i get the same error every time i try and compile a map! here is my compiling progress:- ** Executing... ** Command: "c:\program files\valve\steam\steamapps\supaste\sourcesdk\bin\vbsp.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\supaste\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\supaste\sourcesdk_content\cstrike\mapsrc\sdk_lightmaps" Valve Software - vbsp.exe (Jan 2 2006) 1 threads materialPath: c:\program files\valve\steam\steamapps\supaste\counter-strike source\cstrike\materials Loading C:\Program Files\Valve\Steam\SteamApps\supaste\sourcesdk_content\cstrike\mapsrc\sdk_lightmaps.vmf 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\Valve\Steam\SteamApps\supaste\sourcesdk_content\cstrike\mapsrc\sdk_lightmaps.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_dust*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_dustrt" Can't load skybox file skybox/sky_dust 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) (7949 bytes) Emitting linux collision data (use -nolinuxdata to disable). Building Physics collision data... done (0) (7949 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 28 texinfos to 14 Reduced 3 texdatas to 3 (69 bytes to 69) Writing C:\Program Files\Valve\Steam\SteamApps\supaste\sourcesdk_content\cstrike\mapsrc\sdk_lightmaps.bsp 1 second elapsed Memory leak: mempool blocks left in memory: 1 ** Executing... ** Command: "c:\program files\valve\steam\steamapps\supaste\sourcesdk\bin\vvis.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\supaste\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\supaste\sourcesdk_content\cstrike\mapsrc\sdk_lightmaps" Valve Software - vvis.exe (Jan 2 2006) 1 threads reading c:\program files\valve\steam\steamapps\supaste\sourcesdk_content\cstrike\mapsrc\sdk_lightmaps.bsp reading c:\program files\valve\steam\steamapps\supaste\sourcesdk_content\cstrike\mapsrc\sdk_lightmaps.prt 1 portalclusters 0 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: 0 visible clusters (0.00%) Total clusters visible: 1 Average clusters visible: 1 Building PAS... Average clusters audible: 1 visdatasize:14 compressed from 16 writing c:\program files\valve\steam\steamapps\supaste\sourcesdk_content\cstrike\mapsrc\sdk_lightmaps.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\valve\steam\steamapps\supaste\sourcesdk\bin\vrad.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\supaste\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\supaste\sourcesdk_content\cstrike\mapsrc\sdk_lightmaps" Valve Software - vrad.exe SSE (Jan 16 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files\valve\steam\steamapps\supaste\sourcesdk_content\cstrike\mapsrc\sdk_lightmaps.bsp 55 faces 22272 square feet [3207168.00 square inches] 0 displacements 0 square feet [0.00 square inches] 55 patches before subdivision 2875 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 159691, max 249 transfer lists: 1.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(12148, 8082, 6567) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(8224, 1859, 17) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(2304, 182, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(881, 27, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(304, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(111, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(40, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(15, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0026 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done Ready to Finish 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 22/8192 264/98304 ( 0.3%) brushsides 132/65536 1056/524288 ( 0.2%) planes 72/65536 1440/1310720 ( 0.1%) vertexes 108/65536 1296/786432 ( 0.2%) nodes 8/65536 256/2097152 ( 0.0%) texinfos 14/12288 1008/884736 ( 0.1%) texdata 3/2048 96/65536 ( 0.1%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 55/65536 3080/3670016 ( 0.1%) origfaces 44/65536 2464/3670016 ( 0.1%) leaves 10/65536 320/2097152 ( 0.0%) leaffaces 55/65536 110/131072 ( 0.1%) leafbrushes 29/65536 58/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 459/512000 1836/2048000 ( 0.1%) edges 298/256000 1192/1024000 ( 0.1%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 7/32768 70/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 156/65536 312/131072 ( 0.2%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 47088/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 14/16777216 ( 0.0%) entdata [variable] 2675/393216 ( 0.7%) LDR leaf ambient 10/65536 240/1572864 ( 0.0%) 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] 1/264 ( 0.4%) pakfile [variable] 9922/0 ( 0.0%) Win32 Specific Data: physics [variable] 7949/4194304 ( 0.2%) ==== Total Win32 BSP file data space used: 82988 bytes ==== Linux Specific Data: physicssurface [variable] 7949/6291456 ( 0.1%) ==== Total Linux BSP file data space used: 82988 bytes ==== Total triangle count: 173 Writing c:\program files\valve\steam\steamapps\supaste\sourcesdk_content\cstrike\mapsrc\sdk_lightmaps.bsp 8 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\supaste\sourcesdk_content\cstrike\mapsrc\sdk_lightmaps.bsp" "c:\program files\valve\steam\steamapps\supaste\counter-strike source\cstrike\maps\sdk_lightmaps.bsp" ** Executing... ** Command: "c:\program files\valve\steam\steamapps\supaste\counter-strike source\hl2.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\supaste\counter-strike source\cstrike" +map "sdk_lightmaps" and here is my error:- its not a error with my mapping because iv tryed compling pre-made mapes. any thoughts? (and sorry about there pic before photobucket kept resizing my pictures)
Personally, I want to say it's a problem with your installation, but don't take my word for it, since I'm nowhere near an expert on this topic. Infact, I have a problem myself. My compile keeps telling me that it: "can't fine lights.rad in lights.rad" and I can't figure out a way to fix this problem. Anyone have a clue?
I've had a few beers but heres my 2 cents: reference here: http://www.interlopers.net/errors/index.php -i didnt notice any major errors in the log Another thought, have you set up hammer for empires mod? i think i had similar hl2 crashes when i first tried compiling/running my empires test maps. -If you're running empires mod settings, double check everything in hammer options(typos etc.) -also might be due lack of emp_info_params entity... im not 100% sure if hl2.exe crashes if its not in the map. If you arent running empires mod maps: -remove emp_info_params or any entities related to empires. -try to revert to hammer default settings and then compile a simple cube with info_player_start in it (to make sure if hl2 maps work) -if you still cant run the map try refreshing sdk contents(in SDK menu) then reinstalling hammer. Try these at your own risc as im not even half the genius as i usually am... PS. Backup your mapsrc folders!
Take a look at the "ModName:" portion of the error window. "filesystem_steam.dll"? Might be something you've done with configuring it for the mod. Just a hunch, as I have no idea if that's normal or not.
i do have hammer set up to map for empires but before i started up hammer i did not use empires i used the HL2:DM setting. i will try reinstalling hammer and then setting it up for empires later when i am better at mapping.
hmmmm... im bumping this to see if any1 else has any ideas because i tryed most of horny rabbits. oh and i validatede my copiey (i maniged to get somthing to compile 2day!!!!! i wonder if i will be able to keep this up??!!!)
I have a feeling this is something to do with your empires setup. Reset the configs and follow the instructions on the wiki for setting up hammer. But first, back up everything. As far as I know the "filesystem_steam.dll" thing is normal.
holy shit not again!!!! the update to sdk fucked it up its happening again! but not just to empires to hl2 and css ...and everything i ge the error when i try to compile anything! i need help because i love hammer and i dont want to be without it!!!!!!! also it will be hard for me to make much more of this mapping guide with fixing this!
Sometimes after an update you need to execute the mod at least one time to complete the update. I remember that filesystem error, I fixed doing that. Refresh sdk also could help.
ok i used it with... *css and all it did was load up counter strike *when i used it with empires i got the same error
**bump** i changed where i saved the files im compiling and now it just loads up the game and does nothing... help?
can you um tell me what this is and just some genral info about it! = ] oh and maby give me ur x-fire so you can help me set it up **dont matter i think i found i ill tell you how it goes...** i used it with a few maps and it said that there was a error and i looked it up and it said somthing about skyboxes so i ran one with out a sky box and it compiled it with no errors then just did nothing and i cant work out why-it was set to run the map.