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#1 |
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Guest
Posts: n/a
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Map not Compiling
I really dont know why it doesnt compile anymore It did yesterday but now it wont compile
Code:
** Executing...
** Command: "c:\program files (x86)\steam1\steamapps\thelord3\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam1\steamapps\thelord3\counter-strike source\cstrike" "C:\Users\User\Desktop\map\ba_test.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam1\steamapps\thelord3\counter-strike source\cstrike\materials
Loading C:\Users\User\Desktop\map\ba_test.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam1\steamapps\thelord3\counter-strike source\cstrike\gameinfo.txt
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...Bad detail brush side
** Executing...
** Command: "c:\program files (x86)\steam1\steamapps\thelord3\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam1\steamapps\thelord3\counter-strike source\cstrike" "C:\Users\User\Desktop\map\ba_test"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\users\user\desktop\map\ba_test.bsp
reading c:\users\user\desktop\map\ba_test.prt
LoadPortals: couldn't read c:\users\user\desktop\map\ba_test.prt
** Executing...
** Command: "c:\program files (x86)\steam1\steamapps\thelord3\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam1\steamapps\thelord3\counter-strike source\cstrike" "C:\Users\User\Desktop\map\ba_test"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\users\user\desktop\map\ba_test.bsp
Setting up ray-trace acceleration structure... Done (0.76 seconds)
3154 faces
4 degenerate faces
319592 square feet [46021344.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3150 patches before subdivision
18180 patches after subdivision
light has _fifty_percent_distance of 104.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 104.000000 but _zero_percent_distance of 0.000000
sun extent from map=0.000000
81 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 2982357, max 1000
transfer lists: 22.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(72149, 67209, 49065)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(5814, 4881, 3325)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(805, 637, 431)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(148, 116, 79)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(32, 24, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(8, 6, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0144 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 27/1024 1296/49152 ( 2.6%)
brushes 511/8192 6132/98304 ( 6.2%)
brushsides 4384/65536 35072/524288 ( 6.7%)
planes 3692/65536 73840/1310720 ( 5.6%)
vertexes 4724/65536 56688/786432 ( 7.2%)
nodes 2043/65536 65376/2097152 ( 3.1%)
texinfos 693/12288 49896/884736 ( 5.6%)
texdata 56/2048 1792/65536 ( 2.7%)
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 3154/65536 176624/3670016 ( 4.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2047/65536 114632/3670016 ( 3.1%)
leaves 2071/65536 66272/2097152 ( 3.2%)
leaffaces 3754/65536 7508/131072 ( 5.7%)
leafbrushes 1138/65536 2276/131072 ( 1.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 24254/512000 97016/2048000 ( 4.7%)
edges 14185/256000 56740/1024000 ( 5.5%)
LDR worldlights 81/8192 7128/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 423/32768 4230/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8808/65536 17616/131072 (13.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 646408/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 295860/16777216 ( 1.8%)
entdata [variable] 54741/393216 (13.9%)
LDR ambient table 2071/65536 8284/262144 ( 3.2%)
HDR ambient table 2071/65536 8284/262144 ( 3.2%)
LDR leaf ambient 8395/65536 235060/1835008 (12.8%)
HDR leaf ambient 2071/65536 57988/1835008 ( 3.2%)
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] 1/2460 ( 0.0%)
pakfile [variable] 212816/0 ( 0.0%)
physics [variable] 207318/4194304 ( 4.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 9644
Writing c:\users\user\desktop\map\ba_test.bsp
35 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\User\Desktop\map\ba_test.bsp" "c:\program files (x86)\steam1\steamapps\thelord3\counter-strike source\cstrike\maps\ba_test.bsp"
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#2 |
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Guest
Posts: n/a
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http://www.interlopers.net/errors/
Says that it's a bad detal face. I'd check out all your func_details and try and find the oen with a bad face. Might try Alt+P to see if it generated an error in hammer. |
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