Compile problems :-(

C

Covert

Guest
I used a custom elevator skin and i put sum comps on the upper level.. the peice of m'kay wont show the comp monitors and mouse or the elevator gate or elevator.... :flame: Arg
 
Please tell us some more. Post your compile log etc.
 
materialPath: c:\program files\valve\steam\steamapps\gookwoki\counter-strike source\cstrike\materials
Loading c:\documents and settings\edwoki\desktop\tbh_trainoffice3.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity func_breakable (-64.00 -1344.00 16.50) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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 (0) (50279 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (50279 bytes)
Error! prop_static using model "models/props/cs_office/Chair_office.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/Chair_office.mdl"!
Error! prop_static using model "models/props/cs_office/computer_mouse.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/computer_mouse.mdl"!
Error! prop_static using model "models/props/cs_office/computer_monitor.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/computer_monitor.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 96 texinfos to 59
Reduced 19 texdatas to 17 (469 bytes to 413)
Writing c:\documents and settings\edwoki\desktop\tbh_trainoffice3.bsp
1 second elapsed



1 threads
reading c:\documents and settings\edwoki\desktop\tbh_trainoffice3.bsp
reading c:\documents and settings\edwoki\desktop\tbh_trainoffice3.prt
LoadPortals: couldn't read c:\documents and settings\edwoki\desktop\tbh_trainoffice3.prt



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

Loading c:\documents and settings\edwoki\desktop\tbh_trainoffice3.bsp
No vis information, direct lighting only.
1187 faces
80697 square feet [11620466.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0079 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Ready to Finish
0 of 0 (0% 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 17/1024 816/49152 ( 1.7%)
brushes 124/8192 1488/98304 ( 1.5%)
brushsides 751/65536 6008/524288 ( 1.1%)
planes 804/65536 16080/1310720 ( 1.2%)
vertexes 1974/65536 23688/786432 ( 3.0%)
nodes 943/65536 30176/2097152 ( 1.4%)
texinfos 59/12288 4248/884736 ( 0.5%)
texdata 17/2048 544/65536 ( 0.8%)
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 1187/65536 66472/3670016 ( 1.8%)
origfaces 494/65536 27664/3670016 ( 0.8%)
leaves 961/65536 30752/2097152 ( 1.5%)
leaffaces 1410/65536 2820/131072 ( 2.2%)
leafbrushes 640/65536 1280/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7653/512000 30612/2048000 ( 1.5%)
edges 4121/256000 16484/1024000 ( 1.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 101/32768 1010/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1566/65536 3132/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 775140/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 13125/393216 ( 3.3%)
LDR leaf ambient 961/65536 23064/1572864 ( 1.5%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/884 ( 0.1%)
pakfile [variable] 7346/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 50279/4194304 ( 1.2%)
==== Total Win32 BSP file data space used: 1132246 bytes ====

Linux Specific Data:
physicssurface [variable] 50279/6291456 ( 0.8%)
==== Total Linux BSP file data space used: 1132246 bytes ====

Total triangle count: 3299
Writing c:\documents and settings\edwoki\desktop\tbh_trainoffice3.bsp
1 second elapsed



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

Loading c:\documents and settings\edwoki\desktop\tbh_trainoffice3.bsp
No vis information, direct lighting only.
1187 faces
80697 square feet [11620466.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0077 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Ready to Finish
0 of 0 (0% 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 17/1024 816/49152 ( 1.7%)
brushes 124/8192 1488/98304 ( 1.5%)
brushsides 751/65536 6008/524288 ( 1.1%)
planes 804/65536 16080/1310720 ( 1.2%)
vertexes 1974/65536 23688/786432 ( 3.0%)
nodes 943/65536 30176/2097152 ( 1.4%)
texinfos 59/12288 4248/884736 ( 0.5%)
texdata 17/2048 544/65536 ( 0.8%)
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 1187/65536 66472/3670016 ( 1.8%)
origfaces 494/65536 27664/3670016 ( 0.8%)
leaves 961/65536 30752/2097152 ( 1.5%)
leaffaces 1410/65536 2820/131072 ( 2.2%)
leafbrushes 640/65536 1280/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7653/512000 30612/2048000 ( 1.5%)
edges 4121/256000 16484/1024000 ( 1.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 101/32768 1010/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1566/65536 3132/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 775140/0 ( 0.0%)
HDR lightdata [variable] 775140/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 13125/393216 ( 3.3%)
LDR leaf ambient 961/65536 23064/1572864 ( 1.5%)
HDR leaf ambient 961/65536 23064/1572864 ( 1.5%)
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] 1/12 ( 8.3%)
static props [variable] 1/884 ( 0.1%)
pakfile [variable] 7346/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 50279/4194304 ( 1.2%)
==== Total Win32 BSP file data space used: 1930450 bytes ====

Linux Specific Data:
physicssurface [variable] 50279/6291456 ( 0.8%)
==== Total Linux BSP file data space used: 1930450 bytes ====

Total triangle count: 3299
Writing c:\documents and settings\edwoki\desktop\tbh_trainoffice3.bsp
1 second elapsed
 
Error! prop_static using model "models/props/cs_office/Chair_office.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/Chair_office.mdl"!

They need to be prop_dynamic or prop_physics.
And your map is leaking
 
Nope didnt help here you dl the bsp then look at the map decompile with vmex if you have to but there is a breakable floor area in st spawn.... buy an m246 and shoot the floor and go through there and you will find a hidden room with a non existant elevator u cant miss it... http://www.thecssclan.com/TBH_TrainOffice5.bsp
 
any1 at leaft tell me how to comile it so i get a graph and textures stuff so people can see the elevator...
 
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