Map compiling but no changes?

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broken89

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Ok i started working on a large AWP map for css and im done with it for now. Im haveing a major problem, well my map compiles just fine (takes about 2 1/2Min)
but when i play the map the changes that i made are not there!?!? (ive added new areas and stuff) ive deleted the map out of my map folder and copied it back in after its done compiling and still no changes? WTF!?

Any ideas?
 
Great answer. Did you really need to waste your own time typing that?
 
here

Here it is






** Executing...
** Command: "c:\program files\valve\steam\steamapps\dontmatter\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\dontmatter\counter-strike source\cstrike" "C:\Documents and Settings\Sally\Desktop\AWP_BreakTower"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:\program files\valve\steam\steamapps\dontmatter\counter-strike source\cstrike\materials
Loading C:\Documents and Settings\Sally\Desktop\AWP_BreakTower.vmf
Error: displacement found on a(n) func_detail entity - not supported


** Executing...
** Command: "c:\program files\valve\steam\steamapps\dontmatter\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\darkhunter14a\counter-strike source\cstrike" "C:\Documents and Settings\Sally\Desktop\AWP_BreakTower"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\documents and settings\Sally\desktop\AWP_BreakTower.bsp
reading c:\documents and settings\Sally\desktop\AWP_BreakTower.prt
LoadPortals: couldn't read c:\documents and settings\Sally\desktop\AWP_BreakTower.prt


** Executing...
** Command: "c:\program files\valve\steam\steamapps\dontmatter\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\dontmatter\counter-strike source\cstrike" "C:\Documents and Settings\Sally\Desktop\AWP_BreakTower"

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

Loading c:\documents and settings\Sally\desktop\AWP_BreakTower.bsp
2659 faces
759912 square feet [109427392.00 square inches]
29 displacements
329528 square feet [47452152.00 square inches]
2659 patches before subdivision
31613 patches after subdivision
27 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (102)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 1238064, max 225
transfer lists: 9.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(27642, 29464, 11219)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(625, 574, 124)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(19, 18, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0343 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 410/1024 19680/49152 (40.0%)
brushes 420/8192 5040/98304 ( 5.1%)
brushsides 2520/65536 20160/524288 ( 3.8%)
planes 222/65536 4440/1310720 ( 0.3%)
vertexes 3561/65536 42732/786432 ( 5.4%)
nodes 2601/65536 83232/2097152 ( 4.0%)
texinfos 85/12288 6120/884736 ( 0.7%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 29/0 5104/0 ( 0.0%)
disp_verts 8381/0 167620/0 ( 0.0%)
disp_tris 14848/0 29696/0 ( 0.0%)
disp_lmsamples 491250/0 491250/0 ( 0.0%)
faces 2659/65536 148904/3670016 ( 4.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2519/65536 141064/3670016 ( 3.8%)
leaves 3012/65536 96384/2097152 ( 4.6%)
leaffaces 2630/65536 5260/131072 ( 4.0%)
leafbrushes 496/65536 992/131072 ( 0.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 20712/512000 82848/2048000 ( 4.0%)
edges 10405/256000 41620/1024000 ( 4.1%)
LDR worldlights 27/8192 2376/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 793004/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 904/16777216 ( 0.0%)
entdata [variable] 197410/393216 (50.2%)
LDR leaf ambient 3012/65536 72288/1572864 ( 4.6%)
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] 19998/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 229223/4194304 ( 5.5%)
==== Total Win32 BSP file data space used: 2707543 bytes ====

Total triangle count: 5318
Writing c:\documents and settings\Sally\desktop\AWP_BreakTower.bsp
2 minutes, 2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Sally\Desktop\AWP_BreakTower.bsp" "c:\program files\valve\steam\steamapps\dontmatter\counter-strike source\cstrike\maps\AWP_BreakTower.bsp"
 
Great answer. Did you really need to waste your own time typing that?

Hells yeah:angel:

Oh.. and the problem at hand..

Error: displacement found on a(n) func_detail entity - not supported
You have a displacement that has been tied to a func_detail and that is not liked by the compile tools nor Source. Fix..

This will stop compile completeley = no new map for you. So when your game is prompted to run it it loads up the old one which is the newest as far as the game is concerned. See the problem?

See? I can make relevant posts too :O
 
You go though your func_details and see if any of them contains a displacement.

OR

You go though your displacements and see if one is a func_detail or a part of a func_detail.

When found, select your displacement (if there are several things in your func_detail select the whole func_detail) and press the "to World" button. Now your func_detail is no more. If there were any brushes that you wanted to be func_details then select them and tie them to func_details again, this time without the displacements.

Repeat until there are no func_detail displacements.

Fixed.

Two relevant posts in a row, I must be getting sick.
 
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