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Error loading map

Discussion in 'Mapping Questions & Discussion' started by kigbariom, Jul 7, 2010.

  1. kigbariom

    kigbariom L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    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?

    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
     
  2. J4CK8

    J4CK8 L11: Posh Member

    Messages:
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    243
    Not sure what that error is, never encountered it myself but that's the solution Interlopers came up with.
     
  3. kigbariom

    kigbariom L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    Yeah, thanks. The brush 2262 was the problem. I didn't know about interloper so thanks again.