help please. Map won't run.

Discussion in 'Mapping Questions & Discussion' started by Shadowfield, Sep 24, 2008.

  1. Shadowfield

    Shadowfield L2: Junior Member

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    Positive Ratings:
    3
    Hello again. I'm finally getting the hang of Hammer; the vertex and clipping tools, displacements... There is hope! Yet when I finally seem to be getting somewhere, something doesn't work.

    Here is my problem. In the past I could make a map, no matter how simple, hit "Run Map", and I could test run my map. Recently however, I could compile my map, but not play it. Old maps that I've already tested seem to work, but not if I edit them and recompile.

    Thank you if you can help me.


    Here is my compile log, since that might be of use:


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\the_prey\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\the_prey\sourcesdk_content\tf\mapsrc\building prairie 1"

    Valve Software - vbsp.exe (Mar 11 2008)
    2 threads
    materialPath: c:\program files\steam\steamapps\the_prey\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\SteamApps\the_prey\sourcesdk_content\tf\mapsrc\building prairie 1.vmf
    Patching WVT material: maps/building prairie 1/dev/dev_blendmeasure_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:\Program Files\Steam\SteamApps\the_prey\sourcesdk_content\tf\mapsrc\building prairie 1.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) (23544 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 159 texinfos to 116
    Reduced 8 texdatas to 7 (194 bytes to 173)
    Writing C:\Program Files\Steam\SteamApps\the_prey\sourcesdk_content\tf\mapsrc\building prairie 1.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\the_prey\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\the_prey\sourcesdk_content\tf\mapsrc\building prairie 1"

    Valve Software - vvis.exe (Mar 11 2008)
    2 threads
    reading c:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\building prairie 1.bsp
    reading c:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\building prairie 1.prt
    128 portalclusters
    355 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 (0)
    Optimized: 5 visible clusters (0.00%)
    Total clusters visible: 10149
    Average clusters visible: 79
    Building PAS...
    Average clusters audible: 127
    visdatasize:5127 compressed from 4096
    writing c:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\building prairie 1.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\the_prey\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\the_prey\sourcesdk_content\tf\mapsrc\building prairie 1"

    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:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\building prairie 1.bsp
    Setting up ray-trace acceleration structure... Done (0.04 seconds)
    461 faces
    250680 square feet [36097940.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    461 patches before subdivision
    12907 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
    transfers 491667, max 287
    transfer lists: 3.8 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<0.0065 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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

    Level flags = 0

    Total triangle count: 1243
    Writing c:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\building prairie 1.bsp
    5 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\SteamApps\the_prey\sourcesdk_content\tf\mapsrc\building prairie 1.bsp" "c:\program files\steam\steamapps\the_prey\team fortress 2\tf\maps\building prairie 1.bsp"


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\the_prey\team fortress 2\hl2.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\the_prey\team fortress 2\tf" +map "building prairie 1"[/INDENT][/INDENT]
     
  2. Shadowfield

    Shadowfield L2: Junior Member

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    sorry about the long compile list. What is the core info that I should be posting?
     
  3. DJive

    aa DJive Cake or Death?

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    Check to make sure that """building prairie 1.bsp"" is """building_prairie_1.bsp"""

    no spaces allowed.
     
    • Thanks Thanks x 1
  4. Shadowfield

    Shadowfield L2: Junior Member

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    wow. Thanks a lot.! I didn't realize that. Haha, seems so simple. Anyways, it's greatly appreciated. Yes, I added the underscores, and of course, my map works.
     
  5. The Asylum

    aa The Asylum

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    In future, you can run your compile log though this error checker, and it'll usually be able to pick out what's wrong.
     
  6. FaTony

    FaTony Banned

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    There is nothing wrong in the compile log.