmapssdk_vehicles.vmf"

** Executing...
** Command: "d:program filesvalvesteamsteamappstheblackviper1212sourcesdkbinvbsp.exe"
** Parameters: -game "d:program filesvalvesteamsteamappstheblackviper1212sourcesdkhl2mp_sample_content" "d:program filesvalvesteamsteamappstheblackviper1212sourcesdkhl2mp_sample_contentmapssdk_vehicles"

Valve Software - vbsp.exe (Nov 22 2004)
2 threads
materialPath: d:program filesvalvesteamsteamappstheblackviper1212sourcesdkhl2mp_sample_contentmaterials
Loading d:program filesvalvesteamsteamappstheblackviper1212sourcesdkhl2mp_sample_contentmapssdk_vehicles.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 d:program filesvalvesteamsteamappstheblackviper1212sourcesdkhl2mp_sample_contentmapssdk_vehicles.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 (0) (342529 bytes)
Placing detail props : 0..Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
1.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
<snip>
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
10
Writing d:program filesvalvesteamsteamappstheblackviper1212sourcesdkhl2mp_sample_contentmapssdk_vehicles.bsp
6 seconds elapsed
Memory leak: mempool blocks left in memory: 49

The real long part about the tex and materials is what I am talking about. Thnx 4 help
Posted 19 years ago2004-12-08 21:18:55 UTC Post #77111
ok, ill try that. And yes it is a standard HL2 tex.
Posted 19 years ago2004-12-08 22:41:59 UTC Post #77129
Posted 19 years ago2004-12-08 23:15:24 UTC Post #77134
Is that the whole compile log? If so then where is VIS and RAD?
Posted 19 years ago2004-12-08 23:26:40 UTC Post #77136
thets the whole log! Maybe I do have a leak, but it doesnt say LEAK LEAK LEAK
Posted 19 years ago2004-12-08 23:47:46 UTC Post #77137
Oh... Hehe, i wasnt running rad or vis!
Posted 19 years ago2004-12-09 00:47:19 UTC Post #77140
he he same thing happened to me when i first started out
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