help wanted

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Nov 1, 2007
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i am starting to get tired of this. i dont now what i do wrong. there seems to be no propblem in the log but the vrad thing just shuts off and the map cant be loaded. sorry for asking so much but i really like doing maps but somehow, it never works. it would be very nice if you could give me some help.

heres the compile log



** Executing...
** Command: "c:\program\steam\steamapps\lost_feteus\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program\steam\steamapps\lost_feteus\half-life 2 episode two\ep2" "C:\Program\Steam\SteamApps\lost_feteus\sourcesdk_content\hl2\mapsrc\ghs"

Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: c:\program\steam\steamapps\lost_feteus\half-life 2 episode two\ep2\materials
Loading C:\Program\Steam\SteamApps\lost_feteus\sourcesdk_content\hl2\mapsrc\ghs.vmf
Patching WVT material: maps/ghs/nature/blendashdirt01_wvt_patch
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:\Program\Steam\SteamApps\lost_feteus\sourcesdk_content\hl2\mapsrc\ghs.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) (2691 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 49 texinfos to 14
Reduced 3 texdatas to 3 (81 bytes to 81)
Writing C:\Program\Steam\SteamApps\lost_feteus\sourcesdk_content\hl2\mapsrc\ghs.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program\steam\steamapps\lost_feteus\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program\steam\steamapps\lost_feteus\half-life 2 episode two\ep2" "C:\Program\Steam\SteamApps\lost_feteus\sourcesdk_content\hl2\mapsrc\ghs"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program\steam\steamapps\lost_feteus\sourcesdk_content\hl2\mapsrc\ghs.bsp
reading c:\program\steam\steamapps\lost_feteus\sourcesdk_content\hl2\mapsrc\ghs.prt
21 portalclusters
40 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: 439
Average clusters visible: 20
Building PAS...
Average clusters audible: 21
visdatasize:298 compressed from 336
writing c:\program\steam\steamapps\lost_feteus\sourcesdk_content\hl2\mapsrc\ghs.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program\steam\steamapps\lost_feteus\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program\steam\steamapps\lost_feteus\half-life 2 episode two\ep2" "C:\Program\Steam\SteamApps\lost_feteus\sourcesdk_content\hl2\mapsrc\ghs"

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:\program\steam\steamapps\lost_feteus\sourcesdk_content\hl2\mapsrc\ghs.bsp
Setting up ray-trace acceleration structure... Done (0.20 seconds)
84 faces
197541 square feet [28445970.00 square inches]
30 Displacements
65991 Square Feet [9502818.00 Square Inches]
84 patches before subdivision
3472 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 29128, max 161
transfer lists: 0.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(40, 36, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0003 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 44/65536 352/524288 ( 0.1%)
planes 126/65536 2520/1310720 ( 0.2%)
vertexes 137/65536 1644/786432 ( 0.2%)
nodes 81/65536 2592/2097152 ( 0.1%)
texinfos 14/12288 1008/884736 ( 0.1%)
texdata 3/2048 96/65536 ( 0.1%)
dispinfos 30/0 5280/0 ( 0.0%)
disp_verts 2430/0 48600/0 ( 0.0%)
disp_tris 3840/0 7680/0 ( 0.0%)
disp_lmsamples 164432/0 164432/0 ( 0.0%)
faces 84/65536 4704/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 42/65536 2352/3670016 ( 0.1%)
leaves 83/65536 2656/2097152 ( 0.1%)
leaffaces 62/65536 124/131072 ( 0.1%)
leafbrushes 49/65536 98/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 504/512000 2016/2048000 ( 0.1%)
edges 329/256000 1316/1024000 ( 0.1%)
LDR worldlights 2/8192 176/720896 ( 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 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 169136/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 298/16777216 ( 0.0%)
entdata [variable] 506/393216 ( 0.1%)
LDR ambient table 83/65536 332/262144 ( 0.1%)
HDR ambient table 83/65536 332/262144 ( 0.1%)
LDR leaf ambient 320/65536 8960/1835008 ( 0.5%)
HDR leaf ambient 83/65536 2324/1835008 ( 0.1%)
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] 211506/0 ( 0.0%)
physics [variable] 2691/4194304 ( 0.1%)
physics terrain [variable] 7430/1048576 ( 0.7%)

Level flags = 0

Total triangle count: 168
Writing c:\program\steam\steamapps\lost_feteus\sourcesdk_content\hl2\mapsrc\ghs.bsp
5 seconds elapsed
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:\program\steam\steamapps\lost_feteus\sourcesdk_content\hl2\mapsrc\ghs.bsp
Setting up ray-trace acceleration structure... Done (0.20 seconds)
84 faces
197541 square feet [28445970.00 square inches]
30 Displacements
65991 Square Feet [9502818.00 Square Inches]
84 patches before subdivision
3472 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 29128, max 161
transfer lists: 0.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(40, 36, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 44/65536 352/524288 ( 0.1%)
planes 126/65536 2520/1310720 ( 0.2%)
vertexes 137/65536 1644/786432 ( 0.2%)
nodes 81/65536 2592/2097152 ( 0.1%)
texinfos 14/12288 1008/884736 ( 0.1%)
texdata 3/2048 96/65536 ( 0.1%)
dispinfos 30/0 5280/0 ( 0.0%)
disp_verts 2430/0 48600/0 ( 0.0%)
disp_tris 3840/0 7680/0 ( 0.0%)
disp_lmsamples 164432/0 164432/0 ( 0.0%)
faces 84/65536 4704/3670016 ( 0.1%)
hdr faces 84/65536 4704/3670016 ( 0.1%)
origfaces 42/65536 2352/3670016 ( 0.1%)
leaves 83/65536 2656/2097152 ( 0.1%)
leaffaces 62/65536 124/131072 ( 0.1%)
leafbrushes 49/65536 98/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 504/512000 2016/2048000 ( 0.1%)
edges 329/256000 1316/1024000 ( 0.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 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 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 169136/0 ( 0.0%)
HDR lightdata [variable] 169136/0 ( 0.0%)
visdata [variable] 298/16777216 ( 0.0%)
entdata [variable] 506/393216 ( 0.1%)
LDR ambient table 83/65536 332/262144 ( 0.1%)
HDR ambient table 83/65536 332/262144 ( 0.1%)
LDR leaf ambient 320/65536 8960/1835008 ( 0.5%)
HDR leaf ambient 320/65536 8960/1835008 ( 0.5%)
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] 1/12 ( 8.3%)
pakfile [variable] 211506/0 ( 0.0%)
physics [variable] 2691/4194304 ( 0.1%)
physics terrain [variable] 7430/1048576 ( 0.7%)

Level flags = 0

Total triangle count: 168
Writing c:\program\steam\steamapps\lost_feteus\sourcesdk_content\hl2\mapsrc\ghs.bsp
4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program\Steam\SteamApps\lost_feteus\sourcesdk_content\hl2\mapsrc\ghs.bsp" "c:\program\steam\steamapps\lost_feteus\half-life 2 episode two\ep2\maps\ghs.bsp"


** Executing...
** Command: "c:\program\steam\steamapps\lost_feteus\half-life 2 episode two\hl2.exe"
** Parameters: -game "c:\program\steam\steamapps\lost_feteus\half-life 2 episode two\ep2" -dev -console +sv_lan 1 +map "ghs"
 
You're running rad twice which i hope is for the HDR.

But both run fine. There should be no errors. SO what happens if you run the map manually from the console?
 
select your game in the list of games in steam. Right click and select properties. Now click "Set Launch Options" and type in -console there.

Now game launches with the developer console enabled and then you can simply run the map with the command:

map mapname
 
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