S
Seraphim19
Guest
i dont get it, my sdk failed(getting the "cache needs repair" error) and i reinstalled it backing up my map files. i figured out how to fix the "cache needs repair" error and then when i tried to get my map up and running again. it didnt work.
i can load it in hammer and then compile it and it goes through the process but doesnt update the BSP. here is the log:
i really dont get it. i think i lost my map. i mean i can edit and all that but it just wont compile into a BSP.
i can load it in hammer and then compile it and it goes through the process but doesnt update the BSP. here is the log:
** Executing...
** Command: Change Directory
** Parameters: "c:\games\steam\steamapps\[email protected]\sourcesdk"
** Executing...
** Command: Copy File
** Parameters: "C:\Games\Steam\SteamApps\[email protected]\sourcesdk\cstrike_sample_content\maps\de_shizza.vmf" "c:\games\steam\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\de_shizza.vmf"
** Executing...
** Command: "c:\games\steam\steamapps\[email protected]\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\games\steam\steamapps\[email protected]\sourcesdk\cstrike_sample_content" "c:\games\steam\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\de_shizza"
Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: c:\games\steam\steamapps\[email protected]\sourcesdk\cstrike_sample_content\materials
Loading c:\games\steam\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\de_shizza.vmf
material "de_inferno_s/concrete056" not found
Material not found!: DE_INFERNO_S/CONCRETE056
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
stylenum == MAX_SWITCHED_LIGHTS
** Executing...
** Command: "c:\games\steam\steamapps\[email protected]\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\games\steam\steamapps\[email protected]\sourcesdk\cstrike_sample_content" "c:\games\steam\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\de_shizza"
Valve Software - vvis.exe (Nov 22 2004)
1 threads
reading c:\games\steam\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\de_shizza.bsp
reading c:\games\steam\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\de_shizza.prt
LoadPortals: couldn't read c:\games\steam\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\de_shizza.prt
** Executing...
** Command: "c:\games\steam\steamapps\[email protected]\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\games\steam\steamapps\[email protected]\sourcesdk\cstrike_sample_content" "c:\games\steam\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\de_shizza"
Valve Software - vrad.exe (Dec 1 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\games\steam\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\de_shizza.bsp
4884 faces
6 degenerate faces
453853 square feet [65354964.00 square inches]
0 displacements
0 square feet [0.00 square inches]
4878 patches before subdivision
45790 patches after subdivision
52 direct lights
BuildFacelights: 0...1...2...3...4...5...
WARNING: Too many light styles on a face (1622,2828,73)
WARNING: Too many light styles on a face (1239,2476,73)
WARNING: Too many light styles on a face (1727,3064,136)
6...
WARNING: Too many light styles on a face (1023,2604,73)
WARNING: Too many light styles on a face (854,2172,73)
7...8
WARNING: Too many light styles on a face (-1016,2024,81)
WARNING: Too many light styles on a face (-837,1720,88)
...9..
WARNING: Too many light styles on a face (-2382,2243,81)
.
WARNING: Too many light styles on a face (-3600,2050,227)
WARNING: Too many light styles on a face (-3600,2052,236)
WARNING: Too many light styles on a face (-3597,2083,33)
WARNING: Too many light styles on a face (-3603,2036,230)
WARNING: Too many light styles on a face (-3600,1968,236)
WARNING: Too many light styles on a face (-3600,2046,227)
WARNING: Too many light styles on a face (-3597,2045,33)
WARNING: Too many light styles on a face (-3597,1987,17)
WARNING: Too many light styles on a face (-3605,1987,17)
WARNING: Too many light styles on a face (-3608,1949,227)
WARNING: Too many light styles on a face (-3603,2036,227)
WARNING: Too many light styles on a face (-3490,1839,17)
WARNING: Too many light styles on a face (-3608,1826,215)
WARNING: Too many light styles on a face (-3424,1688,201)
WARNING: Too many light styles on a face (-3501,1745,216)
10 (204)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (125)
transfers 1982284, max 232
transfer lists: 15.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(27079, 22181, 15362)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4724, 3171, 1534)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(852, 475, 165)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(169, 78, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(37, 14, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(9, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0881 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace 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 40/1024 1920/49152 ( 3.9%)
brushes 1267/8192 15204/98304 (15.5%)
brushsides 8972/65536 71776/524288 (13.7%)
planes 5522/65536 110440/1310720 ( 8.4%)
vertexes 9833/65536 117996/786432 (15.0%)
nodes 2886/65536 92352/2097152 ( 4.4%)
texinfos 1695/12288 122040/884736 (13.8%)
texdata 71/2048 2272/65536 ( 3.5%)
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 4884/65536 273504/3670016 ( 7.5%)
origfaces 3208/65536 179648/3670016 ( 4.9%)
leaves 2927/65536 163912/3670016 ( 4.5%)
leaffaces 5514/65536 11028/131072 ( 8.4%)
leafbrushes 2636/65536 5272/131072 ( 4.0%)
surfedges 35733/512000 142932/2048000 ( 7.0%)
edges 21339/256000 85356/1024000 ( 8.3%)
worldlights 50/8192 4400/720896 ( 0.6%)
waterstrips 514/32768 5140/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8739/65536 17478/131072 (13.3%)
cubemapsamples 5/1024 80/16384 ( 0.5%)
overlays 6/512 2112/180224 ( 1.2%)
lightdata [variable] 5731080/0 ( 0.0%)
visdata [variable] 182070/16777216 ( 1.1%)
entdata [variable] 113571/393216 (28.9%)
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] 1/19946 ( 0.0%)
pakfile [variable] 61914/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 418931/4194304 (10.0%)
==== Total Win32 BSP file data space used: 7932430 bytes ====
Linux Specific Data:
physicssurface [variable] 418931/6291456 ( 6.7%)
==== Total Linux BSP file data space used: 7932430 bytes ====
Total triangle count: 13852
Writing c:\games\steam\steamapps\[email protected]\sourcesdk\cstrike_sample_content\maps\de_shizza.bsp
5 minutes, 38 seconds elapsed
i really dont get it. i think i lost my map. i mean i can edit and all that but it just wont compile into a BSP.