Here is the compile log.
- Code: Select all
** Executing...
** Command: "c:\program files\steam\steamapps\biohazard8860\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\SteamApps\sourcemods\evolution" "C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
2 threads
materialPath: c:\program files\steam\SteamApps\sourcemods\evolution\materials
Loading C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.vmf
material "evo/tiled/tiletest" not found.
Material not found!: EVO/TILED/TILETEST
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate gameinfo.txt for Instance Remapping at gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.prt...Building visibility clusters...
done (0)
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (14564 bytes)
Error! To use model "models/props_c17/powerbox.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/powerbox.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 77 texinfos to 60
Reduced 12 texdatas to 11 (318 bytes to 262)
Writing C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\biohazard8860\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\SteamApps\sourcemods\evolution" "C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight"
Valve Software - vvis.exe (Sep 15 2011)
2 threads
reading c:\program files\steam\steamapps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp
reading c:\program files\steam\steamapps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.prt
63 portalclusters
144 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: 3495
Average clusters visible: 55
Building PAS...
Average clusters audible: 63
visdatasize:1519 compressed from 1008
writing c:\program files\steam\steamapps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\biohazard8860\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\SteamApps\sourcemods\evolution" "C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp
Setting up ray-trace acceleration structure... Done (0.14 seconds)
220 faces
7822 square feet [1126407.75 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
220 patches before subdivision
1660 patches after subdivision
3 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 (1)
transfers 181453, max 281
transfer lists: 1.4 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<0.0011 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 36/8192 432/98304 ( 0.4%)
brushsides 250/65536 2000/524288 ( 0.4%)
planes 194/65536 3880/1310720 ( 0.3%)
vertexes 306/65536 3672/786432 ( 0.5%)
nodes 144/65536 4608/2097152 ( 0.2%)
texinfos 60/12288 4320/884736 ( 0.5%)
texdata 11/2048 352/65536 ( 0.5%)
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 220/65536 12320/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 82/65536 4592/3670016 ( 0.1%)
leaves 148/65536 4736/2097152 ( 0.2%)
leaffaces 265/65536 530/131072 ( 0.4%)
leafbrushes 79/65536 158/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1314/512000 5256/2048000 ( 0.3%)
edges 746/256000 2984/1024000 ( 0.3%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 10/32768 100/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 222/65536 444/131072 ( 0.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 111344/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1519/16777216 ( 0.0%)
entdata [variable] 6258/393216 ( 1.6%)
LDR ambient table 148/65536 592/262144 ( 0.2%)
HDR ambient table 148/65536 592/262144 ( 0.2%)
LDR leaf ambient 77/65536 2156/1835008 ( 0.1%)
HDR leaf ambient 148/65536 4144/1835008 ( 0.2%)
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] 1/1678 ( 0.1%)
pakfile [variable] 106026/0 ( 0.0%)
physics [variable] 14564/4194304 ( 0.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 546
Writing c:\program files\steam\steamapps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp
2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\biohazard8860\sourcesdk_content\ep2\mapsrc\dev_realisticlight.bsp" "c:\program files\steam\SteamApps\sourcemods\evolution\maps\dev_realisticlight.bsp"
The thing I'm worried about is this:
- Code: Select all
material "evo/tiled/tiletest" not found.
Material not found!: EVO/TILED/TILETEST
...even though I'm sure that the texture is in exactly where it's supposed to be so that the compiler can find it.
Also, you may have noticed from the screenshots that I'm still using the old Source SDK. But that's because Source SDK 2013 doesn't really work very well with my mod... so switching so SDK 2013 isn't really an option
Well, well... I hope at least one of you can help me!
EDIT: Forgot to mention that I have checked countless other forums on people having the same issue, but none of their solutions worked for me (and/or were from like 2008 or something).