Map Not Running?

Discussion in 'Mapping Questions & Discussion' started by redcommunism, Nov 27, 2010.

  1. redcommunism

    redcommunism L2: Junior Member

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    Hey guys, sorry if this was asked before. I want to run my map, so I compiled it, and it took me in game as usual. When I go to start my own server with my map running, nothing happens at all. Any help?
     
  2. lana

    aa lana Currently On: ?????

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    Are you sure it's not just freezing? Anything in the console?
     
  3. red_flame586

    red_flame586 L7: Fancy Member

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    can you post the compile log?
     
  4. redcommunism

    redcommunism L2: Junior Member

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    yeah, its not freezing. Here is the log:



    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\sweaterguy94\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\sweaterguy94\team fortress 2\tf" "C:\Users\Jad Hilal\Downloads\grid_base (1).vmf"

    Valve Software - vbsp.exe (Jul 7 2010)
    2 threads
    materialPath: c:\program files (x86)\steam\steamapps\sweaterguy94\team fortress 2\tf\materials
    Loading C:\Users\Jad Hilal\Downloads\grid_base (1).vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/grid_base (1)/egypt/sand_floor_blend_03_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...
    Merged 98 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Jad Hilal\Downloads\grid_base (1).prt...Building visibility clusters...
    done (0)
    material "skybox/sky_haze_01rt" not found.
    Can't load skybox file skybox/sky_haze_01 to build the default cubemap!
    Can't load skybox file skybox/sky_haze_01 to build the default cubemap!
    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) (48105 bytes)
    Error! To use model "models/props_manor/grandfather_clock_01.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/props_manor/grandfather_clock_01.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 238 texinfos to 134
    Reduced 35 texdatas to 31 (835 bytes to 702)
    Writing C:\Users\Jad Hilal\Downloads\grid_base (1).bsp
    2 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\sweaterguy94\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\sweaterguy94\team fortress 2\tf" -fast "C:\Users\Jad Hilal\Downloads\grid_base (1)"

    Valve Software - vvis.exe (Jul 7 2010)
    fastvis = true
    2 threads
    reading c:\users\jad hilal\downloads\grid_base (1).bsp
    reading c:\users\jad hilal\downloads\grid_base (1).prt
    53 portalclusters
    122 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 2783
    Average clusters visible: 52
    Building PAS...
    Average clusters audible: 53
    visdatasize:1170 compressed from 848
    writing c:\users\jad hilal\downloads\grid_base (1).bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\sweaterguy94\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\sweaterguy94\team fortress 2\tf" -noextra "C:\Users\Jad Hilal\Downloads\grid_base (1)"

    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:\users\jad hilal\downloads\grid_base (1).bsp
    Setting up ray-trace acceleration structure... Done (1.07 seconds)
    496 faces
    251509 square feet [36217412.00 square inches]
    1 Displacements
    1821 Square Feet [262272.94 Square Inches]
    496 patches before subdivision
    27550 patches after subdivision
    15 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 (3)
    transfers 2507195, max 360
    transfer lists: 19.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(78838, 58483, 54410)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(20130, 12549, 9869)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(5032, 2682, 1822)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(1307, 598, 344)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(333, 131, 65)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(87, 30, 12)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(23, 7, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(6, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0139 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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 28/1024 1344/49152 ( 2.7%)
    brushes 120/8192 1440/98304 ( 1.5%)
    brushsides 720/65536 5760/524288 ( 1.1%)
    planes 382/65536 7640/1310720 ( 0.6%)
    vertexes 832/65536 9984/786432 ( 1.3%)
    nodes 325/65536 10400/2097152 ( 0.5%)
    texinfos 134/12288 9648/884736 ( 1.1%)
    texdata 31/2048 992/65536 ( 1.5%)
    dispinfos 1/0 176/0 ( 0.0%)
    disp_verts 289/0 5780/0 ( 0.0%)
    disp_tris 512/0 1024/0 ( 0.0%)
    disp_lmsamples 5203/0 5203/0 ( 0.0%)
    faces 496/65536 27776/3670016 ( 0.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 296/65536 16576/3670016 ( 0.5%)
    leaves 354/65536 11328/2097152 ( 0.5%)
    leaffaces 582/65536 1164/131072 ( 0.9%)
    leafbrushes 213/65536 426/131072 ( 0.3%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 3473/512000 13892/2048000 ( 0.7%)
    edges 1927/256000 7708/1024000 ( 0.8%)
    LDR worldlights 15/8192 1320/720896 ( 0.2%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 35/32768 350/327680 ( 0.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 621/65536 1242/131072 ( 0.9%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 15/512 5280/180224 ( 2.9%)
    LDR lightdata [variable] 884276/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1170/16777216 ( 0.0%)
    entdata [variable] 27846/393216 ( 7.1%)
    LDR ambient table 354/65536 1416/262144 ( 0.5%)
    HDR ambient table 354/65536 1416/262144 ( 0.5%)
    LDR leaf ambient 1376/65536 38528/1835008 ( 2.1%)
    HDR leaf ambient 354/65536 9912/1835008 ( 0.5%)
    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] 1/6058 ( 0.0%)
    pakfile [variable] 1408/0 ( 0.0%)
    physics [variable] 48105/4194304 ( 1.1%)
    physics terrain [variable] 1124/1048576 ( 0.1%)

    Level flags = 0

    Total triangle count: 1297
    Writing c:\users\jad hilal\downloads\grid_base (1).bsp
    9 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Jad Hilal\Downloads\grid_base (1).bsp" "c:\program files (x86)\steam\steamapps\sweaterguy94\team fortress 2\tf\maps\grid_base (1).bsp"
     
  5. red_flame586

    red_flame586 L7: Fancy Member

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    Quickly looking through it you've got a skybox texture that doesn't exist, try getting rid of the rt next to the name, I don't know if that will change anything, but just a quick point out. Also you've compiled with fast vis which may cause some problems. Once again I don't know if that will change anything.

    Try changing the skybox and doing a normal vis, that might fix your problem but I still don't know.

    EDIT: i'm not sure about this but is your map called "grid_base" or "grid_base (1)" because spaces and weird characters can cause problems
     
  6. PL-7764

    PL-7764 L6: Sharp Member

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    I think I see it: your filename includes spaces ("grid_base (1)"). Remove them and try it again. Also should probably remove the parentheses; punctuation besides underscores in a map name can sometimes lead to trouble.

    I see a couple other errors as well, though more minor:

    -You have the Mann Manor grandfather clock as a prop_static. Set it to prop_dynamic instead, it's supposed to animate and therefore doesn't like being static (won't show up in your map if it's set to prop_static without some kind of special settings I never learned :p).

    -One of your skybox side materials is missing, apparently (sky_haze_01rt) ... no idea what's up with that. :S

    Fix the filename, then try it again. Also try what red_flame586 suggested to clear up further errors.
     
  7. lana

    aa lana Currently On: ?????

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    Yeah, you can't have spaces in map names. Ever.
     
  8. redcommunism

    redcommunism L2: Junior Member

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    thanks, taking away the space worked.
     
  9. Kazuhira

    Kazuhira L2: Junior Member

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    I remember freaking out about this when I first started maping.