GoldenEye: Source Forums

  • November 24, 2024, 06:07:15 am
  • Welcome, Guest
Advanced search  

News:

Pages: [1]   Go Down

Author Topic: Source SDK ISSUE  (Read 9846 times)

0 Members and 1 Guest are viewing this topic.

RogerMooreSucks

  • 00 Agent
  • ***
  • Posts: 242
  • Reputation Power: 0
  • RogerMooreSucks is looked down upon.RogerMooreSucks is looked down upon.RogerMooreSucks is looked down upon.RogerMooreSucks is looked down upon.RogerMooreSucks is looked down upon.RogerMooreSucks is looked down upon.RogerMooreSucks is looked down upon.RogerMooreSucks is looked down upon.RogerMooreSucks is looked down upon.RogerMooreSucks is looked down upon.RogerMooreSucks is looked down upon.RogerMooreSucks is looked down upon.
  • Offline Offline
Source SDK ISSUE
« on: November 20, 2015, 01:51:59 am »

I cannot figure out the problem here, I compiled my map and I go launch GES to test the map changes and as the map is loading Hl2 crashes and does not allow me to play the map. I think the problem has something to do with the displacements but I checked all 14 of them and they are not touching, underneath brushes, going outside the map, or insercting in between another displacement, and i also removed the props the displacements where touch to see it if made any difference and it did not. Here is my log of the compile, maybe someone here could figure this problem out.

For anyone who wants to check the actual map in case i missed the error because i am still new at this: https://www.mediafire.com/?dda3ny8ypuuveo3

LOG:


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\bin\source2007\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\sourcemods\gesource" "C:\Users\Bryan\Desktop\Snowblind 2015\GE_SNOWBLIND"

Valve Software - vbsp.exe (May 19 2009)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\sourcemods\gesource\materials
Loading C:\Users\Bryan\Desktop\Snowblind 2015\GE_SNOWBLIND.vmf
material "goldeneye/embassy/wood_floor1" not found.
Material not found!: GOLDENEYE/EMBASSY/WOOD_FLOOR1
material "goldeneye/snowblind/stonewall_snowy" not found.
Material not found!: GOLDENEYE/SNOWBLIND/STONEWALL_SNOWY
material "goldeneye/snowblind/snowblind_castlewall_nobricks_solid" not found.
Material not found!: GOLDENEYE/SNOWBLIND/SNOWBLIND_CASTLEWALL_NOBRICKS_SOLID
material "goldeneye/snowblind/dark grey bricks wall texture" not found.
Material not found!: GOLDENEYE/SNOWBLIND/DARK GREY BRICKS WALL TEXTURE
material "goldeneye/snowblind/stonewall" not found.
Material not found!: GOLDENEYE/SNOWBLIND/STONEWALL
material "goldeneye/snowblind/snowblind_blackbricks_1024x1024" not found.
Material not found!: GOLDENEYE/SNOWBLIND/SNOWBLIND_BLACKBRICKS_1024X1024
material "goldeneye/snowblind/snowblind_castlewall_greynobricks" not found.
Material not found!: GOLDENEYE/SNOWBLIND/SNOWBLIND_CASTLEWALL_GREYNOBRICKS
material "goldeneye/snowblind/castle bricks texture" not found.
Material not found!: GOLDENEYE/SNOWBLIND/CASTLE BRICKS TEXTURE
material "goldeneye/snowblind/snowblind_greybricks_4" not found.
Material not found!: GOLDENEYE/SNOWBLIND/SNOWBLIND_GREYBRICKS_4
material "goldeneye/snowblind/snowblind_castlewall_greybricks3" not found.
Material not found!: GOLDENEYE/SNOWBLIND/SNOWBLIND_CASTLEWALL_GREYBRICKS3
material "goldeneye/embassy/wood9" not found.
Material not found!: GOLDENEYE/EMBASSY/WOOD9
material "goldeneye/snowblind/castle wall (snow)" not found.
Material not found!: GOLDENEYE/SNOWBLIND/CASTLE WALL (SNOW)
material "goldeneye/snowblind/snowblind_castlewall_nobricks_solid_snowpatch" not found.
Material not found!: GOLDENEYE/SNOWBLIND/SNOWBLIND_CASTLEWALL_NOBRICKS_SOLID_SNOWPATCH
material "goldeneye/snowblind/snowblind_castlewall_bricks_nosnow" not found.
Material not found!: GOLDENEYE/SNOWBLIND/SNOWBLIND_CASTLEWALL_BRICKS_NOSNOW
Patching WVT material: maps/ge_snowblind/goldeneye/runway/concretesnow_blend01_wvt_patch
Patching WVT material: maps/ge_snowblind/goldeneye/snowblind/cobblestone2_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 5066 detail faces...done (1)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Bryan\Desktop\Snowblind 2015\GE_SNOWBLIND.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_borealis01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_borealis01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 14 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\bin\source2007\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\sourcemods\gesource" "C:\Users\Bryan\Desktop\Snowblind 2015\GE_SNOWBLIND"

Valve Software - vvis.exe (May 19 2009)
8 threads
reading c:\users\bryan\desktop\snowblind 2015\GE_SNOWBLIND.bsp
reading c:\users\bryan\desktop\snowblind 2015\GE_SNOWBLIND.prt
1004 portalclusters
3312 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 (138)
Optimized: 1713 visible clusters (0.00%)
Total clusters visible: 318549
Average clusters visible: 317
Building PAS...
Average clusters audible: 857
visdatasize:215011  compressed from 257024
writing c:\users\bryan\desktop\snowblind 2015\GE_SNOWBLIND.bsp
2 minutes, 18 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\bin\source2007\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\sourcemods\gesource" "C:\Users\Bryan\Desktop\Snowblind 2015\GE_SNOWBLIND"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[61 texlights parsed from 'lights.rad']

Loading c:\users\bryan\desktop\snowblind 2015\GE_SNOWBLIND.bsp
Setting up ray-trace acceleration structure... Done (5.30 seconds)
18307 faces
3 degenerate faces
474469 square feet [68323664.00 square inches]
96 Displacements
32877 Square Feet [4734322.00 Square Inches]
18304 patches before subdivision
87846 patches after subdivision
sun extent from map=0.000000
DecompressVis: 0 repeat

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Bryan\Desktop\Snowblind 2015\GE_SNOWBLIND.bsp" "C:\Program Files (x86)\Steam\SteamApps\sourcemods\gesource\maps\GE_SNOWBLIND.bsp"

« Last Edit: November 20, 2015, 02:18:56 am by RogerMooreSucks »
Logged
Troy, get back on that treadmill

kraid

  • Game Artist
  • 007
  • *****
  • Posts: 1,984
  • Reputation Power: 191
  • kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!
  • Offline Offline
    • my Homepage
Re: Source SDK ISSUE
« Reply #1 on: November 20, 2015, 02:22:08 pm »

Code: [Select]
Found a displacement edge abutting multiple other edges.
Warning: overflowed 14 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacements are indeed the most important issue here.
You have some crazy shit going on there like:
lots of brushes where the whole brush instead of just one or two sides of it are turned into displacement,
micro brushes turned to displacements, angled brushes turned to displacement, overlapping displacements,
big size differences between width and height of displacements...

While all these are issues, i guess only the micro displacements and whole brushes turned to displacements that also touch each other are fatal.
The rest just doesn't work well for getting good visuals in the end.

There are a lot of other issues as well that decrease the vis compile times drastically.
You should focus on sorting out these issues first, before even thinking about the visual polish stuff like displacement snow or fog.
Logged
Pages: [1]   Go Up