Hmm my changes on my map wont work :(

Slicezor

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Dec 12, 2008
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heya, i built a tower on my map, when im Executing the map the changes wont save :( can anyone help me out?


** Executing...
** Command: "c:\program\steam\steamapps\argonian14\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program\steam\steamapps\argonian14\counter-strike source\cstrike" "c:\program\steam\steamapps\argonian14\counter-strike source\cstrike\maps\fy_poolvincent_v3"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:\program\steam\steamapps\argonian14\counter-strike source\cstrike\materials
Loading c:\program\steam\steamapps\argonian14\counter-strike source\cstrike\maps\fy_poolvincent_v3.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
WARNING: node with unbounded volume
WARNING: node with unbounded volume
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
WARNING: node with unbounded volume
WARNING: node with unbounded volume
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
HashVec: point outside valid range

** Executing...
** Command: "c:\program\steam\steamapps\argonian14\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program\steam\steamapps\argonian14\counter-strike source\cstrike" "c:\program\steam\steamapps\argonian14\counter-strike source\cstrike\maps\fy_poolvincent_v3"

Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading c:\program\steam\steamapps\argonian14\counter-strike source\cstrike\maps\fy_poolvincent_v3.bsp
reading c:\program\steam\steamapps\argonian14\counter-strike source\cstrike\maps\fy_poolvincent_v3.prt
LoadPortals: couldn't read c:\program\steam\steamapps\argonian14\counter-strike source\cstrike\maps\fy_poolvincent_v3.prt


** Executing...
** Command: "c:\program\steam\steamapps\argonian14\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program\steam\steamapps\argonian14\counter-strike source\cstrike" "c:\program\steam\steamapps\argonian14\counter-strike source\cstrike\maps\fy_poolvincent_v3"

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

Loading c:\program\steam\steamapps\argonian14\counter-strike source\cstrike\maps\fy_poolvincent_v3.bsp
1663 faces
280710 square feet [40422344.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1663 patches before subdivision
22365 patches after subdivision
20 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (62)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 2314812, max 696
transfer lists: 17.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(240236, 241473, 232607)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(63403, 64083, 59537)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(18363, 18660, 16749)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(5385, 5506, 4787)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1663, 1712, 1444)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(525, 544, 447)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(173, 181, 145)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(59, 62, 49)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(21, 22, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(8, 8, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(3, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0183 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 10/1024 480/49152 ( 1.0%)
brushes 249/8192 2988/98304 ( 3.0%)
brushsides 1658/65536 13264/524288 ( 2.5%)
planes 1412/65536 28240/1310720 ( 2.2%)
vertexes 3627/65536 43524/786432 ( 5.5%)
nodes 1082/65536 34624/2097152 ( 1.7%)
texinfos 221/12288 15912/884736 ( 1.8%)
texdata 17/2048 544/65536 ( 0.8%)
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 1663/65536 93128/3670016 ( 2.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 906/65536 50736/3670016 ( 1.4%)
leaves 1093/65536 34976/2097152 ( 1.7%)
leaffaces 1916/65536 3832/131072 ( 2.9%)
leafbrushes 867/65536 1734/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11409/512000 45636/2048000 ( 2.2%)
edges 7238/256000 28952/1024000 ( 2.8%)
LDR worldlights 20/8192 1760/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 121/32768 1210/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1884/65536 3768/131072 ( 2.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 711584/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 67632/16777216 ( 0.4%)
entdata [variable] 9124/393216 ( 2.3%)
LDR leaf ambient 1093/65536 26232/1572864 ( 1.7%)
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] 1/390 ( 0.3%)
pakfile [variable] 10028/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 93321/4194304 ( 2.2%)
==== Total Win32 BSP file data space used: 1323247 bytes ====

Total triangle count: 4462
Writing c:\program\steam\steamapps\argonian14\counter-strike source\cstrike\maps\fy_poolvincent_v3.bsp
1 minute, 15 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program\steam\steamapps\argonian14\counter-strike source\cstrike\maps\fy_poolvincent_v3.bsp" "c:\program\steam\steamapps\argonian14\counter-strike source\cstrike\maps\fy_poolvincent_v3.bsp"


** Executing...
** Command: "c:\program\steam\steamapps\argonian14\counter-strike source\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program\steam\steamapps\argonian14\counter-strike source\cstrike" +map "fy_poolvincent_v3"

help plz :rolling: ^^
 
Be sure that you haven?t the ?only entities? option in your bsp running features. otherway:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
WARNING: node with unbounded volume
WARNING: node with unbounded volume
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
WARNING: node with unbounded volume
WARNING: node with unbounded volume
.....
HashVec: point outside valid range

I never had such error before, check out the map?s size, maybe is too big.
 
Sounds like a leak, or dodgy brush manipulation that's sent a point off to infinity.
 
well cant get it to work >.< so i'll just have to start over again <.<.... took me 10 days to do the map x):imu: but if you have any tips or something just tell me :)
 
Dont start the map again, just compile using only the basic geometries, if it works, so add some other ones and so on, soon or late you?ll go with the problem. That what most people calls debuging.
 
run your log through the interlopers error checker, it will tell you what to do with that error you've got.
 
indeed, check for problems first (by pressing ALT + P)
if you used the 'clipping tool' a lot that could be the reason.

also try compiling with HL2CG, Hammer doesn't have a good reputation when compiling big maps.
 
Also try compiling with cordon. Do small sections, try and find the problem area.
 
Why people keep posting possible solutions when the guy didnt post anymore and the thread is more than a month and half old?
 
Why people keep posting possible solutions when the guy didnt post anymore and the thread is more than a month and half old?

maybe because we haven't heard that the problem has been solved and we're adamantly trying to do so
 
it's due to people like you forums die out! :sleep:

Not really, i prefer to focus my efforts on useful stuff instead of necroposting.

huntingbear said:
maybe because we haven't heard that the problem has been solved and we're adamantly trying to do so

I understand, but it makes no sense if the guy is not looking at it anymore.
 
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