Go Back   Steam Users' Forums > Steam Tool Discussions > Source Level Design

Reply
 
Thread Tools Display Modes
Old 08-12-2010, 03:19 PM   #1
DonFather
 
 
 
Guest
Posts: n/a
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"
 
Reply With Quote
Old 08-12-2010, 05:20 PM   #2
Pickledude3
 
 
 
Guest
Posts: n/a
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.
  Reply With Quote
Reply

Go Back   Steam Users' Forums > Steam Tool Discussions > Source Level Design


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -7. The time now is 04:00 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2013, vBulletin Solutions, Inc.
Site Content Copyright Valve Corporation 1998-2012, All Rights Reserved.