help please. Map won't run.

Shadowfield

L2: Junior Member
Aug 14, 2008
59
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]
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
** Parameters: "C:\Program Files\Steam\SteamApps\the_prey\sourcesdk_content\t f\mapsrc\building prairie 1.bsp"

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

no spaces allowed.