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#1 | |
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Join Date: Oct 2011
Reputation: 0
Posts: 3
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maps compile fine, ingame entities missing
Hi,
Whenever i try to compile my map it works out fine. However when i run that map ingame (Cstrike source) i find that my doors, windows, props, crates are missing. I also am unable to join a team as it says both teams are full. Any help? Note: I have included sufficient spawn points in the map. The maps looks normal in Hammer 3d view. Code:
** Executing...
** Command: "d:\steam\steamapps\0303mypg\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\username\counter-strike source\cstrike" "C:\Users\username\Desktop\myserver\mapscss\myeditingmaps\ba_jail_electric_razor_c4V9.vmf"
Valve Software - vbsp.exe (Oct 25 2011)
4 threads
materialPath: d:\steam\steamapps\username\counter-strike source\cstrike\materials
Loading C:\Users\username\Desktop\myserver\mapscss\myeditingmaps\ba_jail_electric_razor_c4V9.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
material "ka_soccer_2006/d_orange" not found.
Material not found!: KA_SOCCER_2006/D_ORANGE
Could not locate 'GameData' key in d:\steam\steamapps\0303mypg\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/ba_jail_electric_razor_c4v9/concrete/blendconcretegravel001a_wvt_patch
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 C:\Users\username\Desktop\myserver\mapscss\myeditingmaps\ba_jail_electric_razor_c4V9.prt...Building visibility clusters...
done (0)
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
error: material LIQUIDS/MILITIAWATER_DX70_BENEATH doesn't have a $bottommaterial
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! 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 (1) (413070 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1015 texinfos to 715
Reduced 96 texdatas to 90 (2565 bytes to 2172)
Writing C:\Users\username\Desktop\myserver\mapscss\myeditingmaps\ba_jail_electric_razor_c4V9.bsp
3 seconds elapsed
** Executing...
** Command: "d:\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\username\counter-strike source\cstrike" "C:\Users\username\Desktop\myserver\mapscss\myeditingmaps\ba_jail_electric_razor_c4V9"
Valve Software - vvis.exe (Oct 25 2011)
4 threads
reading c:\users\username\desktop\myserver\mapscss\myeditingmaps\ba_jail_electric_razor_c4V9.bsp
reading c:\users\username\desktop\myserver\mapscss\myeditingmaps\ba_jail_electric_razor_c4V9.prt
1194 portalclusters
4428 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (525)
Optimized: 2112 visible clusters (0.00%)
Total clusters visible: 367258
Average clusters visible: 307
Building PAS...
Average clusters audible: 816
visdatasize:243981 compressed from 362976
writing c:\users\username\desktop\myserver\mapscss\myeditingmaps\ba_jail_electric_razor_c4V9.bsp
8 minutes, 46 seconds elapsed
** Executing...
** Command: "d:\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\steam\steamapps\username\counter-strike source\cstrike" "C:\Users\username\Desktop\myserver\mapscss\myeditingmaps\ba_jail_electric_razor_c4V9"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\users\username\desktop\myserver\mapscss\myeditingmaps\ba_jail_electric_razor_c4V9.bsp
Setting up ray-trace acceleration structure... Done (0.15 seconds)
5327 faces
500477 square feet [72068768.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5327 patches before subdivision
70979 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 13900871, max 973
transfer lists: 106.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0242 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (4)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 289/1024 13872/49152 (28.2%)
brushes 940/8192 11280/98304 (11.5%)
brushsides 7282/65536 58256/524288 (11.1%)
planes 7318/65536 146360/1310720 (11.2%)
vertexes 8417/65536 101004/786432 (12.8%)
nodes 4002/65536 128064/2097152 ( 6.1%)
texinfos 715/12288 51480/884736 ( 5.8%)
texdata 90/2048 2880/65536 ( 4.4%)
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 5327/65536 298312/3670016 ( 8.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3650/65536 204400/3670016 ( 5.6%)
leaves 4292/65536 137344/2097152 ( 6.5%)
leaffaces 6209/65536 12418/131072 ( 9.5%)
leafbrushes 1641/65536 3282/131072 ( 2.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 39187/512000 156748/2048000 ( 7.7%)
edges 21848/256000 87392/1024000 ( 8.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 6/32768 72/393216 ( 0.0%)
waterstrips 317/32768 3170/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4974/65536 9948/131072 ( 7.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2389524/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 243981/16777216 ( 1.5%)
entdata [variable] 40540/393216 (10.3%)
LDR ambient table 4292/65536 17168/262144 ( 6.5%)
HDR ambient table 4292/65536 17168/262144 ( 6.5%)
LDR leaf ambient 3287/65536 92036/1835008 ( 5.0%)
HDR leaf ambient 4292/65536 120176/1835008 ( 6.5%)
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] 1/12 ( 8.3%)
pakfile [variable] 214056/0 ( 0.0%)
physics [variable] 413070/4194304 ( 9.8%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 13480
Writing c:\users\username\desktop\myserver\mapscss\myeditingmaps\ba_jail_electric_razor_c4V9.bsp
19 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\username\Desktop\myserver\mapscss\myeditingmaps\ba_jail_electric_razor_c4V9.bsp" "d:\steam\steamapps\username\counter-strike source\cstrike\maps\ba_jail_electric_razor_c4V9.bsp"
My ingame console is filled with these errors Quote:
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#2 |
![]() Join Date: Feb 2008
Reputation: 271
Posts: 4,294
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Have you made sure that the missing entities all have the correct prop type? Check the info tab in the model browser for the proper type to use. One thing to note is that if it says both physics and static, the model must be a prop_physics.
As for your spawn points, are they intersecting with any world geometry or other props? If any part of the spawn point is inside something else, it won't work. |
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