sabre0001
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- Dec 3, 2004
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2 probs and following is the compile log...Firstly it says about MAX_MAP_PLANES -> I deleted the brush but i dunno if that worked or not...What should i do
It also says later that it cant read the .prt file - this means that any changes i actually make to my map dont take effect - even after compiling and copying the file...this is very annoying because as you can see, the compile time is huge. Anything i can do about this, other than restart from last back-up point??? I really would like to avoid having to do that.
Thanks for any help.Here is compile log...
materialPath: C:\Program Files\Valve\Steam\SteamApps\+++\half-life 2 deathmatch\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\+++\sourcesdk\hl2mp_sample_content\maps\cockpit.vmf
Brush 83278: MAX_MAP_PLANES
Side 5
Texture: LIGHTS/WHITE002
1 threads
reading c:\program files\valve\steam\steamapps\+++\sourcesdk\hl2mp_sample_content\maps\cockpit.bsp
reading c:\program files\valve\steam\steamapps\+++\sourcesdk\hl2mp_sample_content\maps\cockpit.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\+++\sourcesdk\hl2mp_sample_content\maps\cockpit.prt
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
[Reading texlights from 'c:\program files\valve\steam\steamapps\+++\sourcesdk\bin\lights.rad']
[45 texlights parsed from 'c:\program files\valve\steam\steamapps\+++\sourcesdk\bin\lights.rad']
Loading c:\program files\valve\steam\steamapps\+++\sourcesdk\hl2mp_sample_content\maps\cockpit.bsp
5524 faces
3 degenerate faces
115155 square feet [16582461.00 square inches]
0 displacements
0 square feet [0.00 square inches]
5521 patches before subdivision
zero area child patch
18711 patches after subdivision
3937 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 transfers 888909, max 250
transfer lists: 6.8 megs
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #1 added RGB(49421, 51564, 29656)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #2 added RGB(12130, 10092, 3479)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #3 added RGB(5574, 4047, 759)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #4 added RGB(2188, 1357, 152)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #5 added RGB(1060, 571, 35)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #6 added RGB(468, 219, 8)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #7 added RGB(229, 93, 2)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #8 added RGB(107, 38, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #9 added RGB(52, 16, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #10 added RGB(25, 7, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #11 added RGB(12, 3, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #12 added RGB(6, 1, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #13 added RGB(3, 1, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #14 added RGB(1, 0, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)..... Done<0.0263 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 FinalLightFace Done
Ready to Finish
3933 of 3933 (100% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 1185/8192 14220/98304 (14.5%)
brushsides 20116/65536 160928/524288 (30.7%)
planes 26786/65536 535720/1310720 (40.9%)
vertexes 7176/65536 86112/786432 (10.9%)
nodes 1203/65536 38496/2097152 ( 1.8%)
texinfos 729/12288 52488/884736 ( 5.9%)
texdata 14/2048 448/65536 ( 0.7%)
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 5524/65536 309344/3670016 ( 8.4%)
origfaces 4603/65536 257768/3670016 ( 7.0%)
leaves 1206/65536 67536/3670016 ( 1.8%)
leaffaces 5896/65536 11792/131072 ( 9.0%)
leafbrushes 1767/65536 3534/131072 ( 2.7%)
surfedges 40629/512000 162516/2048000 ( 7.9%)
edges 21345/256000 85380/1024000 ( 8.3%)
worldlights 3937/8192 346456/720896 (48.1%)
waterstrips 299/32768 2990/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4491/65536 8982/131072 ( 6.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 702920/0 ( 0.0%)
visdata [variable] 129563/16777216 ( 0.8%)
entdata [variable] 1506/393216 ( 0.4%)
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] 20193/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 394683/4194304 ( 9.4%)
==== Total Win32 BSP file data space used: 3393673 bytes ====
Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 2998990 bytes ====
Total triangle count: 12107
Writing c:\program files\valve\steam\steamapps\+++\sourcesdk\hl2mp_sample_content\maps\cockpit.bsp
4 hours, 52 minutes, 0 seconds elapsed
It also says later that it cant read the .prt file - this means that any changes i actually make to my map dont take effect - even after compiling and copying the file...this is very annoying because as you can see, the compile time is huge. Anything i can do about this, other than restart from last back-up point??? I really would like to avoid having to do that.
Thanks for any help.Here is compile log...
materialPath: C:\Program Files\Valve\Steam\SteamApps\+++\half-life 2 deathmatch\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\+++\sourcesdk\hl2mp_sample_content\maps\cockpit.vmf
Brush 83278: MAX_MAP_PLANES
Side 5
Texture: LIGHTS/WHITE002
1 threads
reading c:\program files\valve\steam\steamapps\+++\sourcesdk\hl2mp_sample_content\maps\cockpit.bsp
reading c:\program files\valve\steam\steamapps\+++\sourcesdk\hl2mp_sample_content\maps\cockpit.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\+++\sourcesdk\hl2mp_sample_content\maps\cockpit.prt
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
[Reading texlights from 'c:\program files\valve\steam\steamapps\+++\sourcesdk\bin\lights.rad']
[45 texlights parsed from 'c:\program files\valve\steam\steamapps\+++\sourcesdk\bin\lights.rad']
Loading c:\program files\valve\steam\steamapps\+++\sourcesdk\hl2mp_sample_content\maps\cockpit.bsp
5524 faces
3 degenerate faces
115155 square feet [16582461.00 square inches]
0 displacements
0 square feet [0.00 square inches]
5521 patches before subdivision
zero area child patch
18711 patches after subdivision
3937 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 transfers 888909, max 250
transfer lists: 6.8 megs
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #1 added RGB(49421, 51564, 29656)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #2 added RGB(12130, 10092, 3479)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #3 added RGB(5574, 4047, 759)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #4 added RGB(2188, 1357, 152)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #5 added RGB(1060, 571, 35)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #6 added RGB(468, 219, 8)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #7 added RGB(229, 93, 2)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #8 added RGB(107, 38, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #9 added RGB(52, 16, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #10 added RGB(25, 7, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #11 added RGB(12, 3, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #12 added RGB(6, 1, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #13 added RGB(3, 1, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #14 added RGB(1, 0, 0)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)..... Done<0.0263 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 FinalLightFace Done
Ready to Finish
3933 of 3933 (100% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 1185/8192 14220/98304 (14.5%)
brushsides 20116/65536 160928/524288 (30.7%)
planes 26786/65536 535720/1310720 (40.9%)
vertexes 7176/65536 86112/786432 (10.9%)
nodes 1203/65536 38496/2097152 ( 1.8%)
texinfos 729/12288 52488/884736 ( 5.9%)
texdata 14/2048 448/65536 ( 0.7%)
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 5524/65536 309344/3670016 ( 8.4%)
origfaces 4603/65536 257768/3670016 ( 7.0%)
leaves 1206/65536 67536/3670016 ( 1.8%)
leaffaces 5896/65536 11792/131072 ( 9.0%)
leafbrushes 1767/65536 3534/131072 ( 2.7%)
surfedges 40629/512000 162516/2048000 ( 7.9%)
edges 21345/256000 85380/1024000 ( 8.3%)
worldlights 3937/8192 346456/720896 (48.1%)
waterstrips 299/32768 2990/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4491/65536 8982/131072 ( 6.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 702920/0 ( 0.0%)
visdata [variable] 129563/16777216 ( 0.8%)
entdata [variable] 1506/393216 ( 0.4%)
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] 20193/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 394683/4194304 ( 9.4%)
==== Total Win32 BSP file data space used: 3393673 bytes ====
Linux Specific Data:
physicssurface [variable] 0/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 2998990 bytes ====
Total triangle count: 12107
Writing c:\program files\valve\steam\steamapps\+++\sourcesdk\hl2mp_sample_content\maps\cockpit.bsp
4 hours, 52 minutes, 0 seconds elapsed