Technology (Read Only) > Mapping

[Done]zs_mini_house

<< < (2/4) > >>

Сєşάя:
Guys...halp meh. I'm getting some problems with the map. Please, look the log and help me. I think the problem is the water.

Spoiler (click to show/hide)
** Executing...
** Command: "d:\steam\steamapps\cesarnoll96\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod" "D:\Steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
1 threads
materialPath: d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\materials
Loading D:\Steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/zs_mini_house/nature/blendgrassgravel001a_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.prt...Building visibility clusters...
done (0)
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (1504735 bytes)
Error! To use model "models/props_vehicles/car001b_phy.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_vehicles/car001b_phy.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 724 texinfos to 470
Reduced 41 texdatas to 34 (1036 bytes to 828)
Writing D:\Steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.bsp
5 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\cesarnoll96\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod" "D:\Steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house"

Valve Software - vvis.exe (Oct 25 2011)
1 threads
reading d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.bsp
reading d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.prt
 503 portalclusters
1372 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (152)
Optimized: 620 visible clusters (0.00%)
Total clusters visible: 68899
Average clusters visible: 136
Building PAS...
Average clusters audible: 389
visdatasize:59140  compressed from 64384
writing d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.bsp
2 minutes, 34 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\cesarnoll96\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod" "D:\Steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house"

Valve Software - vrad.exe SSE (Oct 25 2011)

      Valve Radiosity Simulator     
1 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.bsp
Setting up ray-trace acceleration structure... Done (2.39 seconds)
2209 faces
267123 square feet [38465776.00 square inches]
24 Displacements
8714 Square Feet [1254936.88 Square Inches]
2209 patches before subdivision
18945 patches after subdivision
39 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (17)
transfers 1122629, max 492
transfer lists:   8.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(25903, 21077, 14728)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #2 added RGB(6443, 4160, 2010)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #3 added RGB(2049, 1037, 362)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(685, 266, 62)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #5 added RGB(239, 72, 12)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #6 added RGB(83, 19, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #7 added RGB(29, 5, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #8 added RGB(10, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #9 added RGB(4, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #10 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0161 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (12)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  23/1024         1104/49152    ( 2.2%)
brushes                339/8192         4068/98304    ( 4.1%)
brushsides            2094/65536       16752/524288   ( 3.2%)
planes                1284/65536       25680/1310720  ( 2.0%)
vertexes              3747/65536       44964/786432   ( 5.7%)
nodes                 1277/65536       40864/2097152  ( 1.9%)
texinfos               470/12288       33840/884736   ( 3.8%)
texdata                 34/2048         1088/65536    ( 1.7%)
dispinfos               24/0            4224/0        ( 0.0%)
disp_verts            6936/0          138720/0        ( 0.0%)
disp_tris            12288/0           24576/0        ( 0.0%)
disp_lmsamples       30289/0           30289/0        ( 0.0%)
faces                 2209/65536      123704/3670016  ( 3.4%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             1264/65536       70784/3670016  ( 1.9%)
leaves                1301/65536       41632/2097152  ( 2.0%)
leaffaces             2491/65536        4982/131072   ( 3.8%)
leafbrushes            850/65536        1700/131072   ( 1.3%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            15605/512000      62420/2048000  ( 3.0%)
edges                 8673/256000      34692/1024000  ( 3.4%)
LDR worldlights         39/8192         3432/720896   ( 0.5%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips            169/32768        1690/327680   ( 0.5%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          2733/65536        5466/131072   ( 4.2%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     1125392/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]       59140/16777216 ( 0.4%)
entdata               [variable]       41174/393216   (10.5%)
LDR ambient table     1301/65536        5204/262144   ( 2.0%)
HDR ambient table     1301/65536        5204/262144   ( 2.0%)
LDR leaf ambient      1656/65536       46368/1835008  ( 2.5%)
HDR leaf ambient      1301/65536       36428/1835008  ( 2.0%)
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]           1/7152     ( 0.0%)
pakfile               [variable]      212431/0        ( 0.0%)
physics               [variable]     1504735/4194304  (35.9%)
physics terrain       [variable]           0/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 6145
Writing d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.bsp
46 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.bsp" "d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod\maps\zs_mini_house.bsp"


** Executing...
** Command: d:\steam\steam.exe
** Parameters: -applaunch 4000 -game "d:\steam\steamapps\cesarnoll96\garrysmod\garrysmod"  +map "zs_mini_house"

TehHank:
Make sure you have all of the sides of your water block have a nodraw texture except for the top.

Сєşάя:

--- Quote from: TehHank on January 18, 2012, 08:37:07 AM ---Make sure you have all of the sides of your water block have a nodraw texture except for the top.

--- End quote ---

I found the error. It's the displacement of the wall. Too much displaced.

Juan_Ambriz:
When do u think this will be done?

Сєşάя:

--- Quote from: Juan_Ambriz on January 19, 2012, 07:38:44 PM ---When do u think this will be done?

--- End quote ---

Dunno. Today I'll go to the beach (9:00 GMT-3) and I back sunday (maybe). I'm having again some problems. My Hammer load the old map, but I re-configure and didn't load the new map.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version