I've been working on a map with the Source 2009 Engine and although it is not for TF2 (it is for Episode 2) I was hoping someone here could tell me why it isn't running when I start up episode 2.
The errors about props in this code below are things I've dealt with before but I do not think they are the cause of the problem. The problem I have is that when I compile it will start Episode two but not load the map. If I load the map via the console I get the error; "Map coordinate extents are too large!!"
I can't figure it out. My map is WELL within the grid, and my skybox is lined up with the grid perfectly. Anyone have any ideas?
I appreciate the help
The errors about props in this code below are things I've dealt with before but I do not think they are the cause of the problem. The problem I have is that when I compile it will start Episode two but not load the map. If I load the map via the console I get the error; "Map coordinate extents are too large!!"
I can't figure it out. My map is WELL within the grid, and my skybox is lined up with the grid perfectly. Anyone have any ideas?
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\ss0194001pc250\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\ss0194001pc250\half-life 2 episode two\ep2" "C:\Documents and Settings\Student\Desktop\Conor G\tunnel.vmf"
Valve Software - vbsp.exe (Jun 8 2010)
2 threads
materialPath: c:\program files\steam\steamapps\ss0194001pc250\half-life 2 episode two\ep2\materials
Loading C:\Documents and Settings\Student\Desktop\Conor G\tunnel.vmf
Brush 2262: no visible sides on brush
Brush 2262: no visible sides on brush
Brush 2262: no visible sides on brush
Could not locate 'GameData' key in c:\program files\steam\steamapps\ss0194001pc250\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/tunnel/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/tunnel/nature/blendrockdirt_tunnel03a_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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\Student\Desktop\Conor G\tunnel.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) (17440 bytes)
Error! prop_static using model "models/props_lab/box01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_lab/box01a.mdl"!
Error! To use model "models/map1_rubble/debrisb.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/map1_rubble/debrisb.mdl"!
Error! To use model "models/props_foliage/rock_forest01.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_foliage/rock_forest01.mdl"!
Error! prop_static using model "models/props_canal/boat002b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_canal/boat002b.mdl"!
Error! To use model "models/combine_camera/combine_camera.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/combine_camera/combine_camera.mdl"!
Static prop models/props_c17/light_cagelight02_off.mdl outside the map (160.15, -908.00, 287.00)
Error! To use model "models/props_mining/freightelevatorbutton02.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_mining/freightelevatorbutton02.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 114 texinfos to 60
Reduced 17 texdatas to 14 (509 bytes to 400)
Writing C:\Documents and Settings\Student\Desktop\Conor G\tunnel.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\ss0194001pc250\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\ss0194001pc250\half-life 2 episode two\ep2" "C:\Documents and Settings\Student\Desktop\Conor G\tunnel"
Valve Software - vvis.exe (Jun 8 2010)
2 threads
reading c:\documents and settings\student\desktop\conor g\tunnel.bsp
reading c:\documents and settings\student\desktop\conor g\tunnel.prt
178 portalclusters
493 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 (2)
Optimized: 15 visible clusters (0.00%)
Total clusters visible: 14531
Average clusters visible: 81
Building PAS...
Average clusters audible: 122
visdatasize:9375 compressed from 8544
writing c:\documents and settings\student\desktop\conor g\tunnel.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\ss0194001pc250\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\ss0194001pc250\half-life 2 episode two\ep2" "C:\Documents and Settings\Student\Desktop\Conor G\tunnel"
Valve Software - vrad.exe SSE (Jun 8 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\documents and settings\student\desktop\conor g\tunnel.bsp
Setting up ray-trace acceleration structure... Done (0.22 seconds)
697 faces
498490 square feet [71782624.00 square inches]
12 Displacements
138055 Square Feet [19880062.00 Square Inches]
697 patches before subdivision
25461 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
40 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 1499370, max 391
transfer lists: 11.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(54404, 54427, 49402)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(12435, 12264, 10392)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3482, 3434, 2682)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(853, 830, 603)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(233, 227, 153)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(59, 56, 35)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(16, 15, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0174 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 3/1024 144/49152 ( 0.3%)
brushes 45/8192 540/98304 ( 0.5%)
brushsides 512/65536 4096/524288 ( 0.8%)
planes 738/65536 14760/1310720 ( 1.1%)
vertexes 993/65536 11916/786432 ( 1.5%)
nodes 404/65536 12928/2097152 ( 0.6%)
texinfos 60/12288 4320/884736 ( 0.5%)
texdata 14/2048 448/65536 ( 0.7%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 972/0 19440/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 227032/0 227032/0 ( 0.0%)
faces 697/65536 39032/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 167/65536 9352/3670016 ( 0.3%)
leaves 408/65536 13056/2097152 ( 0.6%)
leaffaces 804/65536 1608/131072 ( 1.2%)
leafbrushes 340/65536 680/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3846/512000 15384/2048000 ( 0.8%)
edges 2014/256000 8056/1024000 ( 0.8%)
LDR worldlights 39/8192 3432/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 47/32768 470/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 621/65536 1242/131072 ( 0.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2279568/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 9375/16777216 ( 0.1%)
entdata [variable] 21914/393216 ( 5.6%)
LDR ambient table 408/65536 1632/262144 ( 0.6%)
HDR ambient table 408/65536 1632/262144 ( 0.6%)
LDR leaf ambient 1943/65536 54404/1835008 ( 3.0%)
HDR leaf ambient 408/65536 11424/1835008 ( 0.6%)
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] 1/4118 ( 0.0%)
pakfile [variable] 107104/0 ( 0.0%)
physics [variable] 17440/4194304 ( 0.4%)
physics terrain [variable] 1674/1048576 ( 0.2%)
Level flags = 0
Total triangle count: 1784
Writing c:\documents and settings\student\desktop\conor g\tunnel.bsp
14 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Student\Desktop\Conor G\tunnel.bsp" "c:\program files\steam\steamapps\ss0194001pc250\half-life 2 episode two\ep2\maps\tunnel.bsp"
** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 420 -game "c:\program files\steam\steamapps\ss0194001pc250\half-life 2 episode two\ep2" +map "tunnel"
I appreciate the help