11-29-2010, 10:35 AM | #1 |
Join Date: Nov 2010
Class/Position: Civilian Courrier Gametype: Territorial Control Affiliations: Source SDK Posts Rated Helpful 0 Times
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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 |
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11-29-2010, 12:32 PM | #2 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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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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11-29-2010, 06:22 PM | #3 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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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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11-29-2010, 06:22 PM | #4 |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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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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11-29-2010, 09:21 PM | #5 | ||
Join Date: Nov 2010
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Quote:
Quote:
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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11-29-2010, 11:08 PM | #6 |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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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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11-30-2010, 12:27 AM | #7 |
Join Date: Nov 2010
Class/Position: Civilian Courrier Gametype: Territorial Control Affiliations: Source SDK Posts Rated Helpful 0 Times
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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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11-30-2010, 02:11 PM | #8 |
UI Designer
Front-End Developer Fortress Forever Staff
Join Date: May 2008
Location: Winter Park, FL
Class/Position: D Eng Gametype: CTF 9v9 Affiliations: .gr , smr Posts Rated Helpful 46 Times
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Make sure they look like this. Also, make sure you are doing this under Source 2006 and not 2009!
__________________
Maps : Haste |Scrummage |Mulch_Trench Voltage | Exchange Classic | Fortsake ricecakes: I demand SGs get a buff squeek.: buy it a gym membership 'I have an eye for design' - Kube 2014 Last edited by Ricey; 11-30-2010 at 02:12 PM. |
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11-30-2010, 11:48 PM | #9 |
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Fortress Forever Staff Join Date: Nov 2010
Location: USA, Ohio
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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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12-01-2010, 03:54 AM | #10 |
Join Date: Nov 2010
Class/Position: Civilian Courrier Gametype: Territorial Control Affiliations: Source SDK Posts Rated Helpful 0 Times
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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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12-01-2010, 11:23 AM | #11 |
Gets tickled by FF
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Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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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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12-15-2010, 01:09 PM | #12 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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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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12-15-2010, 04:09 PM | #13 | |
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