Object Error

zeeuwse_boer

L1: Registered
Dec 25, 2008
13
0
Hi all,

A huge part of the object in my map are changed by error's, and I don't know why?.

** Executing...
** Command: "c:program filessteamsteamappstomklijnsourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappstomklijnteam fortress 2tf" "C:UsersJoepDesktopTF2TF2_Mapscp_orange_maze_madnesscp_orange_maze_madness"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:program filessteamsteamappstomklijnteam fortress 2tfmaterials
Loading C:UsersJoepDesktopTF2TF2_Mapscp_orange_maze_madnesscp_orange_maze_madness.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:UsersJoepDesktopTF2TF2_Mapscp_orange_maze_madnesscp_orange_maze_madness.prt...Building visibility clusters...
done (0)
error: material DEV/DEV_MEASUREGENERIC01B doesn't have a
error: material DEV/DEV_MEASUREGENERIC01B doesn't have a
error: material DEV/DEV_MEASUREGENERIC01B doesn't have a
error: material DEV/DEV_MEASUREGENERIC01B doesn't have a
error: material DEV/DEV_MEASUREGENERIC01B doesn't have a
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) (128525 bytes)
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 202 texinfos to 88
Reduced 11 texdatas to 10 (288 bytes to 223)
Writing C:UsersJoepDesktopTF2TF2_Mapscp_orange_maze_madnesscp_orange_maze_madness.bsp
1 second elapsed

** Executing...
** Command: "c:program filessteamsteamappstomklijnsourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappstomklijnteam fortress 2tf" "C:UsersJoepDesktopTF2TF2_Mapscp_orange_maze_madnesscp_orange_maze_madness"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:usersjoepdesktoptf2tf2_mapscp_orange_maze_madnesscp_orange_maze_madness.bsp
reading c:usersjoepdesktoptf2tf2_mapscp_orange_maze_madnesscp_orange_maze_madness.prt
452 portalclusters
1056 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 (20)
Optimized: 604 visible clusters (0.00%)
Total clusters visible: 118962
Average clusters visible: 263
Building PAS...
Average clusters audible: 432
visdatasize:54967 compressed from 57856
writing c:usersjoepdesktoptf2tf2_mapscp_orange_maze_madnesscp_orange_maze_madness.bsp
20 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappstomklijnsourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappstomklijnteam fortress 2tf" "C:UsersJoepDesktopTF2TF2_Mapscp_orange_maze_madnesscp_orange_maze_madness"

Valve Software - vrad.exe SSE (Mar 11 2008)

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

Loading c:usersjoepdesktoptf2tf2_mapscp_orange_maze_madnesscp_orange_maze_madness.bsp
Setting up ray-trace acceleration structure... Done (0.27 seconds)
2267 faces
6 degenerate faces
736053 square feet [105991760.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2261 patches before subdivision
zero area child patch
zero area child patch
72253 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (18)
transfers 11159046, max 1100
transfer lists: 85.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0843 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (10)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 30/1024 1440/49152 ( 2.9%)
brushes 344/8192 4128/98304 ( 4.2%)
brushsides 2098/65536 16784/524288 ( 3.2%)
planes 480/65536 9600/1310720 ( 0.7%)
vertexes 3376/65536 40512/786432 ( 5.2%)
nodes 1329/65536 42528/2097152 ( 2.0%)
texinfos 88/12288 6336/884736 ( 0.7%)
texdata 10/2048 320/65536 ( 0.5%)
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 2267/65536 126952/3670016 ( 3.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1084/65536 60704/3670016 ( 1.7%)
leaves 1360/65536 43520/2097152 ( 2.1%)
leaffaces 2548/65536 5096/131072 ( 3.9%)
leafbrushes 997/65536 1994/131072 ( 1.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 14959/512000 59836/2048000 ( 2.9%)
edges 8473/256000 33892/1024000 ( 3.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 230/32768 2300/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3381/65536 6762/131072 ( 5.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1611964/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 54967/16777216 ( 0.3%)
entdata [variable] 43704/393216 (11.1%)
LDR ambient table 1360/65536 5440/262144 ( 2.1%)
HDR ambient table 1360/65536 5440/262144 ( 2.1%)
LDR leaf ambient 628/65536 17584/1835008 ( 1.0%)
HDR leaf ambient 1360/65536 38080/1835008 ( 2.1%)
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] 1/1328 ( 0.1%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 106065/0 ( 0.0%)
physics [variable] 128525/4194304 ( 3.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 6110
Writing c:usersjoepdesktoptf2tf2_mapscp_orange_maze_madnesscp_orange_maze_madness.bsp
36 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:UsersJoepDesktopTF2TF2_Mapscp_orange_maze_madnesscp_orange_maze_madness.bsp" "c:program filessteamsteamappstomklijnteam fortress 2tfmapscp_orange_maze_madness.bsp"


** Executing...
** Command: "c:program filessteamsteamappstomklijnteam fortress 2hl2.exe"
** Parameters: -game "c:program filessteamsteamappstomklijnteam fortress 2tf" +map "cp_orange_maze_madness"

Could someone please help me?

Here are some pictures of it:

In Hammer:
error.jpg


In-Game:
TF2_Error.jpg
 
Last edited:

Baysin

L2: Junior Member
Feb 14, 2008
80
15
Do you have that set as a prop_static? I think (I'm not sure though) that if you try to use the wrong type of prop entity, you'll get that error. Make sure it's a prop_static and not a prop_detail or something else. That's all I can think of off the top of my head.

I love how you end up with smilies in your compile log because of the : p in it, by the way :)
 
Last edited:

zeeuwse_boer

L1: Registered
Dec 25, 2008
13
0
Do you have that set as a prop_static? I think (I'm not sure though) that if you try to use the wrong type of prop entity, you'll get that error. Make sure it's a prop_static and not a prop_detail or something else. That's all I can think of off the top of my head.

I love how you end up with smilies in your compile log because of the : p in it, by the way :)

:thumbup: Your advice worked!!!

I changed the "prop_detail" to "prop_dynamic" (cuz my working object were dynamic ones), and now they work fine :woot:

Thanks a lot.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Anything that doesn't move or change should be a prop_static. Prop_dynamic have more overhead and will result in poor performance if you use them everywhere, and should be limited to things that need them (doors, color changing signs). Prop_detail is never to be used by the mapper, it's used in making materials and is auto-generated ingame by the material to create the little grass tufts and such.