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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 08-16-2005
bushnoh
Guest
 
Posts: n/a
Default No piece texture, env_cubemap errors, wtf??

hey,
I just made a map and compiled it to see what it looked like. All is good except for all the materials for the fort pieces are missing. Its like the model is there but invisible. Also, i havn't used a single env_cubemap in my map so i don't know what its chattin on about. (What is a cubemap).
Also the blocks are spawned with a block spawner i found in a sticky but with two buttons, and no block appear, not even the ones used to do the spawning (if thats how it works anyway).

This is in the console:
  • env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalroof003a
    env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow018a
    env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tilefloor011a
    env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall045a
    env_cubemap used on world geometry without rebuilding map. . ignoring: sf/metal01r
    env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metaldoor004a
    env_cubemap used on world geometry without rebuilding map. . ignoring: sf/metal01b


This is the compile log:
  • ** Executing...
    ** Command: "c:\program files\valve\steam\steamapps\bushnoh\sourcesdk\bin\ vbsp.exe"
    ** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\SourceForts " "C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_testa"

    Valve Software - vbsp.exe (Jan 19 2005)
    1 threads
    materialPath: c:\program files\valve\steam\SteamApps\SourceMods\SourceForts \materials
    Loading C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_testa.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    **** leaked ****
    Entity blue_flag (-1631.30 -1082.00 25.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
    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 (0) (58134 bytes)
    Emitting linux collision data (use -nolinuxdata to disable).
    Building Physics collision data...
    done (0) (58134 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Writing C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_testa.bsp
    1 second elapsed
    Memory leak: mempool blocks left in memory: 48
    Memory leak: mempool blocks left in memory: 2

    ** Executing...
    ** Command: "c:\program files\valve\steam\steamapps\bushnoh\sourcesdk\bin\ vvis.exe"
    ** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\SourceForts " "C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_testa"

    Valve Software - vvis.exe (Dec 15 2004)
    1 threads
    reading c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_testa.bsp
    reading c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_testa.prt
    LoadPortals: couldn't read c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_testa.prt


    ** Executing...
    ** Command: "c:\program files\valve\steam\steamapps\bushnoh\sourcesdk\bin\ vrad.exe"
    ** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\SourceForts " "C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_testa"

    Valve Software - vrad.exe (Mar 8 2005)
    ----- Radiosity Simulator ----
    1 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']

    Loading c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_testa.bsp
    No vis information, direct lighting only.
    1723 faces
    16 degenerate faces
    723849 square feet [104234256.00 square inches]
    0 displacements
    0 square feet [0.00 square inches]
    16 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (79)
    Build Patch/Sample Hash Table(s).....Done<0.0456 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    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 11/1024 528/49152 ( 1.1%)
    brushes 130/8192 1560/98304 ( 1.6%)
    brushsides 982/65536 7856/524288 ( 1.5%)
    planes 732/65536 14640/1310720 ( 1.1%)
    vertexes 2281/65536 27372/786432 ( 3.5%)
    nodes 975/65536 31200/2097152 ( 1.5%)
    texinfos 353/12288 25416/884736 ( 2.9%)
    texdata 17/2048 544/65536 ( 0.8%)
    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 1723/65536 96488/3670016 ( 2.6%)
    origfaces 594/65536 33264/3670016 ( 0.9%)
    leaves 987/65536 55272/3670016 ( 1.5%)
    leaffaces 1936/65536 3872/131072 ( 3.0%)
    leafbrushes 357/65536 714/131072 ( 0.5%)
    surfedges 10477/512000 41908/2048000 ( 2.0%)
    edges 5709/256000 22836/1024000 ( 2.2%)
    worldlights 16/8192 1408/720896 ( 0.2%)
    waterstrips 143/32768 1430/327680 ( 0.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 2004/65536 4008/131072 ( 3.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    lightdata [variable] 2061152/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 9483/393216 ( 2.4%)
    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] 1/1008 ( 0.1%)
    pakfile [variable] 20388/0 ( 0.0%)

    Win32 Specific Data:
    physics [variable] 58134/4194304 ( 1.4%)
    ==== Total Win32 BSP file data space used: 2519475 bytes ====

    Linux Specific Data:
    physicssurface [variable] 58134/6291456 ( 0.9%)
    ==== Total Linux BSP file data space used: 2519475 bytes ====

    Total triangle count: 4627
    Writing c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_testa.bsp
    1 minute, 22 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_testa.bsp" "c:\program files\valve\steam\SteamApps\SourceMods\SourceForts \maps\sf_testa.bsp"
Thankyou very much for you help.
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  #2  
Old 08-16-2005
bushnoh
Guest
 
Posts: n/a
Default No piece texture, env_cubemap errors, wtf??

hey,
I just made a map and compiled it to see what it looked like. All is good except for all the materials for the fort pieces are missing. Its like the model is there but invisible. Also, i havn't used a single env_cubemap in my map so i don't know what its chattin on about. (What is a cubemap).
Also the blocks are spawned with a block spawner i found in a sticky but with two buttons, and no block appear, not even the ones used to do the spawning (if thats how it works anyway).

This is in the console:
  • env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalroof003a
    env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow018a
    env_cubemap used on world geometry without rebuilding map. . ignoring: tile/tilefloor011a
    env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall045a
    env_cubemap used on world geometry without rebuilding map. . ignoring: sf/metal01r
    env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metaldoor004a
    env_cubemap used on world geometry without rebuilding map. . ignoring: sf/metal01b


This is the compile log:
  • ** Executing...
    ** Command: "c:\program files\valve\steam\steamapps\bushnoh\sourcesdk\bin\ vbsp.exe"
    ** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\SourceForts " "C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_testa"

    Valve Software - vbsp.exe (Jan 19 2005)
    1 threads
    materialPath: c:\program files\valve\steam\SteamApps\SourceMods\SourceForts \materials
    Loading C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_testa.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    **** leaked ****
    Entity blue_flag (-1631.30 -1082.00 25.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
    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 (0) (58134 bytes)
    Emitting linux collision data (use -nolinuxdata to disable).
    Building Physics collision data...
    done (0) (58134 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Writing C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_testa.bsp
    1 second elapsed
    Memory leak: mempool blocks left in memory: 48
    Memory leak: mempool blocks left in memory: 2

    ** Executing...
    ** Command: "c:\program files\valve\steam\steamapps\bushnoh\sourcesdk\bin\ vvis.exe"
    ** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\SourceForts " "C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_testa"

    Valve Software - vvis.exe (Dec 15 2004)
    1 threads
    reading c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_testa.bsp
    reading c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_testa.prt
    LoadPortals: couldn't read c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_testa.prt


    ** Executing...
    ** Command: "c:\program files\valve\steam\steamapps\bushnoh\sourcesdk\bin\ vrad.exe"
    ** Parameters: -game "c:\program files\valve\steam\SteamApps\SourceMods\SourceForts " "C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_testa"

    Valve Software - vrad.exe (Mar 8 2005)
    ----- Radiosity Simulator ----
    1 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']

    Loading c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_testa.bsp
    No vis information, direct lighting only.
    1723 faces
    16 degenerate faces
    723849 square feet [104234256.00 square inches]
    0 displacements
    0 square feet [0.00 square inches]
    16 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (79)
    Build Patch/Sample Hash Table(s).....Done<0.0456 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    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 11/1024 528/49152 ( 1.1%)
    brushes 130/8192 1560/98304 ( 1.6%)
    brushsides 982/65536 7856/524288 ( 1.5%)
    planes 732/65536 14640/1310720 ( 1.1%)
    vertexes 2281/65536 27372/786432 ( 3.5%)
    nodes 975/65536 31200/2097152 ( 1.5%)
    texinfos 353/12288 25416/884736 ( 2.9%)
    texdata 17/2048 544/65536 ( 0.8%)
    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 1723/65536 96488/3670016 ( 2.6%)
    origfaces 594/65536 33264/3670016 ( 0.9%)
    leaves 987/65536 55272/3670016 ( 1.5%)
    leaffaces 1936/65536 3872/131072 ( 3.0%)
    leafbrushes 357/65536 714/131072 ( 0.5%)
    surfedges 10477/512000 41908/2048000 ( 2.0%)
    edges 5709/256000 22836/1024000 ( 2.2%)
    worldlights 16/8192 1408/720896 ( 0.2%)
    waterstrips 143/32768 1430/327680 ( 0.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 2004/65536 4008/131072 ( 3.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    lightdata [variable] 2061152/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 9483/393216 ( 2.4%)
    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] 1/1008 ( 0.1%)
    pakfile [variable] 20388/0 ( 0.0%)

    Win32 Specific Data:
    physics [variable] 58134/4194304 ( 1.4%)
    ==== Total Win32 BSP file data space used: 2519475 bytes ====

    Linux Specific Data:
    physicssurface [variable] 58134/6291456 ( 0.9%)
    ==== Total Linux BSP file data space used: 2519475 bytes ====

    Total triangle count: 4627
    Writing c:\program files\valve\steam\steamapps\sourcemods\sourceforts \maps\sf_testa.bsp
    1 minute, 22 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\SourceMods\sourceforts \maps\sf_testa.bsp" "c:\program files\valve\steam\SteamApps\SourceMods\SourceForts \maps\sf_testa.bsp"
Thankyou very much for you help.
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  #3  
Old 08-16-2005
bushnoh
Guest
 
Posts: n/a
Default

Nope sorry, thats not the problem, i did a little experiment. I just added a peice on its own in the map and it showed up fine, but my spawned pieces still don't work, must be a problem with the spawner.

I have it set so that a peice is spawned when ypu damage it, ie iwth GG or crowbar, not press enter, and have two buttons linked to the same template.

Any ideas?
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  #4  
Old 08-16-2005
bushnoh
Guest
 
Posts: n/a
Default

Nope sorry, thats not the problem, i did a little experiment. I just added a peice on its own in the map and it showed up fine, but my spawned pieces still don't work, must be a problem with the spawner.

I have it set so that a peice is spawned when ypu damage it, ie iwth GG or crowbar, not press enter, and have two buttons linked to the same template.

Any ideas?
Reply With Quote
  #5  
Old 08-17-2005
bushnoh
Guest
 
Posts: n/a
Default

ignore this, i remade the prop_pysics and all works now, dunno what i mita been doin wrong. All is good. :P
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  #6  
Old 08-17-2005
bushnoh
Guest
 
Posts: n/a
Default

ignore this, i remade the prop_pysics and all works now, dunno what i mita been doin wrong. All is good. :P
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  #7  
Old 08-17-2005
FictiousWill's Avatar
Fort Warrior
 
Join Date: Jun 2005
Location: Illinois, USA
Posts: 1,107
Send a message via AIM to FictiousWill
Default

**** leaked ****

Your map leaks.

Make sure your map issealed to the void or all manner of confusing things may occur.
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  #8  
Old 08-17-2005
FictiousWill's Avatar
Fort Warrior
 
Join Date: Jun 2005
Location: Illinois, USA
Posts: 1,107
Send a message via AIM to FictiousWill
Default

**** leaked ****

Your map leaks.

Make sure your map issealed to the void or all manner of confusing things may occur.
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  #9  
Old 12-23-2010
New Recruit
 
Join Date: Dec 2010
Posts: 2
Default

I loaded it up on the fafinaf server once to give it a try. I noticed that while moving, my player stuttered around. Everyone else in the server then started complaining that the server was laggy. I then turned it off and deleted the files. It was operational for all of 2 minutes.
__________________
sun certification // ccna exam // jk0-702 // 000-132
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  #10  
Old 12-23-2010
Jake's Avatar
♥electrohouse
Veteran Fort God
 
Join Date: Jan 2007
Location: New York
Posts: 6,540
Send a message via MSN to Jake
Default

wat?
__________________

proof sol said it
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