ARGH. Error'ed

Merc248 said:
Anyone know what this could possibly mean?
I'm guessing your map is too large, or that some part of it is too far from the origin.
 
Oh yeah, here's the output from Hammer:

** Executing...
** Command: Change Directory
** Parameters: "c:\valve\steam\steamapps\[email protected]\sourcesdk"


** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Merc248\My Documents\hl2maps\reb_shore.vmf" "c:\valve\steam\steamapps\[email protected]\sourcesdk\hl2\maps\reb_shore.vmf"


** Executing...
** Command: "c:\valve\steam\steamapps\[email protected]\sourcesdk\bin\vbsp.exe"
** Parameters: "c:\valve\steam\steamapps\[email protected]\sourcesdk\hl2\maps\reb_shore"

Valve Software - vbsp.exe (Nov 4 2004)
2 threads
materialPath: c:\valve\steam\steamapps\[email protected]\sourcesdk\hl2\materials
Loading c:\valve\steam\steamapps\[email protected]\sourcesdk\hl2\maps\reb_shore.vmf
Brush 2140: no visible sides on brush
Brush 2140: no visible sides on brush
Brush 2140: no visible sides on brush
Detected multiplayer map, building linux dedicated server data
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:\valve\steam\steamapps\[email protected]\sourcesdk\hl2\maps\reb_shore.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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) (47928 bytes)
Building Physics collision data...
done (0) (126336 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:\valve\steam\steamapps\[email protected]\sourcesdk\hl2\maps\reb_shore.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49

How can it be too big though? Or is it because my grid size is at the smallest possible value?
 
Oh, so it compiles fine, but you get the error in game? Post a link to the .vmf and I can take a look at it.
 
It compiled and ran without any errors (unless you count it being unlit). Sorry. I don't know where you saw that error!
 
It's in the console when you try to run the map in CS: Source. The map doesn't run at all :x
 
Never mind, I figured it out... it was a bad brush. After I deleted it, the map ran fine. :O
 
Merc248 said:
Never mind, I figured it out... it was a bad brush. After I deleted it, the map ran fine. :O
It's most likely because you used the smallest grid size possible. It would prefer 2, 4, 8, 16, 32 etc.
 
probably because:

Brush 2140: no visible sides on brush
Brush 2140: no visible sides on brush
Brush 2140: no visible sides on brush
 
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