Compiling and running a map

Cheomesh

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Joined
Aug 18, 2007
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In hammer, I can get a map to compile, but regardless if or not I have the "don't run map" part checked, the map never runs.

According to what the tutorial and Pi has said, it should auto run the map for me.

Do I need to save it in a particular directory for it to work?
 
Please supply the compile log.
Then we will tell you what is going on.

But my first guess is unfortunatley that your map is infact invalid. Have no fearm we can fix almost anything!
 
Awesome. I'm hoping to add some mapping skill in with my coding training.

** Executing...
** Command: "c:\program files\steam\steamapps\meversbergii\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\meversbergii\half-life 2 episode two\ep2" "C:\Documents and Settings\Cheomesh\My Documents\My Hammer Maps\Tutorial Maps\firstMap"

Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: c:\program files\steam\steamapps\meversbergii\half-life 2 episode two\ep2\materials
Loading C:\Documents and Settings\Cheomesh\My Documents\My Hammer Maps\Tutorial Maps\firstMap.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
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:\Documents and Settings\Cheomesh\My Documents\My Hammer Maps\Tutorial Maps\firstMap.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) (2357 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7 texinfos to 5
Reduced 4 texdatas to 4 (112 bytes to 112)
Writing C:\Documents and Settings\Cheomesh\My Documents\My Hammer Maps\Tutorial Maps\firstMap.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\meversbergii\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\meversbergii\half-life 2 episode two\ep2" "C:\Documents and Settings\Cheomesh\My Documents\My Hammer Maps\Tutorial Maps\firstMap"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\documents and settings\cheomesh\my documents\my hammer maps\tutorial maps\firstMap.bsp
reading c:\documents and settings\cheomesh\my documents\my hammer maps\tutorial maps\firstMap.prt
1 portalclusters
0 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: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing c:\documents and settings\cheomesh\my documents\my hammer maps\tutorial maps\firstMap.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\meversbergii\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\meversbergii\half-life 2 episode two\ep2" "C:\Documents and Settings\Cheomesh\My Documents\My Hammer Maps\Tutorial Maps\firstMap"

Valve Software - vrad.exe SSE (Nov 8 2007)

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

Loading c:\documents and settings\cheomesh\my documents\my hammer maps\tutorial maps\firstMap.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
6 faces
5461 square feet [786432.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6 patches before subdivision
516 patches after subdivision
0 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 (0)
transfers 1824, max 128
transfer lists: 0.0 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<0.0002 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 36/65536 720/1310720 ( 0.1%)
vertexes 25/65536 300/786432 ( 0.0%)
nodes 8/65536 256/2097152 ( 0.0%)
texinfos 5/12288 360/884736 ( 0.0%)
texdata 4/2048 128/65536 ( 0.2%)
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 6/65536 336/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 10/65536 320/2097152 ( 0.0%)
leaffaces 6/65536 12/131072 ( 0.0%)
leafbrushes 12/65536 24/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 48/512000 192/2048000 ( 0.0%)
edges 37/256000 148/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4360/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 328/393216 ( 0.1%)
LDR ambient table 10/65536 40/262144 ( 0.0%)
HDR ambient table 10/65536 40/262144 ( 0.0%)
LDR leaf ambient 1/65536 28/1835008 ( 0.0%)
HDR leaf ambient 10/65536 280/1835008 ( 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] 1/12 ( 8.3%)
pakfile [variable] 105663/0 ( 0.0%)
physics [variable] 2357/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 12
Writing c:\documents and settings\cheomesh\my documents\my hammer maps\tutorial maps\firstMap.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Cheomesh\My Documents\My Hammer Maps\Tutorial Maps\firstMap.bsp" "c:\program files\steam\steamapps\meversbergii\half-life 2 episode two\ep2\maps\firstMap.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\meversbergii\half-life 2 episode two\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\meversbergii\half-life 2 episode two\ep2" -dev -console +map "firstMap"
 
seems fine but regardless of whether the compile frontend runs the map, did you try opening the game and running the map?
 
seems fine but regardless of whether the compile frontend runs the map, did you try opening the game and running the map?

Not quite sure how to do that tbh; do I put the vmf into the HL2 maps folder and then use sv_cheats 1 to let me load the map?
 
put the compiled mapname.bsp in the maps directory and load it from the console with "map mapname"
 
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