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#1 (permalink) |
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Member
Hostage
Join Date: Oct 2009
Posts: 7
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I have made quite a few primitive maps for CS:S. However, the last 2 maps I made have had issues with CT and T spawns. I am running the latest version on valve hammer, and placed 20 info_playercounterterrorist, and 20 info_playerterrorist entities on each end of the map. The compile process goes through quick, and when I test the map, I attempt to spawn and it says that both teams are full. I did check map for problems and it says no errors were found. If someone who has experianced this issue and knows how to fix it, I would greatly appreciate it. Thank you.
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#3 (permalink) |
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Member
Hostage
Join Date: Oct 2009
Posts: 7
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** Executing...
** Command: "c:\program files (x86)\steam\2\steamapps\soviet4012\sourcesdk\bin\e p1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\2\steamapps\soviet4012\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\2\steamapps\soviet4012\sourcesdk_conte nt\cstrike\mapsrc\factorytest#2" Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: c:\program files (x86)\steam\2\steamapps\soviet4012\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\2\steamapps\soviet4012\sourcesdk_conte nt\cstrike\mapsrc\factorytest#2.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... done (0) writing C:\Program Files (x86)\Steam\2\steamapps\soviet4012\sourcesdk_conte nt\cstrike\mapsrc\factorytest#2.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 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) (17780 bytes) Static prop models/props_c17/metalladder001.mdl outside the map (-323.00, -736.00, 123.92) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 17 texinfos to 17 Reduced 9 texdatas to 9 (189 bytes to 189) Writing C:\Program Files (x86)\Steam\2\steamapps\soviet4012\sourcesdk_conte nt\cstrike\mapsrc\factorytest#2.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\2\steamapps\soviet4012\sourcesdk\bin\e p1\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\2\steamapps\soviet4012\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\2\steamapps\soviet4012\sourcesdk_conte nt\cstrike\mapsrc\factorytest#2" Valve Software - vvis.exe (Nov 8 2007) 4 threads reading c:\program files (x86)\steam\2\steamapps\soviet4012\sourcesdk_conte nt\cstrike\mapsrc\factorytest#2.bsp reading c:\program files (x86)\steam\2\steamapps\soviet4012\sourcesdk_conte nt\cstrike\mapsrc\factorytest#2.prt 195 portalclusters 526 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 (2) Optimized: 42 visible clusters (0.00%) Total clusters visible: 23377 Average clusters visible: 119 Building PAS... Average clusters audible: 195 visdatasize:11306 compressed from 12480 writing c:\program files (x86)\steam\2\steamapps\soviet4012\sourcesdk_conte nt\cstrike\mapsrc\factorytest#2.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\2\steamapps\soviet4012\sourcesdk\bin\e p1\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\2\steamapps\soviet4012\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\2\steamapps\soviet4012\sourcesdk_conte nt\cstrike\mapsrc\factorytest#2" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\2\steamapps\soviet4012\sourcesdk_conte nt\cstrike\mapsrc\factorytest#2.bsp 701 faces 973982 square feet [140253472.00 square inches] 0 displacements 0 square feet [0.00 square inches] 701 patches before subdivision 20597 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 (1) transfers 1493378, max 332 transfer lists: 11.4 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<0.0132 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 1/1024 48/49152 ( 0.1%) brushes 46/8192 552/98304 ( 0.6%) brushsides 292/65536 2336/524288 ( 0.4%) planes 208/65536 4160/1310720 ( 0.3%) vertexes 1184/65536 14208/786432 ( 1.8%) nodes 423/65536 13536/2097152 ( 0.6%) texinfos 17/12288 1224/884736 ( 0.1%) texdata 9/2048 288/65536 ( 0.4%) 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 701/65536 39256/3670016 ( 1.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 167/65536 9352/3670016 ( 0.3%) leaves 425/65536 13600/2097152 ( 0.6%) leaffaces 777/65536 1554/131072 ( 1.2%) leafbrushes 215/65536 430/131072 ( 0.3%) areas 2/256 16/2048 ( 0.8%) surfedges 3912/512000 15648/2048000 ( 0.8%) edges 2107/256000 8428/1024000 ( 0.8%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 70/32768 700/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1092/65536 2184/131072 ( 1.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 465836/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 11306/16777216 ( 0.1%) entdata [variable] 4319/393216 ( 1.1%) LDR leaf ambient 425/65536 10200/1572864 ( 0.6%) 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] 10020/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 17780/4194304 ( 0.4%) ==== Total Win32 BSP file data space used: 646983 bytes ==== Total triangle count: 1834 Writing c:\program files (x86)\steam\2\steamapps\soviet4012\sourcesdk_conte nt\cstrike\mapsrc\factorytest#2.bsp 2 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\2\steamapps\soviet4012\sourcesdk_conte nt\cstrike\mapsrc\factorytest#2.bsp" "c:\program files (x86)\steam\2\steamapps\soviet4012\counter-strike source\cstrike\maps\factorytest#2.bsp" |
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#4 (permalink) |
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Member
THE ARCHITECT!
Join Date: Jun 2008
Location: USA
Posts: 3,974
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static prop models/props_c17/metalladder001.mdl outside the map (-323.00, -736.00, 123.92)
Description: You have a prop_static outside the map, or you have a big leak. You may also have a prop completely inside a world brush (that's the bounding box entirely inside the brush). Solution: Delete the entity, move the entity into your level (or turn the offending brush into a brush entity), or fix the leak. -------------------------------------- Description: You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture. -------------------------------------- Description: You have used a non-hdr skybox texture, while the compile tools expect a hdr skybox instead. Solution: Either make a HDR skybox, change your skybox to a HDR one or ignore this error. See below for a detailed fix. |
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#6 (permalink) |
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Member
THE ARCHITECT!
Join Date: Jun 2008
Location: USA
Posts: 3,974
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Could be. The other think is you have a leak. This will cause the map to fail all the time. Look around and make sure your outer most walls touch each other so you can't see the black when you're in your map. Any holes are leaks and need to be "filled".
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#7 (permalink) |
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Member
Hostage
Join Date: Oct 2009
Posts: 7
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well now ive got a newer bigger problem. I got the map all situated with all the doodads, fixed the skybox, and just to be sure i didnt have a leak the outer block is one object that I hollowed. Now when I go to compile it says windows cant find file specified. it seems to frig up copying the bsp file. ive dealt with this issue before, but everything i did last time to fix it doesnt work this time.
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