My files don't show up.

By DJKVesper 5 years ago

I created a map. I tested it on my computer and it works fine. Then i try to get the file to upload and it is not there. I checked the compile log to see where it is and i follow it. Then when i try to find it, its not there. I dunno if thee is something wrong with my steam or computer. But when i create a map, i can't find the files apart from on Hammer :/

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  • Sheeprider's Levels
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    Posted 5 years ago

    Might be due to a fatal error in the compile process... Post your compile log, please.

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    Posted 5 years ago

    ** Executing... ** Command: "c:\program files\steam\steamapps\davidjkent\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\davidjkent\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1"

    Valve Software - vbsp.exe (Dec 11 2006) 1 threads materialPath: c:\program files\steam\steamapps\davidjkent\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.vmf fixing up envcubemap materials on brush sides... ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (1) **** leaked **** Entity triggerhurt (-289.50 98.00 -206.50) leaked! Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 32 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) Creating default cubemaps for envcubemap using skybox materials: skybox/skyday0101*.vmt Run buildcubemaps in the engine to get the correct cube maps.

    No such variable "$hdrbasetexture" for material "skybox/skyday0101rt" Can't load skybox file skybox/skyday0101 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 (1) (450296 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1415 texinfos to 999 Reduced 7 texdatas to 7 (162 bytes to 162) Writing C:\Program Files\Steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.bsp 5 seconds elapsed

    ** Executing... ** Command: "c:\program files\steam\steamapps\davidjkent\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\davidjkent\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1"

    Valve Software - vvis.exe (Nov 8 2007) 1 threads reading c:\program files\steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.bsp reading c:\program files\steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.prt LoadPortals: couldn't read c:\program files\steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.prt

    ** Executing... ** Command: "c:\program files\steam\steamapps\davidjkent\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\davidjkent\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1"

    Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']

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    Posted 5 years ago

    Loading c:\program files\steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.bsp No vis information, direct lighting only. 11137 faces 4 degenerate faces 444740 square feet [64042632.00 square inches] 0 displacements 0 square feet [0.00 square inches] 67 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (267) Build Patch/Sample Hash Table(s).....Done<0.0661 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 130/1024 6240/49152 (12.7%) brushes 1045/8192 12540/98304 (12.8%) brushsides 13735/65536 109880/524288 (21.0%) planes 14426/65536 288520/1310720 (22.0%) vertexes 18426/65536 221112/786432 (28.1%) nodes 5136/65536 164352/2097152 ( 7.8%) texinfos 999/12288 71928/884736 ( 8.1%) texdata 7/2048 224/65536 ( 0.3%) dispinfos 0/0 0/0 ( 0.0%) dispverts 0/0 0/0 ( 0.0%) disptris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 11137/65536 623672/3670016 (17.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6577/65536 368312/3670016 (10.0%) leaves 5267/65536 168544/2097152 ( 8.0%) leaffaces 13251/65536 26502/131072 (20.2%) leafbrushes 2739/65536 5478/131072 ( 4.2%) areas 2/256 16/2048 ( 0.8%) surfedges 80411/512000 321644/2048000 (15.7%) edges 44964/256000 179856/1024000 (17.6%) LDR worldlights 67/8192 5896/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 2913/32768 29130/327680 ( 8.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 42939/65536 85878/131072 (65.5%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2659904/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 65726/393216 (16.7%) LDR leaf ambient 5267/65536 126408/1572864 ( 8.0%) 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] 1/6094 ( 0.0%) pakfile [variable] 10034/0 ( 0.0%)

    Level flags = 0

    Win32 Specific Data: physics [variable] 450296/4194304 (10.7%) ==== Total Win32 BSP file data space used: 6002094 bytes ====

    Total triangle count: 34158 Writing c:\program files\steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.bsp 4 minutes, 32 seconds elapsed

    ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.bsp" "c:\program files\steam\steamapps\davidjkent\counter-strike source\cstrike\maps\zmvesperpitfall_v1.bsp"

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    Posted 5 years ago
    **** leaked **** Entity trigger_hurt (-289.50 98.00 -206.50) leaked!

    Bingo... You got a leak in your map. What this means is that one or more entities are exposed to the black void outside your map. go to Map/Load Pointfile/ in the top menus of hammer. It might prompt you about loading the default file, if it does, press yes. This will create a red line somewhere in your map that goes from inside your map to the outside, through the leak and thus helps your find it. Seal it and try to compile again (there might be more than one leak in your map, but Hammer will only show them one at a time).

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    Posted 5 years ago

    Thanks man

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    Posted 5 years ago

    Umm, i done it again and it says i have no leak yet still i can't find it in my folders. Yes i am going to the right ones. COuld somone take a look at my log and if need be. Downlaod my map to see why it is not working?

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    Posted 5 years ago

    ** Executing... ** Command: "c:\program files\steam\steamapps\davidjkent\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\davidjkent\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1"

    Valve Software - vbsp.exe (Dec 11 2006) 1 threads materialPath: c:\program files\steam\steamapps\davidjkent\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.vmf fixing up envcubemap materials on brush sides... ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (2) ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (2) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 42 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Program Files\Steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.prt...done (0) Creating default cubemaps for envcubemap using skybox materials: skybox/skyday0101*.vmt Run buildcubemaps in the engine to get the correct cube maps.

    No such variable "$hdrbasetexture" for material "skybox/skyday0101rt" Can't load skybox file skybox/skyday0101 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 (1) (456265 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1451 texinfos to 1017 Reduced 7 texdatas to 7 (162 bytes to 162) Writing C:\Program Files\Steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.bsp 8 seconds elapsed

    ** Executing... ** Command: "c:\program files\steam\steamapps\davidjkent\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\davidjkent\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1"

    Valve Software - vvis.exe (Nov 8 2007) 1 threads reading c:\program files\steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.bsp reading c:\program files\steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.prt 2674 portalclusters 6884 numportals Leaf 2252 (portal 5384) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.

    ** Executing... ** Command: "c:\program files\steam\steamapps\davidjkent\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\davidjkent\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1"

    Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']

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    Posted 5 years ago

    Loading c:\program files\steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.bsp No vis information, direct lighting only. 10931 faces 4 degenerate faces 445519 square feet [64154792.00 square inches] 0 displacements 0 square feet [0.00 square inches] 67 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (281) Build Patch/Sample Hash Table(s).....Done<0.0658 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 131/1024 6288/49152 (12.8%) brushes 1061/8192 12732/98304 (13.0%) brushsides 13924/65536 111392/524288 (21.2%) planes 15940/65536 318800/1310720 (24.3%) vertexes 20859/65536 250308/786432 (31.8%) nodes 4862/65536 155584/2097152 ( 7.4%) texinfos 1017/12288 73224/884736 ( 8.3%) texdata 7/2048 224/65536 ( 0.3%) dispinfos 0/0 0/0 ( 0.0%) dispverts 0/0 0/0 ( 0.0%) disptris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 10931/65536 612136/3670016 (16.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6564/65536 367584/3670016 (10.0%) leaves 4994/65536 159808/2097152 ( 7.6%) leaffaces 13011/65536 26022/131072 (19.9%) leafbrushes 2776/65536 5552/131072 ( 4.2%) areas 2/256 16/2048 ( 0.8%) surfedges 79569/512000 318276/2048000 (15.5%) edges 44743/256000 178972/1024000 (17.5%) LDR worldlights 67/8192 5896/720896 ( 0.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 2968/32768 29680/327680 ( 9.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 43632/65536 87264/131072 (66.6%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2611700/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 65929/393216 (16.8%) LDR leaf ambient 4994/65536 119856/1572864 ( 7.6%) 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] 1/6092 ( 0.0%) pakfile [variable] 10034/0 ( 0.0%)

    Level flags = 0

    Win32 Specific Data: physics [variable] 456265/4194304 (10.9%) ==== Total Win32 BSP file data space used: 5983544 bytes ====

    Total triangle count: 33800 Writing c:\program files\steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.bsp 4 minutes, 46 seconds elapsed

    ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\davidjkent\sourcesdkcontent\cstrike\mapsrc\zmvesperpitfallv1.bsp" "c:\program files\steam\steamapps\davidjkent\counter-strike source\cstrike\maps\zmvesperpitfall_v1.bsp"

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    Posted 5 years ago
    Leaf 2252 (portal 5384) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.

    That is your problem. You need to find that spot with glview and fix it in hammer. Most likely you need to func_detail a bunch of small brushes.

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    Posted 5 years ago

    Could you do it. As i just got this less than a week ago. http://www.megaupload.com/?d=OWN5NMNE

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