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Compiling Is Doing Weird Things


Arcaninesy
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Well, It's a multigames map, and I just added a multigame to the overall map. After fixing a few leaks I had, it will now run the game, but without lighting. [As if you had added no lighting; everything had a flat, bright look, and there were no shadows.]

Here's the compile log

 

 

** Executing... ** Command: "F:\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "F:\Steam\steamapps\common\Counter-Strike Source\cstrike" "F:\Steam\SDK Maps\MultigameStartRoom7.vmf"

Valve Software - vbsp.exe (Aug 30 2013) 8 threads materialPath: F:\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading F:\Steam\SDK Maps\MultigameStartRoom7.vmf ConVarRef matreduceparticles doesn't point to an existing ConVar material "128x16 sliderace text" not found. Material not found!: 128X16 SLIDERACE TEXT Could not locate 'GameData' key in f:\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt fixing up envcubemap materials on brush sides... ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlockThread: 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 1262 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing F:\Steam\SDK Maps\MultigameStartRoom7.prt...Building visibility clusters... done (0) error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial error: material DENUKE/NUKWATERMOVINGPLANEBENEATH doesn't have a $bottommaterial Creating default LDR cubemaps for envcubemap using skybox materials: skybox/skyday0101.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for envcubemap using skybox materials: skybox/skyday01_01.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 (4) (2062134 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no waterlodcontrol entity, creating a default one. Compacting texture/material tables... Reduced 2070 texinfos to 1289 Reduced 116 texdatas to 112 (3580 bytes to 3370) Writing F:\Steam\SDK Maps\MultigameStartRoom7.bsp 7 seconds elapsed

** Executing... ** Command: "F:\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "F:\Steam\steamapps\common\Counter-Strike Source\cstrike" "F:\Steam\SDK Maps\MultigameStartRoom7"

Valve Software - vvis.exe (Aug 27 2013) 8 threads reading f:\steam\sdk maps\MultigameStartRoom7.bsp reading f:\steam\sdk maps\MultigameStartRoom7.prt 472 portalclusters 888 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: 3 visible clusters (0.02%) Total clusters visible: 15547 Average clusters visible: 32 Building PAS... Average clusters audible: 34 visdatasize:16083 compressed from 60416 writing f:\steam\sdk maps\MultigameStartRoom7.bsp 0 seconds elapsed

** Executing... ** Command: "F:\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "F:\Steam\steamapps\common\Counter-Strike Source\cstrike" "F:\Steam\SDK Maps\MultigameStartRoom7"

Valve Software - vrad.exe SSE (Sep 16 2013)

Valve Radiosity Simulator

 

8 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']

Loading f:\steam\sdk maps\MultigameStartRoom7.bsp Setting up ray-trace acceleration structure... Done (1.00 seconds) 29747 faces numplanes + fakeplanes >= MAXMAPPLANES

** Executing... ** Command: Copy File ** Parameters: "F:\Steam\SDK Maps\MultigameStartRoom7.bsp" "F:\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\MultigameStartRoom7.bsp"

** Executing... ** Command: "F:\Steam\steamapps\common\Counter-Strike Source\hl2.exe" ** Parameters: -game "F:\Steam\steamapps\common\Counter-Strike Source\cstrike" +map "MultigameStartRoom7" -steam

 

 

What I could find said the maximum number of map planes was like 65 thousand, I'm nowhere near that. Does anyone know what it could be?

 

Another thing. I tried deleting the multigame I added to the map, and it still compiled with a similar compile log and fullbright in game. ????

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I'm almost certain that is the full compile log. If not, I ran another one and got this.

 

 

** Executing...

** Command: "F:\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"

** Parameters: -game "F:\Steam\steamapps\common\Counter-Strike Source\cstrike" "F:\Steam\SDK Maps\MultigameStartRoom8.vmf"

 

Valve Software - vbsp.exe (Aug 30 2013)

8 threads

materialPath: F:\Steam\steamapps\common\Counter-Strike Source\cstrike\materials

Loading F:\Steam\SDK Maps\MultigameStartRoom8.vmf

ConVarRef mat_reduceparticles doesn't point to an existing ConVar

material "128x16 sliderace text" not found.

Material not found!: 128X16 SLIDERACE TEXT

Could not locate 'GameData' key in f:\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt

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 1262 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing F:\Steam\SDK Maps\MultigameStartRoom8.prt...Building visibility clusters...

done (0)

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

Creating default LDR cubemaps for env_cubemap using skybox materials:

skybox/sky_day01_01*.vmt

! Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:

skybox/sky_day01_01*.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 (4) (2029550 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Water found with no water_lod_control entity, creating a default one.

Compacting texture/material tables...

Reduced 2049 texinfos to 1276

Reduced 116 texdatas to 112 (3580 bytes to 3370)

Writing F:\Steam\SDK Maps\MultigameStartRoom8.bsp

7 seconds elapsed

 

** Executing...

** Command: "F:\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"

** Parameters: -game "F:\Steam\steamapps\common\Counter-Strike Source\cstrike" -fast "F:\Steam\SDK Maps\MultigameStartRoom8"

 

Valve Software - vvis.exe (Aug 27 2013)

fastvis = true

8 threads

reading f:\steam\sdk maps\MultigameStartRoom8.bsp

reading f:\steam\sdk maps\MultigameStartRoom8.prt

464 portalclusters

860 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)

Optimized: 15 visible clusters (0.09%)

Total clusters visible: 16029

Average clusters visible: 34

Building PAS...

Average clusters audible: 35

visdatasize:15992 compressed from 59392

writing f:\steam\sdk maps\MultigameStartRoom8.bsp

0 seconds elapsed

 

** Executing...

** Command: "F:\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"

** Parameters: -game "F:\Steam\steamapps\common\Counter-Strike Source\cstrike" -noextra "F:\Steam\SDK Maps\MultigameStartRoom8"

 

Valve Software - vrad.exe SSE (Sep 16 2013)

 

Valve Radiosity Simulator

8 threads

[Reading texlights from 'lights.rad']

[2 texlights parsed from 'lights.rad']

 

Loading f:\steam\sdk maps\MultigameStartRoom8.bsp

Setting up ray-trace acceleration structure... Done (0.99 seconds)

29416 faces

numplanes + fakeplanes >= MAX_MAP_PLANES

 

** Executing...

** Command: Copy File

** Parameters: "F:\Steam\SDK Maps\MultigameStartRoom8.bsp" "F:\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\MultigameStartRoom8.bsp"

 

 

** Executing...

** Command: "F:\Steam\steamapps\common\Counter-Strike Source\hl2.exe"

** Parameters: -game "F:\Steam\steamapps\common\Counter-Strike Source\cstrike" +map "MultigameStartRoom8" -steam

 

 

I'm pretty sure it means light isn't being run at all, because the game will start with fullbright lighting.

 

When I check for problems, there are a whole bunch, but they're all for things like having weapons start with ammo. For instance, weapon_m249 has unused keyvalues "ammo" etc.

 

All the errors in check for problems are things like that.

 

Also, I don't know what the problem is with the water texture, or how to fix it. It's the only water that looked any good, to me at least. All the others were pretty much flat black.

Edited by Arcaninesy
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Still fullbright in-game, with a similar compile:

 

 

** Executing...

** Command: "F:\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"

** Parameters: -game "F:\Steam\steamapps\common\Counter-Strike Source\cstrike" "F:\Steam\SDK Maps\MultigameStartRoom8.vmf"

 

Valve Software - vbsp.exe (Aug 30 2013)

8 threads

materialPath: F:\Steam\steamapps\common\Counter-Strike Source\cstrike\materials

Loading F:\Steam\SDK Maps\MultigameStartRoom8.vmf

ConVarRef mat_reduceparticles doesn't point to an existing ConVar

material "128x16 sliderace text" not found.

Material not found!: 128X16 SLIDERACE TEXT

Could not locate 'GameData' key in f:\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt

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 1262 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (1)

writing F:\Steam\SDK Maps\MultigameStartRoom8.prt...Building visibility clusters...

done (0)

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

error: material DE_NUKE/NUKWATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial

Creating default LDR cubemaps for env_cubemap using skybox materials:

skybox/sky_day01_01*.vmt

! Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:

skybox/sky_day01_01*.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 (5) (2029550 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Water found with no water_lod_control entity, creating a default one.

Compacting texture/material tables...

Reduced 2049 texinfos to 1276

Reduced 116 texdatas to 112 (3580 bytes to 3370)

Writing F:\Steam\SDK Maps\MultigameStartRoom8.bsp

10 seconds elapsed

 

** Executing...

** Command: "F:\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"

** Parameters: -game "F:\Steam\steamapps\common\Counter-Strike Source\cstrike" "F:\Steam\SDK Maps\MultigameStartRoom8"

 

Valve Software - vvis.exe (Aug 27 2013)

8 threads

reading f:\steam\sdk maps\MultigameStartRoom8.bsp

reading f:\steam\sdk maps\MultigameStartRoom8.prt

464 portalclusters

860 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: 3 visible clusters (0.02%)

Total clusters visible: 15341

Average clusters visible: 33

Building PAS...

Average clusters audible: 34

visdatasize:15814 compressed from 59392

writing f:\steam\sdk maps\MultigameStartRoom8.bsp

0 seconds elapsed

 

** Executing...

** Command: "F:\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"

** Parameters: -game "F:\Steam\steamapps\common\Counter-Strike Source\cstrike" "F:\Steam\SDK Maps\MultigameStartRoom8"

 

Valve Software - vrad.exe SSE (Sep 16 2013)

 

Valve Radiosity Simulator

8 threads

[Reading texlights from 'lights.rad']

[2 texlights parsed from 'lights.rad']

 

Loading f:\steam\sdk maps\MultigameStartRoom8.bsp

Setting up ray-trace acceleration structure... Done (1.23 seconds)

29416 faces

numplanes + fakeplanes >= MAX_MAP_PLANES

 

** Executing...

** Command: Copy File

** Parameters: "F:\Steam\SDK Maps\MultigameStartRoom8.bsp" "F:\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\MultigameStartRoom8.bsp"

 

 

** Executing...

** Command: "F:\Steam\steamapps\common\Counter-Strike Source\hl2.exe"

** Parameters: -game "F:\Steam\steamapps\common\Counter-Strike Source\cstrike" +map "MultigameStartRoom8" -steam

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