models in hammer but not ingame [SOLVED]

Need Help? The Day isnt going so well on the Mapping front?
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sven666
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models in hammer but not ingame [SOLVED]

Post by sven666 »

Here is my problem, I use ep2 content, I see models and materials in hammer editor, I compile, but ingame I see ERROR in case of ep2 models, and ep2 decals are replaced by the "no image" decal.

when I play the previous version ( oc_paysanB02 ) ep2 models are visible ingame, so I think the problems com from the compilation.

here is my log :

Code: Select all

** Executing...
** Command: "d:\jeux\steam\steamapps\steevmau\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\jeux\steam\steamapps\SourceMods\obsidian" "D:\JEUX\steam\steamapps\steevmau\sourcesdk_content\obsidian\oc_paysan"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: d:\jeux\steam\steamapps\SourceMods\obsidian\materials
Loading D:\JEUX\steam\steamapps\steevmau\sourcesdk_content\obsidian\oc_paysan.vmf
Patching WVT material: maps/oc_paysan/nature/blenddirtgrass008a_wvt_patch
Patching WVT material: maps/oc_paysan/nature/blendrockdirt008c_wvt_patch
Patching WVT material: maps/oc_paysan/nature/red_grass_wvt_patch
Patching WVT material: maps/oc_paysan/nature/blenddirtgrass008b_wvt_patch
Patching WVT material: maps/oc_paysan/nature/blendgrassgravel01_wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (8832, 3824, 512)
env_cubemap pointing at deleted brushside near (8832, 3824, 512)
env_cubemap pointing at deleted brushside near (8832, 3824, 512)
env_cubemap pointing at deleted brushside near (507, 688, 1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 752 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\JEUX\steam\steamapps\steevmau\sourcesdk_content\obsidian\oc_paysan.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 (3) (1275010 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9367 texinfos to 4589
Reduced 1038 texdatas to 793 (45492 bytes to 35205)
Writing D:\JEUX\steam\steamapps\steevmau\sourcesdk_content\obsidian\oc_paysan.bsp
23 seconds elapsed
  1.049162 -3.207047 0.000000
  -1.049033 -3.207047 0.000000
  -1.049033 3.206336 0.000000
  1.015345 -3.207047 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "d:\jeux\steam\steamapps\steevmau\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\jeux\steam\steamapps\SourceMods\obsidian" -fast "D:\JEUX\steam\steamapps\steevmau\sourcesdk_content\obsidian\oc_paysan"

Valve Software - vvis.exe (Mar 11 2008)
fastvis = true
2 threads
reading d:\jeux\steam\steamapps\steevmau\sourcesdk_content\obsidian\oc_paysan.bsp
reading d:\jeux\steam\steamapps\steevmau\sourcesdk_content\obsidian\oc_paysan.prt
2660 portalclusters
8078 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (9)
Optimized: 560229 visible clusters (0.00%)
Total clusters visible: 4217622
Average clusters visible: 1585
Building PAS...
Average clusters audible: 2451
visdatasize:1545689  compressed from 1787520
writing d:\jeux\steam\steamapps\steevmau\sourcesdk_content\obsidian\oc_paysan.bsp
12 seconds elapsed

** Executing...
** Command: "d:\jeux\steam\steamapps\steevmau\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "d:\jeux\steam\steamapps\SourceMods\obsidian" "D:\JEUX\steam\steamapps\steevmau\sourcesdk_content\obsidian\oc_paysan"

Valve Software - vrad.exe SSE (Mar 11 2008)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[44 texlights parsed from 'lights.rad']

Loading d:\jeux\steam\steamapps\steevmau\sourcesdk_content\obsidian\oc_paysan.bsp
Setting up ray-trace acceleration structure... Done (7.93 seconds)
13172 faces
8 degenerate faces
10317710 square feet [1485750272.00 square inches]
442 Displacements
466231 Square Feet [67137376.00 Square Inches]
13164 patches before subdivision
149446 patches after subdivision
sun extent from map=0.069756
98 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (121)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (193)
transfers 16988387, max 1668
transfer lists: 129.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(405216, 403330, 291627)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(90798, 80833, 48806)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(19791, 15963, 8002)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(5156, 3822, 1601)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(1421, 977, 348)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(427, 272, 82)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(136, 81, 21)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(46, 26, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(16, 9, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(6, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0966 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (34)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
4 of 4 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (134)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 439/1024        21072/49152    (42.9%) 
brushes               3251/8192        39012/98304    (39.7%) 
brushsides           22784/65536      182272/524288   (34.8%) 
planes               14948/65536      298960/1310720  (22.8%) 
vertexes             24014/65536      288168/786432   (36.6%) 
nodes                 8389/65536      268448/2097152  (12.8%) 
texinfos              4589/12288      330408/884736   (37.3%) 
texdata                793/2048        25376/65536    (38.7%) 
dispinfos              442/0           77792/0        ( 0.0%) 
disp_verts           16338/0          326760/0        ( 0.0%) 
disp_tris            23264/0           46528/0        ( 0.0%) 
disp_lmsamples      795842/0          795842/0        ( 0.0%) 
faces                13172/65536      737632/3670016  (20.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             9443/65536      528808/3670016  (14.4%) 
leaves                8829/65536      282528/2097152  (13.5%) 
leaffaces            15295/65536       30590/131072   (23.3%) 
leafbrushes           6690/65536       13380/131072   (10.2%) 
areas                    7/256            56/2048     ( 2.7%) 
surfedges           100410/512000     401640/2048000  (19.6%) 
edges                62328/256000     249312/1024000  (24.3%) 
LDR worldlights         98/8192         8624/720896   ( 1.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata           10/32768         120/393216   ( 0.0%) 
waterstrips           1255/32768       12550/327680   ( 3.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         23049/65536       46098/131072   (35.2%) 
cubemapsamples         187/1024         2992/16384    (18.3%) 
overlays               230/512         80960/180224   (44.9%) 
LDR lightdata         [variable]     7835872/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     1545689/16777216 ( 9.2%) 
entdata               [variable]      703751/393216   (179.0%) VERY FULL!
LDR ambient table     8829/65536       35316/262144   (13.5%) 
HDR ambient table     8829/65536       35316/262144   (13.5%) 
LDR leaf ambient     39312/65536     1100736/1835008  (60.0%) 
HDR leaf ambient      8829/65536      247212/1835008  (13.5%) 
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]           1/531288   ( 0.0%) 
dtl prp lght          [variable]           1/254      ( 0.4%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/46244    ( 0.0%) 
pakfile               [variable]    20086884/0        ( 0.0%) 
physics               [variable]     1275010/4194304  (30.4%) 
physics terrain       [variable]      105954/1048576  (10.1%) 

Level flags = 0

Total triangle count: 35928
Writing d:\jeux\steam\steamapps\steevmau\sourcesdk_content\obsidian\oc_paysan.bsp
8 minutes, 35 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\JEUX\steam\steamapps\steevmau\sourcesdk_content\obsidian\oc_paysan.bsp" "d:\jeux\steam\steamapps\SourceMods\obsidian\maps\oc_paysan.bsp"
thanks for help.
Last edited by sven666 on Fri Feb 20, 2009 2:23 pm, edited 1 time in total.
Blues
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Post by Blues »

Did you make sure you extracted everything to your OC folder or at least mounted ep2 via *nameofthemap*_mounts.txt or *nameofthemap*_modify.txt?
Image Image Image

Excuse me for being rude. I'm usually drunk while posting.
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sven666
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Post by sven666 »

ok it's working now, I added the "oc_paysan_mounts.txt" file but before it worked less this file.
thanks.
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Neico
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Post by Neico »

always make sure that the client recive those files too if you add "Mount*" in those files (that's why the mounts file exist in the first place, to keep the modify script but still allow mounting)
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sven666
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Post by sven666 »

yup, I already read it in a txt file, now I must learn how to add models, materials and other files into my .bsp file.
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Svanrog
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Post by Svanrog »

sven666 wrote:yup, I already read it in a txt file, now I must learn how to add models, materials and other files into my .bsp file.
You are looking for this? http://developer.valvesoftware.com/wiki ... om_Content
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Neico
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Post by Neico »

http://www.obsidianconflict.de/forums/v ... php?t=2311

(i should update that... but i got no time damn :/)

the progam MAN in the list does bspzipping automatically for you (nearly)
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