HL2 Beta Map Misc Help

Any aspects of level design for the Source engine.

HL2 Beta Map Misc Help

Postby Harper137 on Thu Mar 20, 2014 6:04 am

Yo,

Thanks to all who can help! I'm trying to port this old beta map called e3_town to MissingInfo, and there's a few (probably simple) errors I'm facing:

1: I've run the compile log thru the error page and it told me I didn't run BSP, VIS or RAD (I have a basic knowledge of each). I've looked at different tutorials and I'm confused since I ran them all on normal (on normal compile, not expert) and the error page doesn't see it in the log. How do I run those things properly and fully?

2: Random textures are fullbright (possibly because the VRAD not running?).

3: Some metal sheets that are supposed to be attached to a wooden fixture are instead fallen on the ground and won't stick to the fixture.

That's the main info. I could post my compile log if asked. I have many cool plans for this map, and since it's just Valve's unfinished content and no one else's, I'm thinking of posting it on GameBanana or something similar. I plan on making it a combination of the E3 Docks demo and the original E3 Town map. It will be a really easy map to fix since all the scripts and scenes are simple and work with retail.
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Re: HL2 Beta Map Misc Help

Postby LordDz on Thu Mar 20, 2014 5:34 pm

Does hammer miss any of the "fullbright" textures? Missing textures in hammer will always show up as fullbright ingame.
Post the compile log, it never hurts.
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Fri Mar 21, 2014 5:11 am

This is my compile log (some of the things missing like the skybox aren't missing since MissingInfo includes some of this stuff):

materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading C:\Users\--------\Downloads\e3_2002\e3 2002\hl2\maps\e3_town.vmf
material "stone/stonewall020a" not found.
Material not found!: STONE/STONEWALL020A
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "stone/blendcobbledirt001a" not found.
Material not found!: STONE/BLENDCOBBLEDIRT001A
material "nature/rockwall002a" not found.
Material not found!: NATURE/ROCKWALL002A
material "brick/brickwall040a" not found.
Material not found!: BRICK/BRICKWALL040A
material "brick/brickwall040f" not found.
Material not found!: BRICK/BRICKWALL040F
material "brick/brickwall040d" not found.
Material not found!: BRICK/BRICKWALL040D
material "composite/wasteland001a" not found.
Material not found!: COMPOSITE/WASTELAND001A
material "nature/blenddirtmud001a" not found.
Material not found!: NATURE/BLENDDIRTMUD001A
material "plaster/plasterwall013h" not found.
Material not found!: PLASTER/PLASTERWALL013H
material "plaster/plasterwall007c" not found.
Material not found!: PLASTER/PLASTERWALL007C
material "plaster/plasterwall007h" not found.
Material not found!: PLASTER/PLASTERWALL007H
material "plaster/plasterwall013f" not found.
Material not found!: PLASTER/PLASTERWALL013F
material "brick/brickwall040e" not found.
Material not found!: BRICK/BRICKWALL040E
material "wood/woodshingles001a" not found.
Material not found!: WOOD/WOODSHINGLES001A
material "stone/stonewall025b" not found.
Material not found!: STONE/STONEWALL025B
material "stone/stonewall025d" not found.
Material not found!: STONE/STONEWALL025D
material "vehicle/metaltank001e" not found.
Material not found!: VEHICLE/METALTANK001E
material "metal/metaltruss022b" not found.
Material not found!: METAL/METALTRUSS022B
material "plaster/plasterwall013e" not found.
Material not found!: PLASTER/PLASTERWALL013E
material "plaster/plasterwall007b" not found.
Material not found!: PLASTER/PLASTERWALL007B
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/e3_town/nature/blendgrassgravel001a_wvt_patch
Patching WVT material: maps/e3_town/nature/blendgrassdirt001a_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 782 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\--------\Downloads\e3_2002\e3 2002\hl2\maps\e3_town.prt...Building visibility clusters...
done (0)
material "skybox/sky_quarry01rt" not found.
Can't load skybox file skybox/sky_quarry01 to build the default cubemap!
Can't load skybox file skybox/sky_quarry01 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 (1) (833138 bytes)
Error loading studio model "models/props_wasteland/rockcliff05c.mdl"!
Error loading studio model "models/props_wasteland/rockcliff07c.mdl"!
Error loading studio model "models/props_wasteland/rockcliff07a.mdl"!
Error loading studio model "models/props_wasteland/rockcliff01h.mdl"!
Error loading studio model "models/props_wasteland/rockcliff01i.mdl"!
Error loading studio model "models/props_wasteland/rockcliff01L.mdl"!
Error loading studio model "models/props_wasteland/rockcliff01d.mdl"!
Error loading studio model "models/props_wasteland/rockcliff05d.mdl"!
Error loading studio model "models/props_wasteland/rockcliff07d.mdl"!
Error loading studio model "models/props_wasteland/rockcliff07e.mdl"!
Error loading studio model "models/props_wasteland/dockpole04d.mdl"!
Error loading studio model "models/props_wasteland/dockpole04b.mdl"!
Error loading studio model "models/props_wasteland/dockpole04c.mdl"!
Error loading studio model "models/props_wasteland/dockpole04a.mdl"!
Error loading studio model "models/props_wasteland/pipe01_straight01_long.mdl"!
Error loading studio model "models/props_wasteland/pipe01_45degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe01_tjoint01.mdl"!
Error loading studio model "models/props_wasteland/pipe01_lcurve02_long.mdl"!
Error loading studio model "models/props_wasteland/pipe01_90degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe01_straight01_short.mdl"!
Error loading studio model "models/props_wasteland/pipe01_lcurve01_long.mdl"!
Error loading studio model "models/props_wasteland/pipe02_straight01_long.mdl"!
Error loading studio model "models/props_wasteland/pipe02_45degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe02_yjoint02.mdl"!
Error loading studio model "models/props_wasteland/pipe02_connector01.mdl"!
Error loading studio model "models/props_wasteland/pipe02_90degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe03_connector01.mdl"!
Error loading studio model "models/props_wasteland/pipe03_straight01_long.mdl"!
Error loading studio model "models/props_wasteland/pipe03_45degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe03_straight01_short.mdl"!
Error loading studio model "models/props_wasteland/pipe03_yjoint02.mdl"!
Error loading studio model "models/props_wasteland/pipe03_90degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe03_tjoint01.mdl"!
Error loading studio model "models/props_c17/lamp_bracket01.mdl"!
Error loading studio model "models/props_borealis/light_spotlight01_lamp_on.mdl"!
Error loading studio model "models/props_c17/lamp_standard_on01.mdl"!
Error loading studio model "models/props_foliage/treemaple01a.mdl"!
Error loading studio model "models/props_foliage/treepine02b.mdl"!
Error loading studio model "models/props_foliage/treepine01b.mdl"!
Error loading studio model "models/props_foliage/treepine03c.mdl"!
Error loading studio model "models/props_foliage/treecard01a.mdl"!
Error loading studio model "models/props_foliage/treecard01b.mdl"!
Error loading studio model "models/props_wasteland/watertower01.mdl"!
Error loading studio model "models/props_wasteland/dockpole02b.mdl"!
Error loading studio model "models/props_wasteland/dockpole01a.mdl"!
Error loading studio model "models/props_foliage/treepine03a.mdl"!
Error loading studio model "models/props_foliage/treepine03b.mdl"!
Error loading studio model "models/props_wasteland/chimneystone01.mdl"!
Error loading studio model "models/props_wasteland/hook01.mdl"!
Error loading studio model "models/props_c17/arch03.mdl"!
Error loading studio model "models/props_wasteland/dockpole03a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error loading studio model "models/props_foliage/Grass_tuft_004a.mdl"!
Error loading studio model "models/props_foliage/Grass_tuft_001b.mdl"!
10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 5973 texinfos to 3214
Reduced 523 texdatas to 412 (23156 bytes to 18248)
Writing C:\Users\--------\Downloads\e3_2002\e3 2002\hl2\maps\e3_town.bsp
2 seconds elapsed



4 threads
reading c:\users\--------\downloads\e3_2002\e3 2002\hl2\maps\e3_town.bsp
reading c:\users\--------\downloads\e3_2002\e3 2002\hl2\maps\e3_town.prt
948 portalclusters
2926 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1108 visible clusters (0.42%)
Total clusters visible: 261502
Average clusters visible: 275
Building PAS...
Average clusters audible: 522
visdatasize:141650 compressed from 227520
writing c:\users\--------\downloads\e3_2002\e3 2002\hl2\maps\e3_town.bsp
4 minutes, 7 seconds elapsed



[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\-------\downloads\e3_2002\e3 2002\hl2\maps\e3_town.bsp
7787 faces
2 degenerate faces
3020560 square feet [434960704.00 square inches]
74 Displacements
547077 Square Feet [78779216.00 Square Inches]
7785 patches before subdivision
51055 patches after subdivision
41 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 6398175, max 1239
transfer lists: 48.8 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(84904, 78682, 49819)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(11991, 10752, 5935)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1687, 1317, 579)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(286, 208, 77)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(52, 33, 9)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(11, 6, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0155 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 112/1024 5376/49152 (10.9%)
brushes 2239/8192 26868/98304 (27.3%)
brushsides 20104/65536 160832/524288 (30.7%)
planes 15972/65536 319440/1310720 (24.4%)
vertexes 13030/65536 156360/786432 (19.9%)
nodes 2820/65536 90240/2097152 ( 4.3%)
texinfos 3214/12288 231408/884736 (26.2%)
texdata 412/2048 13184/65536 (20.1%)
dispinfos 74/0 13024/0 ( 0.0%)
disp_verts 5994/0 119880/0 ( 0.0%)
disp_tris 9472/0 18944/0 ( 0.0%)
disp_lmsamples 306096/0 306096/0 ( 0.0%)
faces 7787/65536 436072/3670016 (11.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6688/65536 374528/3670016 (10.2%)
leaves 2933/65536 93856/2097152 ( 4.5%)
leaffaces 10025/65536 20050/131072 (15.3%)
leafbrushes 4433/65536 8866/131072 ( 6.8%)
areas 4/256 32/2048 ( 1.6%)
surfedges 65161/512000 260644/2048000 (12.7%)
edges 39495/256000 157980/1024000 (15.4%)
LDR worldlights 38/8192 3344/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 916/32768 9160/327680 ( 2.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 17112/65536 34224/131072 (26.1%)
cubemapsamples 166/1024 2656/16384 (16.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3347900/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 141650/16777216 ( 0.8%)
entdata [variable] 236876/393216 (60.2%)
LDR ambient table 2933/65536 11732/262144 ( 4.5%)
HDR ambient table 2933/65536 11732/262144 ( 4.5%)
LDR leaf ambient 12583/65536 352324/1835008 (19.2%)
HDR leaf ambient 2933/65536 82124/1835008 ( 4.5%)
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] 1/267672 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/17716 ( 0.0%)
pakfile [variable] 141662/0 ( 0.0%)
physics [variable] 833138/4194304 (19.9%)
physics terrain [variable] 23454/1048576 ( 2.2%)

Level flags = 0

Total triangle count: 22695
Writing c:\users\---------\downloads\e3_2002\e3 2002\hl2\maps\e3_town.bsp
43 seconds elapsed
_________________________________________________________________

In the error page, it told me to fix the missing models using entity report. Do I have to fix each prop model individually? Also, there's this prop model called dockpole04c that came in the MissingInfo folder, but when I play the map in MissingInfo, it doesn't show up. How do I fix this? Do I need to change the prop class? It is currently static which makes sense since it is static.

I just need help with how to fix all those missing models. We're dealing with a lot of stuff that's not in retail, but some of it seems to already be in the mod MissingInfo even though it doesn't show up in-game.
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Re: HL2 Beta Map Misc Help

Postby LordDz on Fri Mar 21, 2014 4:33 pm

All of these files: material "stone/stonewall020a" not found.
Material not found!: STONE/STONEWALL020A
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "stone/blendcobbledirt001a" not found.
Material not found!: STONE/BLENDCOBBLEDIRT001A
material "nature/rockwall002a" not found.
Material not found!: NATURE/ROCKWALL002A
material "brick/brickwall040a" not found.
Material not found!: BRICK/BRICKWALL040A
material "brick/brickwall040f" not found.
Material not found!: BRICK/BRICKWALL040F
material "brick/brickwall040d" not found.
Material not found!: BRICK/BRICKWALL040D
material "composite/wasteland001a" not found.
Material not found!: COMPOSITE/WASTELAND001A
material "nature/blenddirtmud001a" not found.
Material not found!: NATURE/BLENDDIRTMUD001A
material "plaster/plasterwall013h" not found.
Material not found!: PLASTER/PLASTERWALL013H
material "plaster/plasterwall007c" not found.
Material not found!: PLASTER/PLASTERWALL007C
material "plaster/plasterwall007h" not found.
Material not found!: PLASTER/PLASTERWALL007H
material "plaster/plasterwall013f" not found.
Material not found!: PLASTER/PLASTERWALL013F
material "brick/brickwall040e" not found.
Material not found!: BRICK/BRICKWALL040E
material "wood/woodshingles001a" not found.
Material not found!: WOOD/WOODSHINGLES001A
material "stone/stonewall025b" not found.
Material not found!: STONE/STONEWALL025B
material "stone/stonewall025d" not found.
Material not found!: STONE/STONEWALL025D
material "vehicle/metaltank001e" not found.
Material not found!: VEHICLE/METALTANK001E
material "metal/metaltruss022b" not found.
Material not found!: METAL/METALTRUSS022B
material "plaster/plasterwall013e" not found.
Material not found!: PLASTER/PLASTERWALL013E
material "plaster/plasterwall007b" not found.
Material not found!: PLASTER/PLASTERWALL007B

Are fullbright as they are missing from Hammer, copy them over from MissingInfo to the game that you are compiling with (I'm guessing it's Half-Life 2?).
Same thing here: material "skybox/sky_quarry01rt" not found. You're missing the skybox texture.

Models work even if they are missing, but you should probably copy them over aswell to your Half-Life 2 folder.
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Sun Mar 23, 2014 3:25 am

My only issue left is the beta models. Do you know how to move prop models from the beta leak into retail? Or did you answer this already? I apologize if I haven't noticed.

Don't the leak models need to be converted or something like that?
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Re: HL2 Beta Map Misc Help

Postby LordDz on Sun Mar 23, 2014 8:28 am

You go to the missing Info folder, Copy the model folder, paste it into the Half-Life 2 folder. Then copy the materials/models folder from missing Info folder to the Half-Life 2 folder.
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Re: HL2 Beta Map Misc Help

Postby ScarT on Sun Mar 23, 2014 6:22 pm

Any particular reason you're not doing your map in Missing Information? We've got the HL2 content last I checked.
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Thu Mar 27, 2014 3:12 am

ScarT wrote:Any particular reason you're not doing your map in Missing Information? We've got the HL2 content last I checked.


Do you mean there's a way to open Hammer with MI and edit the map from there? How is it done?
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Thu Mar 27, 2014 3:27 am

Do you guys know why the error page tells me I didn't run VIS, RAD and BSP? When I compiled in Hammer, all three were on normal.
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Re: HL2 Beta Map Misc Help

Postby ScarT on Fri Apr 04, 2014 10:29 am

Harper137 wrote:
ScarT wrote:Any particular reason you're not doing your map in Missing Information? We've got the HL2 content last I checked.


Do you mean there's a way to open Hammer with MI and edit the map from there? How is it done?

Of course there is. You'd probably have to configure it for Source SDK 2013's Hammer.
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Fri Apr 04, 2014 9:46 pm

Hey ScarT, I've been making a lot of progress with this map. There are some console errors that show up:
-Failed, using default cubemap 'engine/defaultcubemap' (Hammer tells me to run buildcubemaps in the engine to get proper cubemaps)
-SOLID_VPHYSICS static prop with no vphysics model! (gives a model name)
-phys_motor does not have a valid axis helper, and self-destructed!

I wouldn't know how to configure anything with Hammer so you would have to walk me through it. Instead I'd like help with my other questions.

Here's my latest log:
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading c:\users\\downloads\project\e3_town_without_skip.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/e3_town_without_skip/nature/blendgrassgravel001a_wvt_patch
Patching WVT material: maps/e3_town_without_skip/nature/blendgrassdirt001a_wvt_patch
Patching WVT material: maps/e3_town_without_skip/stone/blendcobbledirt001a_wvt_patch
Patching WVT material: maps/e3_town_without_skip/nature/blenddirtmud001a_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 800 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\users\\downloads\project\e3_town_without_skip.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_quarry01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_quarry01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (841072 bytes)
Error loading studio model "models/props_wasteland/pipe01_straight01_long.mdl"!
Error loading studio model "models/props_wasteland/pipe01_45degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe01_tjoint01.mdl"!
Error loading studio model "models/props_wasteland/pipe01_lcurve02_long.mdl"!
Error loading studio model "models/props_wasteland/pipe01_90degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe01_straight01_short.mdl"!
Error loading studio model "models/props_wasteland/pipe01_lcurve01_long.mdl"!
Error loading studio model "models/props_wasteland/pipe02_straight01_long.mdl"!
Error loading studio model "models/props_wasteland/pipe02_45degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe02_yjoint02.mdl"!
Error loading studio model "models/props_wasteland/pipe02_connector01.mdl"!
Error loading studio model "models/props_wasteland/pipe02_90degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe03_connector01.mdl"!
Error loading studio model "models/props_wasteland/pipe03_straight01_long.mdl"!
Error loading studio model "models/props_wasteland/pipe03_45degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe03_straight01_short.mdl"!
Error loading studio model "models/props_wasteland/pipe03_yjoint02.mdl"!
Error loading studio model "models/props_wasteland/pipe03_90degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe03_tjoint01.mdl"!
Error loading studio model "models/props_borealis/light_spotlight01_lamp_on.mdl"!
Error loading studio model "models/props_c17/lamp_standard_on01.mdl"!
Error loading studio model "models/props_foliage/treecard01a.mdl"!
Error loading studio model "models/props_wasteland/chimneystone01.mdl"!
Error loading studio model "models/props_wasteland/hook01.mdl"!
Error loading studio model "models/props_wasteland/watertower01.mdl"!
Error loading studio model "models/props_c17/arch03.mdl"!
Error loading studio model "models/props_wasteland/rockcliff01L.mdl"!
Error loading studio model "models/props_wasteland/rockcliff05c.mdl"!
Error loading studio model "models/props_wasteland/rockcliff05d.mdl"!
Error loading studio model "models/props_wasteland/rockcliff07c.mdl"!
Error loading studio model "models/props_wasteland/rockcliff07d.mdl"!
Error loading studio model "models/props_wasteland/rockcliff07a.mdl"!
Error loading studio model "models/props_wasteland/rockcliff07e.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error loading studio model "models/props_foliage/Grass_tuft_004a.mdl"!
Error loading studio model "models/props_foliage/Grass_tuft_001b.mdl"!
10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 6059 texinfos to 3252
Reduced 535 texdatas to 421 (29437 bytes to 23259)
Writing c:\users\\downloads\project\e3_town_without_skip.bsp
3 seconds elapsed



4 threads
reading c:\users\\downloads\project\e3_town_without_skip.bsp
reading c:\users\\downloads\project\e3_town_without_skip.prt
918 portalclusters
2829 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1085 visible clusters (0.44%)
Total clusters visible: 247925
Average clusters visible: 270
Building PAS...
Average clusters audible: 520
visdatasize:136764 compressed from 220320
writing c:\users\\downloads\project\e3_town_without_skip.bsp
4 minutes, 3 seconds elapsed



[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\\downloads\project\e3_town_without_skip.bsp
7920 faces
4 degenerate faces
3021351 square feet [435074560.00 square inches]
74 Displacements
547077 Square Feet [78779216.00 Square Inches]
7916 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
58048 patches after subdivision
41 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 7066665, max 1239
transfer lists: 53.9 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(96634, 91892, 58985)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(14373, 13190, 7428)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2131, 1710, 779)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(362, 268, 103)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(65, 43, 13)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(13, 8, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0210 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 113/1024 5424/49152 (11.0%)
brushes 2260/8192 27120/98304 (27.6%)
brushsides 20743/65536 165944/524288 (31.7%)
planes 17202/65536 344040/1310720 (26.2%)
vertexes 13187/65536 158244/786432 (20.1%)
nodes 2796/65536 89472/2097152 ( 4.3%)
texinfos 3252/12288 234144/884736 (26.5%)
texdata 421/2048 13472/65536 (20.6%)
dispinfos 74/0 13024/0 ( 0.0%)
disp_verts 5994/0 119880/0 ( 0.0%)
disp_tris 9472/0 18944/0 ( 0.0%)
disp_lmsamples 306096/0 306096/0 ( 0.0%)
faces 7920/65536 443520/3670016 (12.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6813/65536 381528/3670016 (10.4%)
leaves 2910/65536 93120/2097152 ( 4.4%)
leaffaces 10160/65536 20320/131072 (15.5%)
leafbrushes 4422/65536 8844/131072 ( 6.7%)
areas 4/256 32/2048 ( 1.6%)
surfedges 66479/512000 265916/2048000 (13.0%)
edges 40178/256000 160712/1024000 (15.7%)
LDR worldlights 38/8192 3344/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 976/32768 9760/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 18153/65536 36306/131072 (27.7%)
cubemapsamples 166/1024 2656/16384 (16.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3665652/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 136764/16777216 ( 0.8%)
entdata [variable] 256781/393216 (65.3%)
LDR ambient table 2910/65536 11640/262144 ( 4.4%)
HDR ambient table 2910/65536 11640/262144 ( 4.4%)
LDR leaf ambient 12081/65536 338268/1835008 (18.4%)
HDR leaf ambient 2910/65536 81480/1835008 ( 4.4%)
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] 1/267672 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/26966 ( 0.0%)
pakfile [variable] 14648460/0 ( 0.0%)
physics [variable] 841072/4194304 (20.1%)
physics terrain [variable] 23454/1048576 ( 2.2%)

Level flags = 0

Total triangle count: 23246
Writing c:\users\\downloads\project\e3_town_without_skip.bsp
2 minutes, 51 seconds elapsed



[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\\downloads\project\e3_town_without_skip.bsp
7920 faces
4 degenerate faces
3021351 square feet [435074560.00 square inches]
74 Displacements
547077 Square Feet [78779216.00 Square Inches]
7916 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
58048 patches after subdivision
41 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 7066665, max 1239
transfer lists: 53.9 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(96634, 91892, 58985)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(14373, 13190, 7428)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2131, 1710, 779)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(362, 268, 103)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(65, 43, 13)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(13, 8, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0223 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 113/1024 5424/49152 (11.0%)
brushes 2260/8192 27120/98304 (27.6%)
brushsides 20743/65536 165944/524288 (31.7%)
planes 17202/65536 344040/1310720 (26.2%)
vertexes 13187/65536 158244/786432 (20.1%)
nodes 2796/65536 89472/2097152 ( 4.3%)
texinfos 3252/12288 234144/884736 (26.5%)
texdata 421/2048 13472/65536 (20.6%)
dispinfos 74/0 13024/0 ( 0.0%)
disp_verts 5994/0 119880/0 ( 0.0%)
disp_tris 9472/0 18944/0 ( 0.0%)
disp_lmsamples 306096/0 306096/0 ( 0.0%)
faces 7920/65536 443520/3670016 (12.1%)
hdr faces 7920/65536 443520/3670016 (12.1%)
origfaces 6813/65536 381528/3670016 (10.4%)
leaves 2910/65536 93120/2097152 ( 4.4%)
leaffaces 10160/65536 20320/131072 (15.5%)
leafbrushes 4422/65536 8844/131072 ( 6.7%)
areas 4/256 32/2048 ( 1.6%)
surfedges 66479/512000 265916/2048000 (13.0%)
edges 40178/256000 160712/1024000 (15.7%)
LDR worldlights 38/8192 3344/720896 ( 0.5%)
HDR worldlights 38/8192 3344/720896 ( 0.5%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 976/32768 9760/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 18153/65536 36306/131072 (27.7%)
cubemapsamples 166/1024 2656/16384 (16.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3665652/0 ( 0.0%)
HDR lightdata [variable] 3665652/0 ( 0.0%)
visdata [variable] 136764/16777216 ( 0.8%)
entdata [variable] 256781/393216 (65.3%)
LDR ambient table 2910/65536 11640/262144 ( 4.4%)
HDR ambient table 2910/65536 11640/262144 ( 4.4%)
LDR leaf ambient 12081/65536 338268/1835008 (18.4%)
HDR leaf ambient 12081/65536 338268/1835008 (18.4%)
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] 1/267672 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/26966 ( 0.0%)
pakfile [variable] 14648460/0 ( 0.0%)
physics [variable] 841072/4194304 (20.1%)
physics terrain [variable] 23454/1048576 ( 2.2%)

Level flags = 0

Total triangle count: 23246
Writing c:\users\\downloads\project\e3_town_without_skip.bsp
2 minutes, 51 seconds elapsed



materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading c:\users\downloads\project\e3_town_without_skip.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/e3_town_without_skip/nature/blendgrassgravel001a_wvt_patch
Patching WVT material: maps/e3_town_without_skip/stone/blendcobbledirt001a_wvt_patch
Patching WVT material: maps/e3_town_without_skip/nature/blenddirtmud001a_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 800 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\users\\downloads\project\e3_town_without_skip.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_quarry01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_quarry01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (839440 bytes)
Error loading studio model "models/props_wasteland/pipe01_straight01_long.mdl"!
Error loading studio model "models/props_wasteland/pipe01_45degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe01_tjoint01.mdl"!
Error loading studio model "models/props_wasteland/pipe01_lcurve02_long.mdl"!
Error loading studio model "models/props_wasteland/pipe01_90degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe01_straight01_short.mdl"!
Error loading studio model "models/props_wasteland/pipe01_lcurve01_long.mdl"!
Error loading studio model "models/props_wasteland/pipe02_straight01_long.mdl"!
Error loading studio model "models/props_wasteland/pipe02_45degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe02_yjoint02.mdl"!
Error loading studio model "models/props_wasteland/pipe02_connector01.mdl"!
Error loading studio model "models/props_wasteland/pipe02_90degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe03_connector01.mdl"!
Error loading studio model "models/props_wasteland/pipe03_straight01_long.mdl"!
Error loading studio model "models/props_wasteland/pipe03_45degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe03_straight01_short.mdl"!
Error loading studio model "models/props_wasteland/pipe03_yjoint02.mdl"!
Error loading studio model "models/props_wasteland/pipe03_90degree01.mdl"!
Error loading studio model "models/props_wasteland/pipe03_tjoint01.mdl"!
Error loading studio model "models/props_borealis/light_spotlight01_lamp_on.mdl"!
Error loading studio model "models/props_c17/lamp_standard_on01.mdl"!
Error loading studio model "models/props_foliage/treecard01a.mdl"!
Error loading studio model "models/props_wasteland/chimneystone01.mdl"!
Error loading studio model "models/props_wasteland/hook01.mdl"!
Error loading studio model "models/props_c17/arch03.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6052 texinfos to 3249
Reduced 533 texdatas to 420 (29349 bytes to 23235)
Writing c:\users\\downloads\project\e3_town_without_skip.bsp
3 seconds elapsed



4 threads
reading c:\users\\downloads\project\e3_town_without_skip.bsp
reading c:\users\\downloads\project\e3_town_without_skip.prt
918 portalclusters
2829 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1085 visible clusters (0.44%)
Total clusters visible: 247925
Average clusters visible: 270
Building PAS...
Average clusters audible: 520
visdatasize:136764 compressed from 220320
writing c:\users\\downloads\project\e3_town_without_skip.bsp
4 minutes, 3 seconds elapsed



[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\\downloads\project\e3_town_without_skip.bsp
7902 faces
4 degenerate faces
3021063 square feet [435033152.00 square inches]
74 Displacements
547077 Square Feet [78779216.00 Square Inches]
7898 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
58028 patches after subdivision
41 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 7017331, max 1239
transfer lists: 53.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(93505, 88217, 55688)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(14038, 12802, 7118)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2074, 1649, 739)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(352, 259, 97)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(64, 41, 12)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(13, 7, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0207 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 110/1024 5280/49152 (10.7%)
brushes 2257/8192 27084/98304 (27.6%)
brushsides 20728/65536 165824/524288 (31.6%)
planes 17220/65536 344400/1310720 (26.3%)
vertexes 13163/65536 157956/786432 (20.1%)
nodes 2778/65536 88896/2097152 ( 4.2%)
texinfos 3249/12288 233928/884736 (26.4%)
texdata 420/2048 13440/65536 (20.5%)
dispinfos 74/0 13024/0 ( 0.0%)
disp_verts 5994/0 119880/0 ( 0.0%)
disp_tris 9472/0 18944/0 ( 0.0%)
disp_lmsamples 306096/0 306096/0 ( 0.0%)
faces 7902/65536 442512/3670016 (12.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6795/65536 380520/3670016 (10.4%)
leaves 2889/65536 92448/2097152 ( 4.4%)
leaffaces 10142/65536 20284/131072 (15.5%)
leafbrushes 4419/65536 8838/131072 ( 6.7%)
areas 4/256 32/2048 ( 1.6%)
surfedges 66335/512000 265340/2048000 (13.0%)
edges 40106/256000 160424/1024000 (15.7%)
LDR worldlights 38/8192 3344/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 976/32768 9760/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 18153/65536 36306/131072 (27.7%)
cubemapsamples 166/1024 2656/16384 (16.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3664764/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 136764/16777216 ( 0.8%)
entdata [variable] 256720/393216 (65.3%)
LDR ambient table 2889/65536 11556/262144 ( 4.4%)
HDR ambient table 2889/65536 11556/262144 ( 4.4%)
LDR leaf ambient 12057/65536 337596/1835008 (18.4%)
HDR leaf ambient 2889/65536 80892/1835008 ( 4.4%)
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] 1/534480 ( 0.0%)
dtl prp lght [variable] 1/1659 ( 0.1%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/28828 ( 0.0%)
pakfile [variable] 14648054/0 ( 0.0%)
physics [variable] 839440/4194304 (20.0%)
physics terrain [variable] 23454/1048576 ( 2.2%)

Level flags = 0

Total triangle count: 23210
Writing c:\users\\downloads\project\e3_town_without_skip.bsp
2 minutes, 55 seconds elapsed



[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\\downloads\project\e3_town_without_skip.bsp
7902 faces
4 degenerate faces
3021063 square feet [435033152.00 square inches]
74 Displacements
547077 Square Feet [78779216.00 Square Inches]
7898 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
58028 patches after subdivision
41 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 7017331, max 1239
transfer lists: 53.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(93505, 88217, 55688)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(14038, 12802, 7118)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2074, 1649, 739)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(352, 259, 97)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(64, 41, 12)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(13, 7, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0228 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 110/1024 5280/49152 (10.7%)
brushes 2257/8192 27084/98304 (27.6%)
brushsides 20728/65536 165824/524288 (31.6%)
planes 17220/65536 344400/1310720 (26.3%)
vertexes 13163/65536 157956/786432 (20.1%)
nodes 2778/65536 88896/2097152 ( 4.2%)
texinfos 3249/12288 233928/884736 (26.4%)
texdata 420/2048 13440/65536 (20.5%)
dispinfos 74/0 13024/0 ( 0.0%)
disp_verts 5994/0 119880/0 ( 0.0%)
disp_tris 9472/0 18944/0 ( 0.0%)
disp_lmsamples 306096/0 306096/0 ( 0.0%)
faces 7902/65536 442512/3670016 (12.1%)
hdr faces 7902/65536 442512/3670016 (12.1%)
origfaces 6795/65536 380520/3670016 (10.4%)
leaves 2889/65536 92448/2097152 ( 4.4%)
leaffaces 10142/65536 20284/131072 (15.5%)
leafbrushes 4419/65536 8838/131072 ( 6.7%)
areas 4/256 32/2048 ( 1.6%)
surfedges 66335/512000 265340/2048000 (13.0%)
edges 40106/256000 160424/1024000 (15.7%)
LDR worldlights 38/8192 3344/720896 ( 0.5%)
HDR worldlights 38/8192 3344/720896 ( 0.5%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 976/32768 9760/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 18153/65536 36306/131072 (27.7%)
cubemapsamples 166/1024 2656/16384 (16.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3664764/0 ( 0.0%)
HDR lightdata [variable] 3664764/0 ( 0.0%)
visdata [variable] 136764/16777216 ( 0.8%)
entdata [variable] 256720/393216 (65.3%)
LDR ambient table 2889/65536 11556/262144 ( 4.4%)
HDR ambient table 2889/65536 11556/262144 ( 4.4%)
LDR leaf ambient 12057/65536 337596/1835008 (18.4%)
HDR leaf ambient 12057/65536 337596/1835008 (18.4%)
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] 1/534480 ( 0.0%)
dtl prp lght [variable] 1/1659 ( 0.1%)
HDR dtl prp lght [variable] 1/1659 ( 0.1%)
static props [variable] 1/28828 ( 0.0%)
pakfile [variable] 14648054/0 ( 0.0%)
physics [variable] 839440/4194304 (20.0%)
physics terrain [variable] 23454/1048576 ( 2.2%)

Level flags = 0

Total triangle count: 23210
Writing c:\users\\downloads\project\e3_town_without_skip.bsp
2 minutes, 54 seconds elapsed
Harper137
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Fri Apr 04, 2014 9:48 pm

I don't know why but the text document seems to have listed the log twice but with different elapsed times.
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Fri Apr 04, 2014 11:15 pm

Hey Scar forget the build default cubemaps error; the map no longer experiences it for some reason.
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Re: HL2 Beta Map Misc Help

Postby ScarT on Mon Apr 07, 2014 12:50 am

Assuming haven't added any other games, you can replace your GameInfo.txt with this
Code: Select all
"Configs"
{
   "Games"
   {
      "Half-Life 2"
      {
         "GameDir"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2"
         "Hammer"
         {
            "GameData0"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\halflife2.fgd"
            "TextureFormat"      "5"
            "MapFormat"      "4"
            "DefaultTextureScale"      "0.250000"
            "DefaultLightmapScale"      "16"
            "GameExe"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe"
            "DefaultSolidEntity"      "func_detail"
            "DefaultPointEntity"      "info_player_start"
            "BSP"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
            "Vis"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
            "Light"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
            "GameExeDir"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2"
            "MapDir"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\sourcesdk_content\hl2\mapsrc"
            "BSPDir"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps"
            "CordonTexture"      "tools\toolsskybox"
            "MaterialExcludeCount"      "0"
         }
      }
      "Half-Life 2: Episode One"
      {
         "GameDir"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\episodic"
         "Hammer"
         {
            "GameData0"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\halflife2.fgd"
            "TextureFormat"      "5"
            "MapFormat"      "4"
            "DefaultTextureScale"      "0.250000"
            "DefaultLightmapScale"      "16"
            "GameExe"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe"
            "DefaultSolidEntity"      "func_detail"
            "DefaultPointEntity"      "info_player_start"
            "BSP"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
            "Vis"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
            "Light"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
            "GameExeDir"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2"
            "MapDir"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\sourcesdk_content\episodic\mapsrc"
            "BSPDir"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\episodic\maps"
            "CordonTexture"      "tools\toolsskybox"
            "MaterialExcludeCount"      "0"
         }
      }
      "Half-Life 2: Episode Two"
      {
         "GameDir"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2"
         "Hammer"
         {
            "GameData0"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\halflife2.fgd"
            "TextureFormat"      "5"
            "MapFormat"      "4"
            "DefaultTextureScale"      "0.250000"
            "DefaultLightmapScale"      "16"
            "GameExe"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe"
            "DefaultSolidEntity"      "func_detail"
            "DefaultPointEntity"      "info_player_start"
            "BSP"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
            "Vis"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
            "Light"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
            "GameExeDir"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2"
            "MapDir"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\sourcesdk_content\ep2\mapsrc"
            "BSPDir"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps"
            "CordonTexture"      "tools\toolsskybox"
            "MaterialExcludeCount"      "0"
         }
      }
      "Missing Information 1.6"
      {
         "GameDir"      "C:\Program Files (x86)\Steam\steamapps\SourceMods\MissingInfo"
         "Hammer"
         {
            "GameData0"      "C:\Program Files (x86)\Steam\steamapps\SourceMods\MissingInfo\fgd\missinginformation.fgd"
            "TextureFormat"      "5"
            "MapFormat"      "4"
            "DefaultTextureScale"      "0.250000"
            "DefaultLightmapScale"      "16"
            "GameExe"      "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2007\hl2.exe"
            "DefaultSolidEntity"      "func_detail"
            "DefaultPointEntity"      "info_player_start"
            "BSP"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
            "Vis"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
            "Light"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
            "GameExeDir"      "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2"
            "MapDir"      "C:\Program Files (x86)\Steam\steamapps\SourceMods\MissingInfo\mapsrc"
            "BSPDir"      "C:\Program Files (x86)\Steam\steamapps\SourceMods\MissingInfo\maps"
            "CordonTexture"      "tools\toolsskybox"
            "MaterialExcludeCount"      "0"
         }
      }
   }
   "SDKVersion"      "5"
}


The GameInfo.txt is located at "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin"

Missing Information should be an option now.
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Re: HL2 Beta Map Misc Help

Postby Harper137 on Mon Apr 07, 2014 1:17 am

Oh great! Hey Scar do you know of a program I can use to convert prop models from v37 to v44? That way I can put the beta models into MI/HL2 for this map and others. (Theyre only static models so I assume they would be easy to port.)
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