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Test Map 4 5 (clever)

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Kenny

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Posts: 1016

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Post Wed Sep 03, 2008 3:25 am

Test Map 4 5 (clever)

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\STEAMNAME\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\STEAMNAME\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\STEAMNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\STEAMNAME\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\STEAMNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test.vmf
"materials/dev/dev_windowportal.vtf": cached version doesn't exist
Brush 7189: File C:\Program Files (x86)\Steam\steamapps\STEAMNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test.vmf, line 26658: unexpected symbol 'sv_cheats'
Side 5
Texture: TOOLS/TOOLSTRIGGER


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\STEAMNAME\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\STEAMNAME\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\STEAMNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files (x86)\steam\steamapps\STEAMNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test.bsp
reading c:\program files (x86)\steam\steamapps\STEAMNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\STEAMNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\STEAMNAME\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\STEAMNAME\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\STEAMNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\STEAMNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test.bsp
Setting up ray-trace acceleration structure... Done (0.07 seconds)
262 faces
142959 square feet [20586224.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
262 patches before subdivision
10890 patches after subdivision
514 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 1047140, max 286
transfer lists: 8.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(811296, 719814, 507349)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(73465, 60796, 42736)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(9108, 5662, 3960)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2120, 582, 405)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(933, 71, 49)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(496, 11, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(285, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(162, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(94, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(54, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(31, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0217 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 512 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 57/8192 684/98304 ( 0.7%)
brushsides 354/65536 2832/524288 ( 0.5%)
planes 374/65536 7480/1310720 ( 0.6%)
vertexes 464/65536 5568/786432 ( 0.7%)
nodes 208/65536 6656/2097152 ( 0.3%)
texinfos 58/12288 4176/884736 ( 0.5%)
texdata 12/2048 384/65536 ( 0.6%)
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 262/65536 14672/3670016 ( 0.4%)
hdr faces 262/65536 14672/3670016 ( 0.4%)
origfaces 146/65536 8176/3670016 ( 0.2%)
leaves 223/65536 7136/2097152 ( 0.3%)
leaffaces 295/65536 590/131072 ( 0.5%)
leafbrushes 148/65536 296/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1785/512000 7140/2048000 ( 0.3%)
edges 1001/256000 4004/1024000 ( 0.4%)
LDR worldlights 514/8192 45232/720896 ( 6.3%)
HDR worldlights 514/8192 45232/720896 ( 6.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 16/32768 160/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 249/65536 498/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 219400/0 ( 0.0%)
HDR lightdata [variable] 219400/0 ( 0.0%)
visdata [variable] 1159/16777216 ( 0.0%)
entdata [variable] 19506/393216 ( 5.0%)
LDR ambient table 223/65536 892/262144 ( 0.3%)
HDR ambient table 223/65536 892/262144 ( 0.3%)
LDR leaf ambient 1385/65536 38780/1835008 ( 2.1%)
HDR leaf ambient 1384/65536 38752/1835008 ( 2.1%)
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] 1/272 ( 0.4%)
pakfile [variable] 106092/0 ( 0.0%)
physics [variable] 21714/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 677
Writing c:\program files (x86)\steam\steamapps\STEAMNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test.bsp
29 seconds elapsed
Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\STEAMNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test.bsp
Setting up ray-trace acceleration structure... Done (0.07 seconds)
262 faces
142959 square feet [20586224.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
262 patches before subdivision
10890 patches after subdivision
514 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 1047140, max 286
transfer lists: 8.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(811296, 719814, 507349)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(73465, 60796, 42736)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(9108, 5662, 3960)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2120, 582, 405)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(933, 71, 49)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(496, 11, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(285, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(162, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(94, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(54, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(31, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(18, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0189 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 512 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 57/8192 684/98304 ( 0.7%)
brushsides 354/65536 2832/524288 ( 0.5%)
planes 374/65536 7480/1310720 ( 0.6%)
vertexes 464/65536 5568/786432 ( 0.7%)
nodes 208/65536 6656/2097152 ( 0.3%)
texinfos 58/12288 4176/884736 ( 0.5%)
texdata 12/2048 384/65536 ( 0.6%)
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 262/65536 14672/3670016 ( 0.4%)
hdr faces 262/65536 14672/3670016 ( 0.4%)
origfaces 146/65536 8176/3670016 ( 0.2%)
leaves 223/65536 7136/2097152 ( 0.3%)
leaffaces 295/65536 590/131072 ( 0.5%)
leafbrushes 148/65536 296/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1785/512000 7140/2048000 ( 0.3%)
edges 1001/256000 4004/1024000 ( 0.4%)
LDR worldlights 514/8192 45232/720896 ( 6.3%)
HDR worldlights 514/8192 45232/720896 ( 6.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 16/32768 160/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 249/65536 498/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 219400/0 ( 0.0%)
HDR lightdata [variable] 219400/0 ( 0.0%)
visdata [variable] 1159/16777216 ( 0.0%)
entdata [variable] 19506/393216 ( 5.0%)
LDR ambient table 223/65536 892/262144 ( 0.3%)
HDR ambient table 223/65536 892/262144 ( 0.3%)
LDR leaf ambient 1385/65536 38780/1835008 ( 2.1%)
HDR leaf ambient 1385/65536 38780/1835008 ( 2.1%)
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] 1/272 ( 0.4%)
pakfile [variable] 106092/0 ( 0.0%)
physics [variable] 21714/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 677
Writing c:\program files (x86)\steam\steamapps\STEAMNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test.bsp
29 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\STEAMNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test.bsp" "c:\program files (x86)\steam\steamapps\STEAMNAME\half-life 2 episode two\ep2\maps\five_gameplaybasics_test.bsp"


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\STEAMNAME\half-life 2 episode two\hl2.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\STEAMNAME\half-life 2 episode two\ep2" +map "five_gameplaybasics_test"

What killed this compile? Was it my attempting to use point_servercommand to issue an sv_cheats and time slowing command that did it, or was it the curse of Megadeth? (I was listening to "Gears of War" at the time of compile)
Image
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Craziestdan

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Posts: 1043

Joined: Wed Mar 26, 2008 2:36 pm

Post Wed Sep 03, 2008 10:30 am

Re: Test Map 4 5 (clever)

Try it without the paremeters?
<<

Nicadeamas

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Location: Earth

Post Wed Sep 03, 2008 11:43 am

Re: Test Map 4 5 (clever)

.
  Code:
Brush 7189: File C:\Program Files (x86)\Steam\steamapps\USERNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test.vmf, line 26658: unexpected symbol 'sv_cheats'
Side 5
Texture: TOOLS/TOOLSTRIGGER


Not sure what that means, but if you delete Brush 7189 and rebuild it stuff should work.
<<

Craziestdan

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Post Wed Sep 03, 2008 12:23 pm

Re: Test Map 4 5 (clever)

I was gunna say that, because i had the same problem. But the compiler should stop on that line:

Brush 7189: File C:\Program Files (x86)\Steam\steamapps\USERNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test.vmf, line 26658: unexpected symbol 'sv_cheats'
Side 5
Texture: TOOLS/TOOLSTRIGGER

If it was the problem, so that can't be it i think. :t3blkninjavanish:
<<

vecima

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Posts: 2409

Joined: Sun Jun 24, 2007 7:32 pm

Location: New Jersey

Post Wed Sep 03, 2008 12:26 pm

Re: Test Map 4 5 (clever)

  Code:
Brush 7189: File C:\Program Files (x86)\Steam\steamapps\USERNAME\sourcesdk_content\hl2\mapsrc\five_gameplaybasics_test.vmf, line 26658: unexpected symbol 'sv_cheats'
Side 5
Texture: TOOLS/TOOLSTRIGGER


how did you get a console command ('sv_cheats') into side 5 of a trigger brush?

:t3eek: :t3eek: Side 5 :t3eek: :t3eek:

that sounds like a corrupt piece of VMF data.
as Nic said, delete that brush, rebuild, and pray that was the only spot that got corrupted.
by the way, just as a guess did you have a trigger enabling cheats or something?
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Kenny

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Post Wed Sep 03, 2008 7:33 pm

Re: Test Map 4 5 (clever)

I wanted to have a time slower using console commands that I already knew:
"sv_cheats 1; incrementvar host_timescale 0.25 1 0.75; incrementvar mat+yuv 0 11"
I entered that into a point_servercommand since it never worked with point_clientcommand.
Image
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Nicadeamas

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Post Wed Sep 03, 2008 10:52 pm

Re: Test Map 4 5 (clever)

.
Odd. That shouldnt have anything to do with a brush.
Have you tried deleting the brush yet?
<<

Kenny

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Post Wed Sep 03, 2008 11:14 pm

Re: Test Map 4 5 (clever)

I'd imagine the brush was used purely for navigation data to the affected entity.
Image
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Nicadeamas

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Post Thu Sep 04, 2008 10:18 am

Re: Test Map 4 5 (clever)

.
What do you mean by that?
Hammer added the brush to help it navigate to the entitie?

heh, I'm very confused by that post... okay time for more coffee.
<<

vecima

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Post Thu Sep 04, 2008 11:42 am

Re: Test Map 4 5 (clever)

i think it was actually a case of corrupted data.

the text (VMF syntax) for the point_servercommand entity acidentally got placed inside the
text for brush 7189

if that's the case, the entity may be hosed as well. i would recreate both.
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