mapping troubles!!!

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mapping troubles!!!

Post by !B a T m A n! » Tue Aug 12, 2008 9:00 pm

ok well im making a cube soccer map (hoping dog will do the .scripting and stuff for me :D)

but any ways i have a a map and when i try to test it out it never loads the the changes

so beeron tells me to save it under a new name so i do that then i try to test the map then i get this:....

the command failed. Windows reported the error:"windows cannot find the file specified"
do you want to continue? yes no


then i read through the compile process window to see the errors:

** Executing...
** Command: "c:\program files\steam\steamapps\bottomofacup\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\bottomofacup\team fortress 2\tf" "C:\Program Files\Steam\steamapps\bottomofacup\sourcesdk_content\tf\mapsrc\bridge33"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\bottomofacup\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\bottomofacup\sourcesdk_content\tf\mapsrc\bridge33.vmf
Patching WVT material: maps/bridge33/nature/blendgroundtogravel001_wvt_patch
Patching WVT material: maps/bridge33/nature/blendgroundtogravel002_wvt_patch
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\bottomofacup\sourcesdk_content\tf\mapsrc\bridge33.prt...Building visibility clusters...
done (0)
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 (0) (11321 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! Too many detail props emitted on this map! (64K max!)n

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\bottomofacup\sourcesdk_content\tf\mapsrc\bridge33.bsp" "c:\program files\steam\steamapps\bottomofacup\team fortress 2\tf\maps\bridge33.bsp"

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


any one know how to fix it please tell me ASAP!

.. please
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Post by !B a T m A n! » Tue Aug 12, 2008 9:06 pm

ohh and heres my map on the way btw :P
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Re: mapping troubles!!!

Post by Mad-Hammer » Tue Aug 12, 2008 10:05 pm

Batman, I have for you a most invaluable tool for the Valve mapper.

http://www.interlopers.net/index.php?page=errors

This is a link to the Interlopers website. Just copy and paste your compile log into the text box and the error checker will analyze your compile and point out the errors as well as possible fixes for the problem. Used it many, many times.

Oh and here may be your problem

Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! Too many detail props emitted on this map! (64K max!)n
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Post by l3eeron » Tue Aug 12, 2008 10:23 pm

[quote="Mad-Hammer";p="113347"]
Oh and here may be your problem
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! Too many detail props emitted on this map! (64K max!)n
[/font]
[/quote]

Bingo!

You're gonna have to go through and either:

- (my suggestion) repaint your aplha to not include the detail props (subtract the alpha on the displacements)

- this might work, select all the displacements and invert the alpha. Might look weird, but will fix the problem.

Basically, the map file (the .bsp) is not being created because of the error. So when you compile, it hits the error and stops, never creating the actual map.

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Post by !B a T m A n! » Tue Aug 12, 2008 11:02 pm

ok ty!!! i had too much grass every where thats why :P
but its all fixed
ty hammer and beeron
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Post by shimmybot » Wed Aug 13, 2008 12:19 am

[quote="Mad-Hammer";p="113347"]
Batman, I have for you a most invaluable tool for the Valve mapper.

http://www.interlopers.net/index.php?page=errors

This is a link to the Interlopers website. Just copy and paste your compile log into the text box and the error checker will analyze your compile and point out the errors as well as possible fixes for the problem. Used it many, many times.

Oh and here may be your problem

Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! Too many detail props emitted on this map! (64K max!)n

[/quote]

this could be really really handy -_- :lol:

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Post by l3eeron » Wed Aug 13, 2008 8:17 am

Yes, the compile checker at interlopers should be bookmarked if you plan on mapping :D

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Post by shimmybot » Wed Aug 13, 2008 12:01 pm

well it is now :lol:

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Post by !B a T m A n! » Wed Aug 13, 2008 12:42 pm

um well shoot now it is doing this when ever i try to run my map -_-

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i also checked the compile process thingy in that web site .. and it said it didnt have any errors.. so i was wondering is it just my computer just being a dumb dumb

but if you see somtin wrong with it here it is..


** Executing...
** Command: "c:\program files\steam\steamapps\bottomofacup\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\bottomofacup\team fortress 2\tf" "C:\Program Files\Steam\steamapps\bottomofacup\sourcesdk_content\tf\mapsrc\55"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\bottomofacup\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\bottomofacup\sourcesdk_content\tf\mapsrc\55.vmf
Patching WVT material: maps/55/nature/blendgroundtogravel001_wvt_patch
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\bottomofacup\sourcesdk_content\tf\mapsrc\55.prt...Building visibility clusters...
done (0)
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...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\bottomofacup\sourcesdk_content\tf\mapsrc\55.bsp" "c:\program files\steam\steamapps\bottomofacup\team fortress 2\tf\maps\55.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
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Post by l3eeron » Wed Aug 13, 2008 5:06 pm

Only thing that looks like might be a problem is the sky material. Try using sky_hydro_01 in map - map properties

If that doesn't fix it, upload the .vmf and I'll take a look at it.

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Post by Doktor Jones » Sun Aug 24, 2008 4:24 pm

Well I'd note that vbsp appears to crash at the following line:

Code: Select all

Building Physics collision data... 
So maybe it has something to do with complex map geometry or something else physics-based (a push trigger or something along those lines)?
Thanks for reading my inane rantings :D

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Re: mapping troubles!!!

Post by Mad-Hammer » Sun Aug 24, 2008 5:08 pm

Hate to say it but...... I too have seen this dreaded text box. Most likely cause is too complicated a geometry. Probably too many intersects in your displacements.
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Post by !B a T m A n! » Sun Aug 24, 2008 7:51 pm

urrr... lol so what do i do?
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Re: mapping troubles!!!

Post by Mad-Hammer » Sun Aug 24, 2008 8:25 pm

I don't think you're gonna want to hear how I fixed it. I destroyed All my displacements and started all over again, this time being more careful about how I moved the coordinates around. One thing I know beyond a shadow of doubt will cause much grief and problems is when you overlap the points over top each other.
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Post by !B a T m A n! » Tue Aug 26, 2008 4:14 pm

ahh man why cant this stuff be easier
i have good ideas but i get mad really easy :P

maby some one else could make this map, i think it would be fun
if any one wants to contact me and i will you more about about the map....

edit: i will give it to you any ways :P
and in this paick you may not notice but the map is on a slight angle, so your not playing up and down your playing on a angle


BRIDGE.
where it says " ramp up form water" .. its a FROM :P
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