jakegainey
03-30-2008, 03:08 AM
Hi,
When making updates to my level, these changes arnt happening in game. No errors are found in map and the compile works through fine. When the game finallly loads up, any changes I've made to the level don't come through. It seems stuck at a certain point.
Here's my compile
** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\jakegainey\sourcesdk\b in\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.vmf
Error: displacement found on a(n) func_detail entity - not supported
** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\jakegainey\sourcesdk\b in\ep1\bin\vvis.exe"
** Parameters: -fast -game "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port"
Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp
reading c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.prt
LoadPortals: couldn't read c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.prt
** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\jakegainey\sourcesdk\b in\ep1\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp
6891 faces
1 degenerate faces
4608160 square feet [663575168.00 square inches]
170 displacements
1116384 square feet [160759408.00 square inches]
6890 patches before subdivision
55573 patches after subdivision
70 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (171)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (113)
transfers 6087631, max 2171
transfer lists: 46.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(27114, 14760, 5936)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(1712, 700, 266)
Build Patch/Sample Hash Table(s).....Done<0.0644 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 12 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 776/8192 9312/98304 ( 9.5%)
brushsides 6583/65536 52664/524288 (10.0%)
planes 6970/65536 139400/1310720 (10.6%)
vertexes 14606/65536 175272/786432 (22.3%)
nodes 4528/65536 144896/2097152 ( 6.9%)
texinfos 570/12288 41040/884736 ( 4.6%)
texdata 117/2048 3744/65536 ( 5.7%)
dispinfos 170/0 29920/0 ( 0.0%)
disp_verts 8138/0 162760/0 ( 0.0%)
disp_tris 12160/0 24320/0 ( 0.0%)
disp_lmsamples 840597/0 840597/0 ( 0.0%)
faces 6891/65536 385896/3670016 (10.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3013/65536 168728/3670016 ( 4.6%)
leaves 4538/65536 145216/2097152 ( 6.9%)
leaffaces 7383/65536 14766/131072 (11.3%)
leafbrushes 2864/65536 5728/131072 ( 4.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 45174/512000 180696/2048000 ( 8.8%)
edges 25288/256000 101152/1024000 ( 9.9%)
LDR worldlights 70/8192 6160/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 595/32768 5950/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9792/65536 19584/131072 (14.9%)
cubemapsamples 7/1024 112/16384 ( 0.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6879888/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1643105/16777216 ( 9.8%)
entdata [variable] 38905/393216 ( 9.9%)
LDR leaf ambient 4538/65536 108912/1572864 ( 6.9%)
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] 1/88016 ( 0.0%)
dtl prp lght [variable] 1/3199 ( 0.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/15308 ( 0.0%)
pakfile [variable] 93767/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 292629/4194304 ( 7.0%)
==== Total Win32 BSP file data space used: 11715579 bytes ====
Total triangle count: 19380
Writing c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp
5 minutes, 0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp" "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp"
** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2.exe"
Any thoughts guys?
Jake
When making updates to my level, these changes arnt happening in game. No errors are found in map and the compile works through fine. When the game finallly loads up, any changes I've made to the level don't come through. It seems stuck at a certain point.
Here's my compile
** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\jakegainey\sourcesdk\b in\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port"
Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.vmf
Error: displacement found on a(n) func_detail entity - not supported
** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\jakegainey\sourcesdk\b in\ep1\bin\vvis.exe"
** Parameters: -fast -game "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port"
Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp
reading c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.prt
LoadPortals: couldn't read c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.prt
** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\jakegainey\sourcesdk\b in\ep1\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp
6891 faces
1 degenerate faces
4608160 square feet [663575168.00 square inches]
170 displacements
1116384 square feet [160759408.00 square inches]
6890 patches before subdivision
55573 patches after subdivision
70 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (171)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (113)
transfers 6087631, max 2171
transfer lists: 46.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(27114, 14760, 5936)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(1712, 700, 266)
Build Patch/Sample Hash Table(s).....Done<0.0644 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 12 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 776/8192 9312/98304 ( 9.5%)
brushsides 6583/65536 52664/524288 (10.0%)
planes 6970/65536 139400/1310720 (10.6%)
vertexes 14606/65536 175272/786432 (22.3%)
nodes 4528/65536 144896/2097152 ( 6.9%)
texinfos 570/12288 41040/884736 ( 4.6%)
texdata 117/2048 3744/65536 ( 5.7%)
dispinfos 170/0 29920/0 ( 0.0%)
disp_verts 8138/0 162760/0 ( 0.0%)
disp_tris 12160/0 24320/0 ( 0.0%)
disp_lmsamples 840597/0 840597/0 ( 0.0%)
faces 6891/65536 385896/3670016 (10.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3013/65536 168728/3670016 ( 4.6%)
leaves 4538/65536 145216/2097152 ( 6.9%)
leaffaces 7383/65536 14766/131072 (11.3%)
leafbrushes 2864/65536 5728/131072 ( 4.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 45174/512000 180696/2048000 ( 8.8%)
edges 25288/256000 101152/1024000 ( 9.9%)
LDR worldlights 70/8192 6160/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 595/32768 5950/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9792/65536 19584/131072 (14.9%)
cubemapsamples 7/1024 112/16384 ( 0.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6879888/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1643105/16777216 ( 9.8%)
entdata [variable] 38905/393216 ( 9.9%)
LDR leaf ambient 4538/65536 108912/1572864 ( 6.9%)
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] 1/88016 ( 0.0%)
dtl prp lght [variable] 1/3199 ( 0.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/15308 ( 0.0%)
pakfile [variable] 93767/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 292629/4194304 ( 7.0%)
==== Total Win32 BSP file data space used: 11715579 bytes ====
Total triangle count: 19380
Writing c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp
5 minutes, 0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp" "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2mp\maps\dm_port.bsp"
** Executing...
** Command: "c:\program files (x86)\valve\steam\steamapps\jakegainey\half-life 2 deathmatch\hl2.exe"
Any thoughts guys?
Jake