Urgent help!

Any aspects of level design for the Source engine.

Urgent help!

Postby ominous22 on Wed Jul 02, 2014 11:46 pm

Hello Interlopers,

I have an odd error that I can't find any solutions for on the internet.

I've been mapping with source sdk 2013 and everything has been running fine so far, except suddenly when I try to run my map it wont update anything I've done in hammer.

I've noticed that when I click on run map, all of the default configurations are missing. I can only select default, which in itself is missing all of it's configuration settings. Selecting 'go' does nothing.

If I click on normal and then click run, the map loads but as I said before, nothing I have done in hammer updates into the map. Opening other levels I have worked on does not seem to allow me to run them normally either.

I have renewed the cache which did nothing, followed by re installing everything. Again, this did nothing.

HELP
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Re: Urgent help!

Postby ominous22 on Thu Jul 03, 2014 3:14 pm

Sorry to bump guys,

Does no one have a solution? Have I explained this badly?
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Re: Urgent help!

Postby marnamai on Thu Jul 03, 2014 4:01 pm

What game/mod is it for?

Is there a leak in the map or a space in the map name?
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Re: Urgent help!

Postby Major Banter on Thu Jul 03, 2014 4:08 pm

Step one: Post compile log.

Step two: Post compile log.

Step three: Find out you've probably func_detailed a displacement.

edit: (Step zero, MajorBanter, step zero...) double check it's working on other maps, and I mean conclusively - make a simple box and see if it compiles and loads. If not, are you still running Hammer from the SDK Launcher? Get with the times and use the Source Singleplayer 2013 version.
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Re: Urgent help!

Postby ominous22 on Thu Jul 03, 2014 5:06 pm

Marnamai, it is for Ep2.

There are no leaks according to the point file.

Major Banter, I am using Source singleplayer 2013.

I can't find any func_detailed displacements. No other maps I have made will update anymore either. I can compile any map if I click on normal rather than expert but Hammer refuses to update any changes I make to them, including a map I just made with a player_start in an empty room. I can run the level but once I am back in Hammer if I then add a light and re compile the map... no update.

I cannot select fast, HDR or final configurations before compiling, only default. Selecting default opens the compile log but nothing comes up at all. Like I have said, clicking on normal and run compiles my maps but they won't update :(

Just in case, compile log for my most recent map:

Code: Select all
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Users\-\Desktop\ice (2).vmf"

Valve Software - vbsp.exe (May 15 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\materials
Loading C:\Users\-\Desktop\ice (2).vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic (2085.00 -6084.00 6.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 70 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day03_03*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day03_03*.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 (0) (13335552 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 210 texinfos to 139
Reduced 5 texdatas to 5 (93 bytes to 93)
Writing C:\Users\-\Desktop\ice (2).bsp
3 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Users\-\Desktop\ice (2)"

Valve Software - vvis.exe (May 15 2014)
4 threads
reading c:\users\-\desktop\ice (2).bsp
reading c:\users\-\desktop\ice (2).prt
LoadPortals: couldn't read c:\users\-\desktop\ice (2).prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "C:\Users\-\Desktop\ice (2)"

Valve Software - vrad.exe SSE (May 15 2014)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\-\desktop\ice (2).bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (5.71 seconds)
1129 faces
1 degenerate faces
8502617 square feet [1224376832.00 square inches]
231 Displacements
2254616 Square Feet [324664800.00 Square Inches]
1 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0429 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
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 (16)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   2/1024           96/49152    ( 0.2%)
brushes                 26/8192          312/98304    ( 0.3%)
brushsides            1250/65536       10000/524288   ( 1.9%)
planes                2788/65536       55760/1310720  ( 4.3%)
vertexes              1321/65536       15852/786432   ( 2.0%)
nodes                  920/65536       29440/2097152  ( 1.4%)
texinfos               139/12288       10008/884736   ( 1.1%)
texdata                  5/2048          160/65536    ( 0.2%)
dispinfos              231/0           40656/0        ( 0.0%)
disp_verts           66759/0         1335180/0        ( 0.0%)
disp_tris           118272/0          236544/0        ( 0.0%)
disp_lmsamples     1564500/0         1564500/0        ( 0.0%)
faces                 1129/65536       63224/3670016  ( 1.7%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              440/65536       24640/3670016  ( 0.7%)
leaves                 923/65536       29536/2097152  ( 1.4%)
leaffaces              898/65536        1796/131072   ( 1.4%)
leafbrushes            382/65536         764/131072   ( 0.6%)
areas                    3/256            24/2048     ( 1.2%)
surfedges             6658/512000      26632/2048000  ( 1.3%)
edges                 3370/256000      13480/1024000  ( 1.3%)
LDR worldlights          1/8192           88/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              5/32768          50/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices            78/65536         156/131072   ( 0.1%)
cubemapsamples           8/1024          128/16384    ( 0.8%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     4773828/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]           0/16777216 ( 0.0%)
entdata               [variable]       97826/393216   (24.9%)
LDR ambient table      923/65536        3692/262144   ( 1.4%)
HDR ambient table      923/65536        3692/262144   ( 1.4%)
LDR leaf ambient       569/65536       15932/1835008  ( 0.9%)
HDR leaf ambient       923/65536       25844/1835008  ( 1.4%)
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]           1/12       ( 8.3%)
static props          [variable]           1/12       ( 8.3%)
pakfile               [variable]      780250/0        ( 0.0%)
physics               [variable]    13335552/4194304  (317.9%) VERY FULL!
physics terrain       [variable]           0/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 2488
Writing c:\users\-\desktop\ice (2).bsp
24 seconds elapsed
Valve Software - vrad.exe SSE (May 15 2014)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\-\desktop\ice (2).bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (5.74 seconds)
1129 faces
1 degenerate faces
8502617 square feet [1224376832.00 square inches]
231 Displacements
2254616 Square Feet [324664800.00 Square Inches]
1 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0442 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
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 (15)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   2/1024           96/49152    ( 0.2%)
brushes                 26/8192          312/98304    ( 0.3%)
brushsides            1250/65536       10000/524288   ( 1.9%)
planes                2788/65536       55760/1310720  ( 4.3%)
vertexes              1321/65536       15852/786432   ( 2.0%)
nodes                  920/65536       29440/2097152  ( 1.4%)
texinfos               139/12288       10008/884736   ( 1.1%)
texdata                  5/2048          160/65536    ( 0.2%)
dispinfos              231/0           40656/0        ( 0.0%)
disp_verts           66759/0         1335180/0        ( 0.0%)
disp_tris           118272/0          236544/0        ( 0.0%)
disp_lmsamples     1564500/0         1564500/0        ( 0.0%)
faces                 1129/65536       63224/3670016  ( 1.7%)
hdr faces             1129/65536       63224/3670016  ( 1.7%)
origfaces              440/65536       24640/3670016  ( 0.7%)
leaves                 923/65536       29536/2097152  ( 1.4%)
leaffaces              898/65536        1796/131072   ( 1.4%)
leafbrushes            382/65536         764/131072   ( 0.6%)
areas                    3/256            24/2048     ( 1.2%)
surfedges             6658/512000      26632/2048000  ( 1.3%)
edges                 3370/256000      13480/1024000  ( 1.3%)
LDR worldlights          1/8192           88/720896   ( 0.0%)
HDR worldlights          1/8192           88/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              5/32768          50/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices            78/65536         156/131072   ( 0.1%)
cubemapsamples           8/1024          128/16384    ( 0.8%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     4773828/0        ( 0.0%)
HDR lightdata         [variable]     4773828/0        ( 0.0%)
visdata               [variable]           0/16777216 ( 0.0%)
entdata               [variable]       97826/393216   (24.9%)
LDR ambient table      923/65536        3692/262144   ( 1.4%)
HDR ambient table      923/65536        3692/262144   ( 1.4%)
LDR leaf ambient       569/65536       15932/1835008  ( 0.9%)
HDR leaf ambient       569/65536       15932/1835008  ( 0.9%)
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]      780250/0        ( 0.0%)
physics               [variable]    13335552/4194304  (317.9%) VERY FULL!
physics terrain       [variable]           0/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 2488
Writing c:\users\-\desktop\ice (2).bsp
23 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\-\Desktop\ice (2).bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps\ice (2).bsp"

Thanks in advance guys.
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Re: Urgent help!

Postby jimonions on Thu Jul 03, 2014 5:10 pm

You have leaks.
Check these coords or enable pointfile.
Fix and keep recompiling until all leaks are gone.

entity prop_dynamic (2085.00 -6084.00 6.00) leaked!
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Re: Urgent help!

Postby Major Banter on Thu Jul 03, 2014 5:12 pm

Probably not the best example. That map has a space in its name and a leak - it's a miracle if that manages to compile anyway.

"LoadPortals: couldn't read c:\users\-\desktop\ice (2).prt"

This is because the map, as said, has a space in its name. No portal file was created by VBSP, so it's a dead compile before it even really gets going.

"Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt"

Have you run Ep2 lately?

Leaks are huge problems in their own rights - use the Cordon tool whenever performing tests.
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Re: Urgent help!

Postby ominous22 on Thu Jul 03, 2014 5:15 pm

Oh dear... my bad.

I have run it about 5 times in the last 2 days in case that was the problem. No avail. I even re-installed it.
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Re: Urgent help!

Postby Major Banter on Thu Jul 03, 2014 5:17 pm

For the record, don't bother reinstalling stuff until you've exhausted every other solution. Core games are very rarely the source of any problems.
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Re: Urgent help!

Postby ominous22 on Thu Jul 03, 2014 5:23 pm

Ah, alright.

Thank you for your help so far Banter. P.s, Stroll looks beautiful.
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Re: Urgent help!

Postby Major Banter on Thu Jul 03, 2014 8:16 pm

Psh, say thanks when it's fixed!

Ty - hoping to release some news soon as well.
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