need help with my map

pufss

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Sep 16, 2011
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Hello i have this problem with my zombie panic map i made everything i would do sv_testmode 1 to test out the map the weapons would show up and everything. But when i try it with a person in a real match the weapons disappear the map itself is fine. By the way i put that error prop on purpose.

I used hammer editor btw from source sdk .

Before in testmode (forgot to spawn but its the same thing):
246rpz8.jpg


After in a real match:
35lup92.jpg

Compile Log:
PHP:
** Executing...
** Command: "c:\program files\steam\steamapps\pufss\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.vmf"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.vmf
Can't find surfaceprop concrete for material CONCRETE/CONCRETEWALL041A, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETEFLOOR001A, using default
Can't find surfaceprop concrete for material CONCRETE/CONCRETEWALL013A, using default
Can't find surfaceprop default_silent for material TOOLS/TOOLSSKYBOX, using default
Can't find surfaceprop plaster for material ZPCUSTOMMATERIALS/WALLS/WALLPAPER02A, using default
Can't find surfaceprop brick for material ZPCUSTOMMATERIALS/WALLS/ZP_BRICKWALL006B_GAR, using default
Can't find surfaceprop glass for material EFFECTS/RED, using default
Can't find surfaceprop concrete for material CLUBZOMBO/WALL/CZ_WHITE_BRICK, using default
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\Steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/grimmnight*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/grimmnightrt"
Can't load skybox file skybox/grimmnight 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) (9623 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 40 texinfos to 32
Reduced 9 texdatas to 9 (240 bytes to 240)
Writing C:\Program Files\Steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\pufss\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.bsp
reading c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.prt
  52 portalclusters
 132 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: 1634
Average clusters visible: 31
Building PAS...
Average clusters audible: 41
visdatasize:1117  compressed from 832
writing c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\pufss\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap"

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

Loading c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.bsp
212 faces
110262 square feet [15877776.00 square inches]
0 displacements
0 square feet [0.00 square inches]
212 patches before subdivision
5894 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 (0)
transfers 209650, max 211
transfer lists:   1.6 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<0.0006 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                   4/1024          192/49152    ( 0.4%) 
brushes                 26/8192          312/98304    ( 0.3%) 
brushsides             156/65536        1248/524288   ( 0.2%) 
planes                 132/65536        2640/1310720  ( 0.2%) 
vertexes               358/65536        4296/786432   ( 0.5%) 
nodes                  151/65536        4832/2097152  ( 0.2%) 
texinfos                32/12288        2304/884736   ( 0.3%) 
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                  212/65536       11872/3670016  ( 0.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               70/65536        3920/3670016  ( 0.1%) 
leaves                 156/65536        4992/2097152  ( 0.2%) 
leaffaces              245/65536         490/131072   ( 0.4%) 
leafbrushes             86/65536         172/131072   ( 0.1%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges             1202/512000       4808/2048000  ( 0.2%) 
edges                  654/256000       2616/1024000  ( 0.3%) 
LDR worldlights          0/8192            0/720896   ( 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            48/65536          96/131072   ( 0.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      290872/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        1117/16777216 ( 0.0%) 
entdata               [variable]       12775/393216   ( 3.2%) 
LDR leaf ambient       156/65536        3744/1572864  ( 0.2%) 
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]        5138/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]        9623/4194304  ( 0.2%) 
==== Total Win32 BSP file data space used: 368413 bytes ====

Total triangle count: 498
Writing c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\pufss\half-life 2 deathmatch\vmf\myzpsmap.bsp" "c:\program files\steam\steamapps\pufss\half-life 2 deathmatch\hl2mp\maps\myzpsmap.bsp"
 
When you start a real match, are all entities, props and textures owned by the same person? As I understand, they wont render at all, even as 'error' entities unless both of you own everything in-game.
 
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