Problem, Map Won't Run


Sexton [28th ID]
03-07-2006, 03:03 PM
Ok so I decided to start all over so I deleted all my crap maps that had nothing on them and started new.

But now my maps won't run, none of them. Here's a screen shot of what happens:



When I look in my dod/maps folder the .bsp isn't in there and I can't load it manulally through the game because it doesn't show up as an option for a map.

Any and all help is greatly appreciated.

ultranew_b
03-07-2006, 03:09 PM
Check out the beginners help forum at HL2World:

http://www.hl2world.com/bbs/beginner-mapping-help-vf51.html?sid=b2e08f6223ce6796362a8d31e1e2d479

:)

Sexton [28th ID]
03-07-2006, 03:11 PM
Think you could just help me, for the sake of me having to register for another set of forums please?

PanFrie
03-07-2006, 03:16 PM
post your compile log pls. helps alot. im guessing the bsp failed, so its non existant, and because of that it cant be copied from the skd_content folder to the dods folder.

Sexton [28th ID]
03-07-2006, 03:23 PM
Here's what it says:

** Executing...
** Command: "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\day of defeat source\dod" "C:\Documents and Settings\Jonathan\Desktop\dod_forest_js"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\day of defeat source\dod\materials
Loading C:\Documents and Settings\Jonathan\Desktop\dod_forest_js.vmf
Brush 6: bounds out of range
Brush 6: bounds out of range
Brush 8: bounds out of range
Brush 8: bounds out of range
Brush 10: bounds out of range
Brush 12: bounds out of range
Brush 12: bounds out of range
Brush 16: bounds out of range
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15872.0, 0.0, -16.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15872.0, 0.0, 528.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0, -512.0, 256.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0, -1536.0, 256.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14848.0, 0.0, -16.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14848.0, 0.0, 528.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13824.0, 0.0, -16.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13824.0, 0.0, 528.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
HashVec: point outside valid range

** Executing...
** Command: "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\day of defeat source\dod" "C:\Documents and Settings\Jonathan\Desktop\dod_forest_js"

Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading c:\documents and settings\jonathan\desktop\dod_forest_js.bsp
Error opening c:\documents and settings\jonathan\desktop\dod_forest_js.bsp

** Executing...
** Command: "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\day of defeat source\dod" "C:\Documents and Settings\Jonathan\Desktop\dod_forest_js"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading c:\documents and settings\jonathan\desktop\dod_forest_js.bsp
Error opening c:\documents and settings\jonathan\desktop\dod_forest_js.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Jonathan\Desktop\dod_forest_js.bsp" "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\day of defeat source\dod\maps\dod_forest_js.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

ultranew_b
03-07-2006, 03:46 PM
It's well worth the 30 second effort to register over there at HL2World. Chances are great that every technical question you ask has already been answered there.

:)

PanFrie
03-07-2006, 03:54 PM
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****


well theres your problem. Look for a leak in the map, if you cant find it then goto the "map" pull down menu and click on "load point file" and follow it till you find the leak.

McJewels
03-07-2006, 03:57 PM
It looks like you have a geometry leak in your map, check to make sure your skybox is fully surrounding everything.

Sexton [28th ID]
03-07-2006, 04:15 PM
Ok cool, thanks for the info.

But now there's another problem, when I save my map and then reopen it after closing Hammer, it tells me that my solids aren't loaded.

Only my props show up, is this caused by the same thing or something else?

PanFrie
03-07-2006, 04:16 PM
uhhh.... sorry, but i cant help you there :-/

otF yetihw
03-07-2006, 04:23 PM
I think when I had this problem (your original compile problem) it was because the directory structures were not set up properly in Hammer.

Go in to Hammer, go to Tools/Options and make sure it is all correct, in particular make sure that the bottom one is set to $SteamUserDir\sourcesdk_content\dods\mapsrc - make sure it says dods not dod

Sexton [28th ID]
03-07-2006, 04:23 PM
Ok, well I created a new map and it still tells me that the map I just made doesn't exist. What's the deal?

PanFrie
03-07-2006, 04:25 PM
out of curiosity... is there still a leak?

CoolHand
03-07-2006, 05:49 PM
Post your log again. Basically you might have corrected one problem but still have more in your map.

Some error will simply not create a bsp file and untill all error are corrected it will not create the BSP.

We all did run in some of those problem and I guess you will need to learn more to become a mapper, the do and don't in hammer.

when it give you coordinate, go check those brush by entering those coordinate in the menu somewhere. I need to reboot the computer cause Steam is giving me a error so if you don't find where it is in the menu sytem I can tell you later.

Starting a new map whitout finding the error will not help you. you need to find what you are doing wrong or else you will keep diong the same error.

Sexton [28th ID]
03-08-2006, 02:26 PM
When I go to Map->Load Point File it just brings me to an open dialog and I have no point files to load so I don't know what that is.

I save a map and it tells me that "For your information 5 solids were not loaded due to errors in the file"

Could you guys please tell me more specificly how to find the leak and that would help.

Sexton [28th ID]
03-08-2006, 02:35 PM
Originally posted by otF yetihw
Go in to Hammer, go to Tools/Options and make sure it is all correct, in particular make sure that the bottom one is set to $SteamUserDir\sourcesdk_content\dods\mapsrc - make sure it says dods not dod

This has fixed it, I changed it because it said dod instead of dods and now it runs my maps and saves all of them and loads all the solids, thanks for all the help guys.

Here's my log from a map I just ran:

** Executing...
** Command: "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\day of defeat source\dod" "C:\Documents and Settings\Jonathan\Desktop\dod_grass_map"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\day of defeat source\dod\materials
Loading C:\Documents and Settings\Jonathan\Desktop\dod_grass_map.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (2274 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (2274 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 8
Reduced 2 texdatas to 2 (32 bytes to 32)
Writing C:\Documents and Settings\Jonathan\Desktop\dod_grass_map.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\day of defeat source\dod" "C:\Documents and Settings\Jonathan\Desktop\dod_grass_map"

Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading c:\documents and settings\jonathan\desktop\dod_grass_map.bsp
reading c:\documents and settings\jonathan\desktop\dod_grass_map.prt
LoadPortals: couldn't read c:\documents and settings\jonathan\desktop\dod_grass_map.prt


** Executing...
** Command: "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\day of defeat source\dod" "C:\Documents and Settings\Jonathan\Desktop\dod_grass_map"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading c:\documents and settings\jonathan\desktop\dod_grass_map.bsp
No vis information, direct lighting only.
3401 faces
2791899 square feet [402033536.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
Build Patch/Sample Hash Table(s).....Done<0.3871 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
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 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 72/65536 1440/1310720 ( 0.1%)
vertexes 3484/65536 41808/786432 ( 5.3%)
nodes 609/65536 19488/2097152 ( 0.9%)
texinfos 8/12288 576/884736 ( 0.1%)
texdata 2/2048 64/65536 ( 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 3401/65536 190456/3670016 ( 5.2%)
origfaces 24/65536 1344/3670016 ( 0.0%)
leaves 611/65536 19552/2097152 ( 0.9%)
leaffaces 3401/65536 6802/131072 ( 5.2%)
leafbrushes 232/65536 464/131072 ( 0.4%)
areas 1/256 8/2048 ( 0.4%)
surfedges 14114/512000 56456/2048000 ( 2.8%)
edges 7211/256000 28844/1024000 ( 2.8%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 67/32768 670/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1098/65536 2196/131072 ( 1.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6786688/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 205/393216 ( 0.1%)
LDR leaf ambient 611/65536 14664/1572864 ( 0.9%)
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] 1/12 ( 8.3%)
pakfile [variable] 7346/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 2274/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 7181755 bytes ====

Linux Specific Data:
physicssurface [variable] 2274/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 7181755 bytes ====

Total triangle count: 7216
Writing c:\documents and settings\jonathan\desktop\dod_grass_map.bsp
20 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Jonathan\Desktop\dod_grass_map.bsp" "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\day of defeat source\dod\maps\dod_grass_map.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\day of defeat source\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\gabreil_the_undestined@hotma il.com\day of defeat source\dod" -dev -console +sv_lan 1 +map "dod_grass_map"

otF yetihw
03-08-2006, 03:26 PM
Only major problem is the leak, seen here:

Loading C:\Documents and Settings\Jonathan\Desktop\dod_grass_map.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Processing areas...done (0)
Building Faces...done (0)

Fix this by making sure your skybox is all sealed. Use the load pointfile feature to find it. However I notice that the leak has not reported an entity and its coordinates like usual, so I assume you dont have any entities in your map? I dont think the pointfile will load if you dont. Add some entities and this will make the leak easier to find.

*See:

http://developer.valvesoftware.com/wiki/Leak

Sexton [28th ID]
03-08-2006, 04:11 PM
Would this be caused by Displacement Geometry? I've used that to make hills and such could that be causing it?

KominAaa
03-08-2006, 04:24 PM
Displacement dont act as world geometry. It doesnt seal the world. If you did so either you shout,wave your arms and run around in circles or just seal your map with normal brushes.

Some leaks can occur when you dont have any point entity at all inside the map (the engine can't tell which volume should be considered as the inside of the map).

Try hideing all your visgroups,except hints,areaportals if you do have some,and basic world brushes.It might help you to get a clearer view of whats closed and whats not.

Anyway as otF yetihw said,load pointfile is your friend :l!

Good luck :l!

Sexton [28th ID]
03-08-2006, 04:28 PM
I've tried the load point whatever and it doesn't work. It opens up some dialog window with no point files for me to open so how can I use it?

Explain better please.

KominAaa
03-08-2006, 05:20 PM
the pointfile is a file named "dod_"yourmap".lin" and should be in your .vmf's directory.

Its created after a compilation where a leak occurs,everytime you have a leak error at the compilation it creates one.

maybe youre using a fontend compiler prog that removes unwanted files?
maybe the /lin is moved to another directory ?

When it is working you dont get a dialog window,it automatically opens it and you have to check for a red line on your 4 views,if you cannot see it turn all your visgroups off and you should see it.

The leak should be in the path materialized by that red line so follow it until you see its getting out of the map through some hole in your map's hull.

otF yetihw
03-08-2006, 08:12 PM
And as I mentioned, I dont think it creates a pointfile when there are no entities for it to reference, so make sure you put in an entity (a light will do) and re-compile, then load it.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.