Technology (Read Only) > Mapping
[Done]zs_mini_house
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.
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