Can't compile map

Discussion in 'Mapping' started by V3N0M, Jan 12, 2008.

  1. V3N0M

    V3N0M Member

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    I get this messsage saying that there is no such variable for $hdrbasetexture in skybox1. I have tried switching to an hdr skybox but the editor still freezes up when I try to run my map. My computer slows down and as far as I know, the map never compiles. Does anyone know how to fix this
     
  2. Chris0132'

    Chris0132' Developer

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    That error does not cause problems, there is another issue with your map.
     
  3. Broccoli

    Broccoli Member

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    Post your full compile log and we'll do our best to help.
     
  4. V3N0M

    V3N0M Member

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    so it actually did compile. I thought it had frozen up when it got to

    No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
    Can't load skybox file skybox/sky_day01_01 to build the default cubemap!


    done (0)
    writing C:\Program Files\Valve\Steam\SteamApps\SourceMods\Empires\mapsrc\conflict.prt...done (0)
    Creating default cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    Run buildcubemaps in the engine to get the correct cube maps.

    No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
    Can't load skybox file skybox/sky_day01_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) (5161 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 47 texinfos to 12
    Reduced 3 texdatas to 3 (86 bytes to 86)
    Writing C:\Program Files\Valve\Steam\SteamApps\SourceMods\Empires\mapsrc\conflict.bsp
    1 minute, 16 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\valve\steam\steamapps\venom1300\sourcesdk\bin\ep1\bin\vvis.exe"
    ** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\Empires" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Empires\mapsrc\conflict"

    Valve Software - vvis.exe (Nov 8 2007)
    2 threads
    reading c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\conflict.bsp
    reading c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\conflict.prt
    552 portalclusters
    1049 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 (137)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 296000
    Average clusters visible: 536
    Building PAS...
    Average clusters audible: 536
    visdatasize:79652 compressed from 79488
    writing c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\conflict.bsp
    2 minutes, 17 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\valve\steam\steamapps\venom1300\sourcesdk\bin\ep1\bin\vrad.exe"
    ** Parameters: -both -game "c:\program files\valve\steam\SteamApps\SourceMods\Empires" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Empires\mapsrc\conflict"

    Valve Software - vrad.exe SSE (Nov 8 2007)
    ----- Radiosity Simulator ----
    2 threads
    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file c:\program files\valve\steam\steamapps\venom1300\sourcesdk\bin\ep1\bin\lights.rad.
    Loading c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\conflict.bsp
    494 faces
    2460635 square feet [354331552.00 square inches]
    368 displacements
    4421556 square feet [636704128.00 square inches]
    494 patches before subdivision
    70574 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (148)
    transfers 1468502, max 244
    transfer lists: 11.2 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<1.2460 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (196)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 14/8192 168/98304 ( 0.2%)
    brushsides 84/65536 672/524288 ( 0.1%)
    planes 270/65536 5400/1310720 ( 0.4%)
    vertexes 1677/65536 20124/786432 ( 2.6%)
    nodes 1827/65536 58464/2097152 ( 2.8%)
    texinfos 12/12288 864/884736 ( 0.1%)
    texdata 3/2048 96/65536 ( 0.1%)
    dispinfos 368/0 64768/0 ( 0.0%)
    disp_verts 42992/0 859840/0 ( 0.0%)
    disp_tris 73216/0 146432/0 ( 0.0%)
    disp_lmsamples 8676197/0 8676197/0 ( 0.0%)
    faces 494/65536 27664/3670016 ( 0.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 378/65536 21168/3670016 ( 0.6%)
    leaves 1829/65536 58528/2097152 ( 2.8%)
    leaffaces 126/65536 252/131072 ( 0.2%)
    leafbrushes 2498/65536 4996/131072 ( 3.8%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 3488/512000 13952/2048000 ( 0.7%)
    edges 1975/256000 7900/1024000 ( 0.8%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    waterstrips 0/32768 0/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 0/65536 0/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 30889632/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 79652/16777216 ( 0.5%)
    entdata [variable] 1165/393216 ( 0.3%)
    LDR leaf ambient 1829/65536 43896/1572864 ( 2.8%)
    HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 10010/0 ( 0.0%)

    Level flags = 0

    Win32 Specific Data:
    physics [variable] 5161/4194304 ( 0.1%)
    ==== Total Win32 BSP file data space used: 40997075 bytes ====

    Total triangle count: 988
    Writing c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\conflict.bsp
    6 minutes, 6 seconds elapsed
    Valve Software - vrad.exe SSE (Nov 8 2007)
    ----- Radiosity Simulator ----
    2 threads
    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file c:\program files\valve\steam\steamapps\venom1300\sourcesdk\bin\ep1\bin\lights.rad.
    Loading c:\program files\valve\steam\steamapps\sourcemods\empires\mapsrc\conflict.bsp
    494 faces
    2460635 square feet [354331552.00 square inches]
    368 displacements
    4421556 square feet [636704128.00 square inches]
    494 patches before subdivision
    70574 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (150)
    transfers 1468502, max 244
    transfer lists: 11.2 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<1.1283 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (197)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
    Ready to Finish


    Level flags = 0
     
  5. Grizzly

    Grizzly BEAR SIZED DOORS

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    That should work, are you geting anny errors when your loading it up ingame?
     
  6. V3N0M

    V3N0M Member

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    it loads fine but I don't have any selectable spawn points-I thought the barracks would create those automatically but it appears I need to do something else
     
  7. arklansman

    arklansman Member

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    Do you have a minimap?
     
  8. Grizzly

    Grizzly BEAR SIZED DOORS

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    You need to place a text-file (copy one of the existing) in your resources/maps folder in the empiresmod folder, since you need the minimap to select a spawnpoint
     
  9. V3N0M

    V3N0M Member

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    I'm using a placeholder minimap. I'm not yet sure which lines of code
    make spawn points.
     
  10. Jcw87

    Jcw87 Member

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    None of them do. You have to "select" the playable area by inserting the correct coordinates, and the spawn points will automatically be shown on the minimap. Read my minimap howto...
     
  11. Caelo

    Caelo Member

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    btw who else thinks there's a typo in the following line:

    Warning: Couldn't open texlight file c:\program files\valve\steam\steamapps\venom1300\sourcesdk\bi n\ep1\bin\lights.rad.

    shouldn't it be

    Warning: Couldn't open texlight file c:\program files\valve\steam\steamapps\venom1300\sourcesdk\bin\ep1\bin\lights.rad.
     
  12. Solokiller

    Solokiller Member

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    I think it's just the forum messing up and adding a space there, happens all the time.
     

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