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Old 11-29-2010, 10:35 AM   #1
Reece202
 
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Map Compiler Runs but no .bsp

I'm tryint to compile the first version of my map, and instead of getting a .bps, I get a .log with the following content:

Code:
2 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\ff_cargo_a1.bsp
Error opening c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\ff_cargo_a1.bsp


Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\reiscool\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\ff_cargo_a1.bsp
Error opening c:\program files (x86)\steam\steamapps\sourcemods\fortressforever\maps\ff_cargo_a1.bsp
What am I supposed to do here?
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Old 11-29-2010, 12:32 PM   #2
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Why is it looking in orangebox bin folders for an ep1 engine mod? Did you somehow configure Fortress Forever for use in hammer under the orangebox or something? Lol, I dunno.
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Old 11-29-2010, 06:22 PM   #3
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having same newb bug, = full bright map

Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file D:\Steam\steamapps\ruialmeidasoares@hotmail.com\so urcesdk\bin\ep1\bin\lights.rad.
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Old 11-29-2010, 06:22 PM   #4
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If that's the entirety of your log, it means you aren't running vbsp, which is what creates a bsp file in the first place.

zE, the lights.rad error is not a problem. Post everything in the compile log.

Last edited by Crazycarl; 11-29-2010 at 06:24 PM.
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Old 11-29-2010, 09:21 PM   #5
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Quote:
having same newb bug, = full bright map
I'd like to play test it before I work out the lighting

Quote:
Post everything in the compile log.
That is everything in the log

I switched everything over to the ep1 folders as per Bridget's post and I still get the same thing.

Last edited by Reece202; 11-29-2010 at 09:28 PM.
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Old 11-29-2010, 11:08 PM   #6
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That's output from vrad. You need to run vbsp, then vvis, then vrad last, if you want lighting.

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Old 11-30-2010, 12:27 AM   #7
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Well, I put in the same parameters you did, but I still didn't get anything. I think that this has something to do with my hammer set-up for FF because I don't get this problem with anything else. The log just shows the vrad thing.
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Old 11-30-2010, 02:11 PM   #8
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Make sure they look like this.

Also, make sure you are doing this under Source 2006 and not 2009!
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Old 11-30-2010, 11:48 PM   #9
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Sometimes you have to copy your whole map and paste it into a new one. It's a weird bug, but it happens sometimes. Keep us posted.
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Old 12-01-2010, 03:54 AM   #10
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Well, I did what majesty said and I got a bsp finally, as well as this:

You might recognise this from TF2. It's a sort-of port of CP_Freight, complete with random trains (although they are a bit buggy). Now all I have to do is figure out how to get the spawns to work right and get the start gates to move.

Last edited by Reece202; 12-01-2010 at 04:09 AM.
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Old 12-01-2010, 11:23 AM   #11
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if you're not aware - some map vmfs are supplied with the game in the fortressforever/source folder. You can work a lot out using them and the associated map lua files.

You need to use LUA. So if you copy spawns from a map, you can look in the associated lua file and copy paste bits into your own lua. I guess you've been working with bridget so I guess he's got it sorted for you??
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Old 12-15-2010, 01:09 PM   #12
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** Executing...
** Command: "d:\steam\steamapps\ruialmeidasoares@hotmail.com\s ourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\FortressForever " "D:\FFStuff\Mapz\conc_nine_beta"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: d:\steam\steamapps\SourceMods\FortressForever\mate rials
Loading D:\FFStuff\Mapz\conc_nine_beta.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 92 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\FFStuff\Mapz\conc_nine_beta.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_lostcoast_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_lostcoast_hdr*.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 (1) (701473 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3828 texinfos to 1906
Reduced 425 texdatas to 343 (22300 bytes to 18421)
Writing D:\FFStuff\Mapz\conc_nine_beta.bsp
8 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\ruialmeidasoares@hotmail.com\s ourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\FortressForever " "D:\FFStuff\Mapz\conc_nine_beta"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading d:\ffstuff\mapz\conc_nine_beta.bsp
reading d:\ffstuff\mapz\conc_nine_beta.prt
1729 portalclusters
4104 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (9)
Optimized: 497 visible clusters (0.00%)
Total clusters visible: 198114
Average clusters visible: 114
Building PAS...
Average clusters audible: 158
visdatasize:107722 compressed from 774592
writing d:\ffstuff\mapz\conc_nine_beta.bsp
11 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\ruialmeidasoares@hotmail.com\s ourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\FortressForever " -noextra "D:\FFStuff\Mapz\conc_nine_beta"

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 d:\steam\steamapps\ruialmeidasoares@hotmail.com\so urcesdk\bin\ep1\bin\lights.rad.
Loading d:\ffstuff\mapz\conc_nine_beta.bsp
21553 faces
16095285 square feet [2317721088.00 square inches]
4 displacements
7673 square feet [1105036.00 square inches]
21553 patches before subdivision

** Executing...
** Command: Copy File
** Parameters: "D:\FFStuff\Mapz\conc_nine_beta.bsp" "d:\steam\steamapps\SourceMods\FortressForever\map s\conc_nine_beta.bsp"


** Executing...
** Command: "d:\steam\steamapps\ruialmeidasoares@hotmail.com\s ourcesdk\hl2.exe"
** Parameters: -game "d:\steam\steamapps\SourceMods\FortressForever " +map "conc_nine_beta"


Normal is bps / fast in rad also tryed with normal and always full bright lawl
* tryed majesty sugestion to copy paste into a new map and didnt worked for me :<

Last edited by zE; 12-15-2010 at 01:13 PM.
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Old 12-15-2010, 04:09 PM   #13
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Quote:
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file d:\steam\steamapps\ruialmeidasoares@hotmail.com\so urcesdk\bin\ep1\bin\lights.rad.
Loading d:\ffstuff\mapz\conc_nine_beta.bsp
Weird. Did you set up Hammer correctly? Did lights.rad disappear/become corrupted? Have you tried reloading all SDK content?
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