Error loading map

kigbariom

L1: Registered
Jan 26, 2010
5
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
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
brush 2262: no visible sides on brush

Description:
One of your brushes has no visible sides. My best guess is that this is caused by an invalid brush. Rumors have it that this error is caused by mixing tool and non-tool textures.

Solution:
Try Hammer's problemchecker (alt+p) to find and fix it (or view-> go to brush number ( 2262 ), otherwise you'll have to find the brush yourself and use vertex manipulation or a good ole delete.

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