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Need help compiling dont work

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Fawkes

Private 2
Private 2

Posts: 10

Joined: Fri Mar 23, 2012 6:45 am

Post Fri Mar 23, 2012 9:02 am

Need help compiling dont work

hi and sry if my eng is a bit hard to read ...

im doing a zombie map 4 a server .. and when i try to build a handrail on my map ... and when i compiling it dont show on my map ... i have done so lake half show on the map but the rest dont ...

and when i rename the map it and compiling it then i get a error

"" the command failed. windows reported the error "cant found the file"
do you want to continue?"

here is my compiling

  Code:
** Executing...
** Command: "e:\spel\steam\steamapps\\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "e:\spel\steam\steamapps\\counter-strike source\cstrike" "G:\-=Hammer=-\mapsrc\oldhangar1.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
8 threads
materialPath: e:\spel\steam\steamapps\\counter-strike source\cstrike\materials
Loading G:\-=Hammer=-\mapsrc\oldhangar1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in e:\spel\steam\steamapps\\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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 1284 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (2346 prims, max 32768 :: 65538 indices, max 65536)


** Executing...
** Command: "e:\spel\steam\steamapps\\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "e:\spel\steam\steamapps\\counter-strike source\cstrike" "G:\-=Hammer=-\mapsrc\oldhangar1"

Valve Software - vvis.exe (Oct 25 2011)
8 threads
reading g:\-=hammer=-\mapsrc\oldhangar1.bsp
reading g:\-=hammer=-\mapsrc\oldhangar1.prt
LoadPortals: couldn't read g:\-=hammer=-\mapsrc\oldhangar1.prt


** Executing...
** Command: "e:\spel\steam\steamapps\\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "e:\spel\steam\steamapps\\counter-strike source\cstrike" "G:\-=Hammer=-\mapsrc\oldhangar1"

Valve Software - vrad.exe SSE (Oct 25 2011)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading g:\-=hammer=-\mapsrc\oldhangar1.bsp
Setting up ray-trace acceleration structure... Done (2.00 seconds)
9327 faces
11 degenerate faces
353006 square feet [50832876.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9316 patches before subdivision
67734 patches after subdivision
sun extent from map=0.000000
32 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (54)
transfers 30822056, max 2634
transfer lists: 235.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #1 added RGB(21203, 16079, 6939)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #2 added RGB(2438, 1703, 580)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #3 added RGB(293, 183, 52)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(36, 21, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #5 added RGB(4, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0157 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
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 (8)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  41/1024         1968/49152    ( 4.0%)
brushes               2730/8192        32760/98304    (33.3%)
brushsides           20800/65536      166400/524288   (31.7%)
planes                3648/65536       72960/1310720  ( 5.6%)
vertexes             21072/65536      252864/786432   (32.2%)
nodes                 1209/65536       38688/2097152  ( 1.8%)
texinfos               808/12288       58176/884736   ( 6.6%)
texdata                 40/2048         1280/65536    ( 2.0%)
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                 9327/65536      522312/3670016  (14.2%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             8401/65536      470456/3670016  (12.8%)
leaves                1251/65536       40032/2097152  ( 1.9%)
leaffaces            13689/65536       27378/131072   (20.9%)
leafbrushes           4738/65536        9476/131072   ( 7.2%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            90152/512000     360608/2048000  (17.6%)
edges                61675/256000     246700/1024000  (24.1%)
LDR worldlights         32/8192         2816/720896   ( 0.4%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           2326/32768       23260/327680   ( 7.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         65259/65536      130518/131072   (99.6%) VERY FULL!
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     3670296/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]       71334/16777216 ( 0.4%)
entdata               [variable]       30882/393216   ( 7.9%)
LDR ambient table     1251/65536        5004/262144   ( 1.9%)
HDR ambient table     1251/65536        5004/262144   ( 1.9%)
LDR leaf ambient      6275/65536      175700/1835008  ( 9.6%)
HDR leaf ambient      1251/65536       35028/1835008  ( 1.9%)
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]           1/9846     ( 0.0%)
pakfile               [variable]      211559/0        ( 0.0%)
physics               [variable]     1017659/4194304  (24.3%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 37946
Writing g:\-=hammer=-\mapsrc\oldhangar1.bsp
1 minute, 22 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "G:\-=Hammer=-\mapsrc\oldhangar1.bsp" "e:\spel\steam\steamapps\\counter-strike source\cstrike\maps\oldhangar1.bsp"


** Executing...
** Command: e:\spel\steam\steam.exe
** Parameters: -applaunch 240 -game "e:\spel\steam\steamapps\\counter-strike source\cstrike"  +map "oldhangar1"
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daz_rich

Sergeant
Sergeant

Posts: 332

Joined: Thu Feb 07, 2008 11:53 am

Post Sat Mar 24, 2012 12:15 pm

Re: Need help compiling dont work

So basically you have too many bits as func_detail
got some pictures? or upload vmf (dont forget to zip it)


http://www.interlopers.net/errors/

Description:
(from Jeff Lane, Valve) "VBSP does cleanup of edges where func_detail geometry meets world geometry to avoid getting visual cracks. One of the ways it does is this by elminating t-junctions. It sounds like you may have hit a limit of the number of those cleanups in the level.

Solution:
If that is the case, you could fix the problem by reducing the number of func_detail brushes in the level, especially ones that touch non-detail geometry. It's probably a sign that you have too much complex brush geometry in the level, and would benefit from having some of it be model geometry instead."

It is worth noting that func_brush geometry does not perform the same fix ups on compile. Turning some of your func_detail geometry into func_brush geometry may solve this error.

The error message shows you that you have 2346 primitives (max 32768 causing all of this, resulting in 65538 t-junctions (max 65536)

See also:
WIKI: making models out of brushes with XSI


This error will cause your map to fail compiling completely

Last contribution: Dives

too many t-junctions to fix up!

See here


This error will cause your map to fail compiling completely

Last contribution: zombie@computer
▲<Please ignore the above text since it lacks anything to do with English>▲

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Fawkes

Private 2
Private 2

Posts: 10

Joined: Fri Mar 23, 2012 6:45 am

Post Sat Mar 24, 2012 1:59 pm

Re: Need help compiling dont work

thx .. think it working nowe ...
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Fawkes

Private 2
Private 2

Posts: 10

Joined: Fri Mar 23, 2012 6:45 am

Post Sat Mar 24, 2012 7:32 pm

Re: Need help compiling dont work

ye it work nowe .. but take a bit longer to compiling the map nowe .... when o remove som func_detail ...

i have a question ... dont know if i shuld do a new topic 4 this but

i have build my own window on the roof lake thos in nuke ...

photo here ; http://i40.tinypic.com/5khn3p.jpg

the prop one dont let in any light ... dont know if i do any rong but ...
can i do so it send light frue the prop ... i try the prop_static one ... ande some more but i dident let eny light fru it ... any id howe to get it to wurk ...

and thx 4 the help on the func_detail .. help allot .... and sry 4 my eng ...
<<

daz_rich

Sergeant
Sergeant

Posts: 332

Joined: Thu Feb 07, 2008 11:53 am

Post Sun Mar 25, 2012 9:08 am

Re: Need help compiling dont work

put a light spot inside the building, is what they did on militia, i would do the same
▲<Please ignore the above text since it lacks anything to do with English>▲

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