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Ussr1943
04-29-2007, 01:17 PM
Alright so I started to do a little bit of mapping again (learning). So I made a basic level with a sky box, fence, groud thats grass, and a few broken walls and a rebel player start and a combine player start, and I made rain, my problem is that when i attempt to play the map I get a critical error that makes me close HL2: DM. It doesnt tell me what the error is or anything but from my log for compiling the map I found something I'm not sure could be the problem.


** Executing...
** Command: "c:\program files\steam\steamapps\ussr1943\sourcesdk\bin\vbsp. exe"
** Parameters: -game "c:\program files\steam\steamapps\ussr1943\half-life 2 deathmatch\hl2mp" "C:\Documents and Settings\user\Desktop\maps\crap_map"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:\program files\steam\steamapps\ussr1943\half-life 2 deathmatch\hl2mp\materials
Loading C:\Documents and Settings\user\Desktop\maps\crap_map.vmf
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...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Documents and Settings\user\Desktop\maps\crap_map.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_borealis01rt"
Can't load skybox file skybox/sky_borealis01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (4650 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 19 texinfos to 16
Reduced 8 texdatas to 8 (160 bytes to 160)
Writing C:\Documents and Settings\user\Desktop\maps\crap_map.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\ussr1943\sourcesdk\bin\vvis. exe"
** Parameters: -game "c:\program files\steam\steamapps\ussr1943\half-life 2 deathmatch\hl2mp" "C:\Documents and Settings\user\Desktop\maps\crap_map"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\documents and settings\user\desktop\maps\crap_map.bsp
reading c:\documents and settings\user\desktop\maps\crap_map.prt
20 portalclusters
55 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 400
Average clusters visible: 20
Building PAS...
Average clusters audible: 20
visdatasize:284 compressed from 320
writing c:\documents and settings\user\desktop\maps\crap_map.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\ussr1943\sourcesdk\bin\vrad. exe"
** Parameters: -game "c:\program files\steam\steamapps\ussr1943\half-life 2 deathmatch\hl2mp" "C:\Documents and Settings\user\Desktop\maps\crap_map"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\documents and settings\user\desktop\maps\crap_map.bsp
128 faces
24835 square feet [3576240.00 square inches]
84 displacements
562 square feet [80945.20 square inches]
128 patches before subdivision
834 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 27697, max 144
transfer lists: 0.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(457, 425, 228)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(24, 20, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0015 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% 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 2/1024 96/49152 ( 0.2%)
brushes 12/8192 144/98304 ( 0.1%)
brushsides 72/65536 576/524288 ( 0.1%)
planes 130/65536 2600/1310720 ( 0.2%)
vertexes 167/65536 2004/786432 ( 0.3%)
nodes 57/65536 1824/2097152 ( 0.1%)
texinfos 16/12288 1152/884736 ( 0.1%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 84/0 14784/0 ( 0.0%)
disp_verts 6804/0 136080/0 ( 0.0%)
disp_tris 10752/0 21504/0 ( 0.0%)
disp_lmsamples 3704/0 3704/0 ( 0.0%)
faces 128/65536 7168/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 100/65536 5600/3670016 ( 0.2%)
leaves 60/65536 1920/2097152 ( 0.1%)
leaffaces 50/65536 100/131072 ( 0.1%)
leafbrushes 31/65536 62/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 930/512000 3720/2048000 ( 0.2%)
edges 506/256000 2024/1024000 ( 0.2%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 4/32768 40/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 54/65536 108/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 19416/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 284/16777216 ( 0.0%)
entdata [variable] 744/393216 ( 0.2%)
LDR leaf ambient 60/65536 1440/1572864 ( 0.1%)
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] 10010/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 4650/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 242204 bytes ====

Total triangle count: 274
Writing c:\documents and settings\user\desktop\maps\crap_map.bsp
9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\user\Desktop\maps\crap_map.bsp" "c:\program files\steam\steamapps\ussr1943\half-life 2 deathmatch\hl2mp\maps\crap_map.bsp"

The first part (nodraw on terrain surface, Im just assuming its because i used nodraw first the applied the grass texture to it (just a micilainous thing but doesnt hur the map?)

but the second part about not being able to load the sky box I think that is the problem, I have it set under map properties, and i have the tools/skybox texture.

any pros could give me a hand that would be much appreciated.

JK-
04-29-2007, 02:49 PM
Hmm...
About that first part, have you used nodraw on a morphed terrain?
I don't know if that can be a problem, but it might be that.

Ussr1943
04-29-2007, 04:36 PM
no, I have flat terrain, but I used nodraw to create some walls, I textured over them and used a displacement to make the wall look broken down.

Ussr1943
04-29-2007, 05:35 PM
Ok well I think i found the problem, when I remade a map simmilar and compiled it and ran it it gave me the NODRAW on terrain surface! once, but i could still run the map, But I could barely see a yellow texture on the bottom of one of my wall segments that morphed into the terrain , I think the displacement I did on the walls connected to the bottom and ground.

cheese
04-29-2007, 07:27 PM
using displacement is not the best idea for making a broken looking wall. It's a better idea to use subdivide or just multiple brushes. Displacement is generally used for ground terrain.

Knights
04-30-2007, 12:52 PM
http://www.interlopers.net/errors/ best place for errors with your compiles. Just copy and paste the whole compile log there. :D