- Aug 10, 2011
- 8
- 1
Hello!
First of all, I'm not a very experienced mapper, I've done some work in hammer before though. I'm also hosting a dedicated TF2 server at a home computer but when I try to start my (work in progress) on the server to show it to my friends I get the following error (I'm using the command 'changelevel mapname'):
CModelLoader::Map_IsValid: 'maps/ctf_hospital_gamma.bsp' is not a valid BSP file.
changelevel failed: ctf_hospital_gamma not found
(the map name is 'ctf_hospital_gamma')
An earlier version of the map have been runable on the server as well as all stock maps and another of my custom maps. I've tried removing and re-adding the map from the server directory, recompiled it and tried removing cubemaps. I've also fixed all errors that showed up in the scanning log using the Interlopers error-listing tool (which was to remove all my displacement).
The map is however fully playable on the in-game creatable (LAN only?) server. That is both now and before removing anything.
I'm running Source SDK on:
Engine version: 2009
Current game: Team Fortress 2
I'm creating the map on a Windows 7 PC and the server is running on a
Windows XP PC. Sourcemod is installed with a few plugins.
Any ideas of what I could do? Any more information needed?
Here is my recompile log (sorry for the long list but I can't find any spoiler tag or similar):
First of all, I'm not a very experienced mapper, I've done some work in hammer before though. I'm also hosting a dedicated TF2 server at a home computer but when I try to start my (work in progress) on the server to show it to my friends I get the following error (I'm using the command 'changelevel mapname'):
CModelLoader::Map_IsValid: 'maps/ctf_hospital_gamma.bsp' is not a valid BSP file.
changelevel failed: ctf_hospital_gamma not found
(the map name is 'ctf_hospital_gamma')
An earlier version of the map have been runable on the server as well as all stock maps and another of my custom maps. I've tried removing and re-adding the map from the server directory, recompiled it and tried removing cubemaps. I've also fixed all errors that showed up in the scanning log using the Interlopers error-listing tool (which was to remove all my displacement).
The map is however fully playable on the in-game creatable (LAN only?) server. That is both now and before removing anything.
I'm running Source SDK on:
Engine version: 2009
Current game: Team Fortress 2
I'm creating the map on a Windows 7 PC and the server is running on a
Windows XP PC. Sourcemod is installed with a few plugins.
Any ideas of what I could do? Any more information needed?
Here is my recompile log (sorry for the long list but I can't find any spoiler tag or similar):
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\ecen_silver\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\ecen_silver\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\ecen_silver\sourcesdk_content\tf\mapsrc\ctf_hospital_gamma.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\ecen_silver\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\ecen_silver\sourcesdk_content\tf\mapsrc\ctf_hospital_gamma.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/ctf_hospital_gamma/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ctf_hospital_gamma/nature/blendrockgroundwallforest_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 (1)
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:\Program Files (x86)\Steam\steamapps\ecen_silver\sourcesdk_content\tf\mapsrc\ctf_hospital_gamma.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.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_09*.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) (113937 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 295 texinfos to 199
Reduced 69 texdatas to 60 (1717 bytes to 1376)
Writing C:\Program Files (x86)\Steam\steamapps\ecen_silver\sourcesdk_content\tf\mapsrc\ctf_hospital_gamma.bsp
5 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\ecen_silver\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\ecen_silver\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\ecen_silver\sourcesdk_content\tf\mapsrc\ctf_hospital_gamma"
Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\program files (x86)\steam\steamapps\ecen_silver\sourcesdk_content\tf\mapsrc\ctf_hospital_gamma.bsp
reading c:\program files (x86)\steam\steamapps\ecen_silver\sourcesdk_content\tf\mapsrc\ctf_hospital_gamma.prt
623 portalclusters
1969 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 (64)
Optimized: 406 visible clusters (0.00%)
Total clusters visible: 93458
Average clusters visible: 150
Building PAS...
Average clusters audible: 545
visdatasize:86732 compressed from 99680
writing c:\program files (x86)\steam\steamapps\ecen_silver\sourcesdk_content\tf\mapsrc\ctf_hospital_gamma.bsp
1 minute, 4 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\ecen_silver\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\ecen_silver\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\ecen_silver\sourcesdk_content\tf\mapsrc\ctf_hospital_gamma"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\ecen_silver\sourcesdk_content\tf\mapsrc\ctf_hospital_gamma.bsp
Setting up ray-trace acceleration structure... Done (0.63 seconds)
1629 faces
619759 square feet [89245336.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1629 patches before subdivision
32151 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 (7)
transfers 2475690, max 326
transfer lists: 18.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0231 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 (8)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 313/8192 3756/98304 ( 3.8%)
brushsides 2018/65536 16144/524288 ( 3.1%)
planes 856/65536 17120/1310720 ( 1.3%)
vertexes 2671/65536 32052/786432 ( 4.1%)
nodes 1201/65536 38432/2097152 ( 1.8%)
texinfos 199/12288 14328/884736 ( 1.6%)
texdata 60/2048 1920/65536 ( 2.9%)
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 1629/65536 91224/3670016 ( 2.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 794/65536 44464/3670016 ( 1.2%)
leaves 1216/65536 38912/2097152 ( 1.9%)
leaffaces 1957/65536 3914/131072 ( 3.0%)
leafbrushes 776/65536 1552/131072 ( 1.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10911/512000 43644/2048000 ( 2.1%)
edges 6501/256000 26004/1024000 ( 2.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 141/32768 1410/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2205/65536 4410/131072 ( 3.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 20/512 7040/180224 ( 3.9%)
LDR lightdata [variable] 1575176/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 86732/16777216 ( 0.5%)
entdata [variable] 5733/393216 ( 1.5%)
LDR ambient table 1216/65536 4864/262144 ( 1.9%)
HDR ambient table 1216/65536 4864/262144 ( 1.9%)
LDR leaf ambient 701/65536 19628/1835008 ( 1.1%)
HDR leaf ambient 1216/65536 34048/1835008 ( 1.9%)
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] 1/6002 ( 0.0%)
pakfile [variable] 213939/0 ( 0.0%)
physics [variable] 113937/4194304 ( 2.7%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 4446
Writing c:\program files (x86)\steam\steamapps\ecen_silver\sourcesdk_content\tf\mapsrc\ctf_hospital_gamma.bsp
19 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\ecen_silver\sourcesdk_content\tf\mapsrc\ctf_hospital_gamma.bsp" "c:\program files (x86)\steam\steamapps\ecen_silver\team fortress 2\tf\maps\ctf_hospital_gamma.bsp"