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Old 06-02-2009, 11:20 AM   #1
swamptrotfox
 
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Looking for experienced mapper to help fix my map

Hey, ive constructed a map of my old highschool that i will eventually use for l4d but there are a few problems that after using the forums i could not figuire out to fix. Other then not being able to load outside textures and models for l4d, when i just use a single texture for everything to make sure its all how its going to look, i get an error that sometimes crashes the map. Basically i need someone to fix up the map so it doesnt give me the error and maybe even give me advice on how to create a texture file for my map so when its all done, me and my friends can play on it. Thanks
 
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Old 06-02-2009, 11:47 AM   #2
Punishment
 
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What kind of error do you get? Could you post your compile log?
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Old 06-02-2009, 02:36 PM   #3
swamptrotfox
 
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** Executing...
** Command: "c:\steam\steamapps\kramzer\sourcesdk\bin\ep1\bin\ vbsp.exe"
** Parameters: -game "c:\steam\steamapps\kramzer\half-life 2\hl2" "C:\Steam\SteamApps\swampfox69\sourcesdk\Maps\De_G lenn_gmod2"

Valve Software - vbsp.exe (Dec 11 2006)
8 threads
materialPath: c:\steam\steamapps\kramzer\half-life 2\hl2\materials
Loading C:\Steam\SteamApps\swampfox69\sourcesdk\Maps\De_Gl enn_gmod2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity prop_dynamic (-2247.00 -2659.38 -61.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
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) (1515728 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6396 texinfos to 4553
Reduced 99 texdatas to 93 (2378 bytes to 2127)
Writing C:\Steam\SteamApps\swampfox69\sourcesdk\Maps\De_Gl enn_gmod2.bsp
7 seconds elapsed

** Executing...
** Command: "c:\steam\steamapps\kramzer\sourcesdk\bin\ep1\bin\ vvis.exe"
** Parameters: -game "c:\steam\steamapps\kramzer\half-life 2\hl2" "C:\Steam\SteamApps\swampfox69\sourcesdk\Maps\De_G lenn_gmod2"

Valve Software - vvis.exe (Nov 8 2007)
8 threads
reading c:\steam\steamapps\swampfox69\sourcesdk\maps\De_Gl enn_gmod2.bsp
reading c:\steam\steamapps\swampfox69\sourcesdk\maps\De_Gl enn_gmod2.prt
LoadPortals: couldn't read c:\steam\steamapps\swampfox69\sourcesdk\maps\De_Gl enn_gmod2.prt


** Executing...
** Command: "c:\steam\steamapps\kramzer\sourcesdk\bin\ep1\bin\ vrad.exe"
** Parameters: -game "c:\steam\steamapps\kramzer\half-life 2\hl2" "C:\Steam\SteamApps\swampfox69\sourcesdk\Maps\De_G lenn_gmod2"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\steam\steamapps\swampfox69\sourcesdk\maps\De_Gl enn_gmod2.bsp
No vis information, direct lighting only.
35883 faces
9965119 square feet [1434977152.00 square inches]
0 displacements
0 square feet [0.00 square inches]
297 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (480)
Build Patch/Sample Hash Table(s).....Done<0.3367 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
189 of 245 (77% 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 19/1024 912/49152 ( 1.9%)
brushes 4124/8192 49488/98304 (50.3%)
brushsides 25245/65536 201960/524288 (38.5%)
planes 8088/65536 161760/1310720 (12.3%)
vertexes 49956/65536 599472/786432 (76.2%)
nodes 18376/65536 588032/2097152 (28.0%)
texinfos 4553/12288 327816/884736 (37.1%)
texdata 93/2048 2976/65536 ( 4.5%)
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 35883/65536 2009448/3670016 (54.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 13179/65536 738024/3670016 (20.1%)
leaves 18396/65536 588672/2097152 (28.1%)
leaffaces 40908/65536 81816/131072 (62.4%)
leafbrushes 9442/65536 18884/131072 (14.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 219918/512000 879672/2048000 (43.0%)
edges 124993/256000 499972/1024000 (48.8%)
LDR worldlights 297/8192 26136/720896 ( 3.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 2663/32768 26630/327680 ( 8.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 43497/65536 86994/131072 (66.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 37260208/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 79854/393216 (20.3%)
LDR leaf ambient 18396/65536 441504/1572864 (28.1%)
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] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 21418/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 1515728/4194304 (36.1%)
==== Total Win32 BSP file data space used: 46207394 bytes ====

Total triangle count: 95424
Writing c:\steam\steamapps\swampfox69\sourcesdk\maps\De_Gl enn_gmod2.bsp
8 minutes, 10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Steam\SteamApps\swampfox69\sourcesdk\Maps\De_G lenn_gmod2.bsp" "c:\steam\SteamApps\common\left 4 dead\left4dead\maps\De_Glenn_gmod2.bsp"
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Old 06-02-2009, 03:46 PM   #4
Punishment
 
Join Date: Feb 2008
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It seems as though you have a leak in your map. Load your point file from the map menu, and follow it to where your leak is. Rinse and repeat until your map is fully sealed, then try it again.

Are you building this using the L4D beta authoring tools? If not, that may explain your model and texture problems.
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Old 06-02-2009, 05:16 PM   #5
WinstonChurchil
 
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You are running this off of the episode1 compile tools. Download the L4D beta SDK instead.
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Old 06-02-2009, 05:33 PM   #6
swamptrotfox
 
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well...

i just run it with Gmod to walk around it to see whatit looks like with textures.ive tried it with the L4d one but the models wont load and most of my textures dont load. other then that leak, is there any way to get L4d to load textures and models or no? i loaded the Pointfile but nothing loads in hammer.

Last edited by swamptrotfox: 06-02-2009 at 05:38 PM.
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Old 06-02-2009, 07:53 PM   #7
Punishment
 
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The only way to do so would be to build the map in the L4D authoring tool.

A pointfile should be generated every time your map leaks, so recompile and try to load it again. If that doesn't work, turn off all of your displacement, entity, func_detail, and prop VisGroups, and search near these coordinates: -2247.00 -2659.38 -61.00 using "go to coordinates" in the view menu.
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Old 06-03-2009, 12:58 PM   #8
swamptrotfox
 
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well..after fixing all those nice little tiny leaks i got rid of all of them and it compiled fine.But i cant run the map now cuz when i try to load the map in gmod i get a "Engine Hunk Overflow" error that immediatly gets me outta the game.. does that mean my map is too big now or something? When i made a 2nd file and made the map smaller cuz there was a large ammount of empty space, i get the map to run with 2 specific errors. When in the map i get a message top right corner saying " Warning: Overflowed CClient Renderableslist group 7" and if i turn on the flashlight the game shut down and says " Too many Verts for a Dynamic Vertex Buffer (34156>32768) Tell a programmer to up VERTEX_BUFFER_SIZE"
. and thats pretty much it.

Last edited by swamptrotfox: 06-04-2009 at 01:13 PM.
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