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Forum: All Forums : Valve's Source
Category: HL2 Mapping
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: run buildcubemaps from game engine
TimVukman
General Member
Since: Dec 1, 2007
Posts: 4
Last: Dec 4, 2007
[view latest posts]
Level 0
Category: HL2 Mapping
Posted: Sunday, Dec. 2, 2007 12:24 am
Hi:

I am very new to this and just started trying to mod. I am working from Half-Life 2 Mods for Dummies. Great Book!!!

I have been successful only once in having Half Life 2 Deathmatch come up from my compile, but I did find that no .bsp file was created.

I have created a small room and it is textured on the inside and not on the outside. I am trying to create the map as Half Life 2. In the compile text, you will see a reference to Half-Life 2 Episode 2. I can't find where the pointer is to Episode 2 as I don't think I set one.

Here are the Hammer paths.
Game Data Files:
$SteamUserDir\sourcesdk\bin\orangebox\bin\halflife

Cordon Texture:
tools/toolsskybox

Game Executable Directory:
$SteamUserDir\half-life 2

Game Directory:
$SteamUserDir\half-life 2\hl2

Hammer VMF Directory:
$SteamUserDir\sourcesdk_content\hl2\mapsrc

Build Programs

Game Executable:
$SteamUserDir\half-life 2\hl2.exe

BSP Executable
$SteamUserDir\sourcesdk\bin\orangebox\bin\vbsp.exe

VIS Executable:
$SteamUserDir\sourcesdk\bin\orangebox\bin\vvis.exe

RAD Executable:
$SteamUserDir\sourcesdk\bin\orangebox\bin\vrad.exe

Place compiled maps in this directory :
$SteamUserDir\sourcesdk\bin\orangebox\bin

Here is the compile result:

Code:

** Executing...
** Command: "c:\program files\valve\steam\steamapps\timvukman\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\timvukman\half-life 2 episode two\ep2" "C:\Program Files\Valve\Steam\SteamApps\timvukman\sourcesdk\bin\orangebox\bin\Sampling"

Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: c:\program files\valve\steam\steamapps\timvukman\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\timvukman\sourcesdk\bin\orangebox\bin\Sampling.vmf
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\Valve\Steam\SteamApps\timvukman\sourcesdk\bin\orangebox\bin\Sampling.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) (2281 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 1
Reduced 1 texdatas to 1 (18 bytes to 18)
Writing C:\Program Files\Valve\Steam\SteamApps\timvukman\sourcesdk\bin\orangebox\bin\Sampling.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\timvukman\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\timvukman\half-life 2 episode two\ep2" "C:\Program Files\Valve\Steam\SteamApps\timvukman\sourcesdk\bin\orangebox\bin\Sampling"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\program files\valve\steam\steamapps\timvukman\sourcesdk\bin\orangebox\bin\Sampling.bsp
Empty map

** Executing...
** Command: "c:\program files\valve\steam\steamapps\timvukman\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\valve\steam\steamapps\timvukman\half-life 2 episode two\ep2" "C:\Program Files\Valve\Steam\SteamApps\timvukman\sourcesdk\bin\orangebox\bin\Sampling"

Valve Software - vrad.exe SSE (Nov  8 2007)

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

Loading c:\program files\valve\steam\steamapps\timvukman\sourcesdk\bin\orangebox\bin\Sampling.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.01 seconds)
0 faces
0 square feet [0.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0000 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

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                  40/65536         800/1310720  ( 0.1%) 
vertexes                19/65536         228/786432   ( 0.0%) 
nodes                   27/65536         864/2097152  ( 0.0%) 
texinfos                 1/12288          72/884736   ( 0.0%) 
texdata                  1/2048           32/65536    ( 0.0%) 
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                    0/65536           0/3670016  ( 0.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces                0/65536           0/3670016  ( 0.0%) 
leaves                  29/65536         928/2097152  ( 0.0%) 
leaffaces                0/65536           0/131072   ( 0.0%) 
leafbrushes             16/65536          32/131072   ( 0.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges                0/512000          0/2048000  ( 0.0%) 
edges                    1/256000          4/1024000  ( 0.0%) 
LDR worldlights          1/8192           88/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]           0/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]         640/393216   ( 0.2%) 
LDR ambient table       29/65536         116/262144   ( 0.0%) 
HDR ambient table       29/65536         116/262144   ( 0.0%) 
LDR leaf ambient         4/65536         112/1835008  ( 0.0%) 
HDR leaf ambient        29/65536         812/1835008  ( 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]      105663/0        ( 0.0%) 
physics               [variable]        2281/4194304  ( 0.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 0
Writing c:\program files\valve\steam\steamapps\timvukman\sourcesdk\bin\orangebox\bin\Sampling.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\timvukman\sourcesdk\bin\orangebox\bin\Sampling.bsp" "c:\program files\valve\steam\steamapps\timvukman\sourcesdk_content\hl2\mapsrc\Sampling.bsp"** Executing...
** Command: "c:\program files\valve\steam\steamapps\timvukman\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\timvukman\half-life 2 episode two\ep2" "C:\Program Files\Valve\Steam\SteamApps\timvukman\sourcesdk\bin\orangebox\bin\Sampling"

Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: c:\program files\valve\steam\steamapps\timvukman\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\timvukman\sourcesdk\bin\orangebox\bin\Sampling.vmf
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\Valve\Steam\SteamApps\timvukman\sourcesdk\bin\orangebox\bin\Sampling.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) (2281 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 1
Reduced 1 texdatas to 1 (18 bytes to 18)
Writing C:\Program Files\Valve\Steam\SteamApps\timvukman\sourcesdk\bin\orangebox\bin\Sampling.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\timvukman\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\timvukman\half-life 2 episode two\ep2" "C:\Program Files\Valve\Steam\SteamApps\timvukman\sourcesdk\bin\orangebox\bin\Sampling"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\program files\valve\steam\steamapps\timvukman\sourcesdk\bin\orangebox\bin\Sampling.bsp
Empty map

** Executing...
** Command: "c:\program files\valve\steam\steamapps\timvukman\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\valve\steam\steamapps\timvukman\half-life 2 episode two\ep2" "C:\Program Files\Valve\Steam\SteamApps\timvukman\sourcesdk\bin\orangebox\bin\Sampling"

Valve Software - vrad.exe SSE (Nov  8 2007)

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

Loading c:\program files\valve\steam\steamapps\timvukman\sourcesdk\bin\orangebox\bin\Sampling.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.01 seconds)
0 faces
0 square feet [0.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0000 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

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                  40/65536         800/1310720  ( 0.1%) 
vertexes                19/65536         228/786432   ( 0.0%) 
nodes                   27/65536         864/2097152  ( 0.0%) 
texinfos                 1/12288          72/884736   ( 0.0%) 
texdata                  1/2048           32/65536    ( 0.0%) 
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                    0/65536           0/3670016  ( 0.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces                0/65536           0/3670016  ( 0.0%) 
leaves                  29/65536         928/2097152  ( 0.0%) 
leaffaces                0/65536           0/131072   ( 0.0%) 
leafbrushes             16/65536          32/131072   ( 0.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges                0/512000          0/2048000  ( 0.0%) 
edges                    1/256000          4/1024000  ( 0.0%) 
LDR worldlights          1/8192           88/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]           0/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]         640/393216   ( 0.2%) 
LDR ambient table       29/65536         116/262144   ( 0.0%) 
HDR ambient table       29/65536         116/262144   ( 0.0%) 
LDR leaf ambient         4/65536         112/1835008  ( 0.0%) 
HDR leaf ambient        29/65536         812/1835008  ( 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]      105663/0        ( 0.0%) 
physics               [variable]        2281/4194304  ( 0.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 0
Writing c:\program files\valve\steam\steamapps\timvukman\sourcesdk\bin\orangebox\bin\Sampling.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\timvukman\sourcesdk\bin\orangebox\bin\Sampling.bsp" "c:\program files\valve\steam\steamapps\timvukman\sourcesdk_content\hl2\mapsrc\Sampling.bsp"


I may be confused with the directory structure not matching the book.

All suggestions appreciated

Thanks

Tim
Share |
TimVukman
General Member
Since: Dec 1, 2007
Posts: 4
Last: Dec 4, 2007
[view latest posts]
Level 0
Category: HL2 Mapping
Posted: Sunday, Dec. 2, 2007 08:41 pm
Hi:

An update on progress. I have resolved the paths in the Hammer settings and there is no longer a reference to Episode 2.

The game engine attempts to load my map (which is new) and stops because there is no map file available which I'm sure is because it is not created because of the error that shows in the compile log.

I still get the errors in the compile log about running the buildcubemaps. I see that is a command in the console, but I get an error message if I try to run it.

I clicked on Create Mod in the Steam Tools list and it says that this version is not complatible with the Orange Box software. Could this be my issue?

Thanks

Tim
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foyleman
Preferred PLUS Member
Since: Nov 7, 2001
Posts: 95762
Last: Apr 13, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: HL2 Mapping
Posted: Sunday, Dec. 2, 2007 10:04 pm
yeah. It's the new editor.
When you go to create maps, are you selecting Deathmatch? Is Deathmatch an option?

Orange box added some new issues.
Go ahead... You Play I Mod : Support Modsonline by becoming a PREFERRED MEMBER today!
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Share |
TimVukman
General Member
Since: Dec 1, 2007
Posts: 4
Last: Dec 4, 2007
[view latest posts]
Level 0
Category: HL2 Mapping
Posted: Sunday, Dec. 2, 2007 10:19 pm
Hi:

I can set the game in the bottom of the small window that has Hammer in it (green screen).


I did have dm set for everything yesterday and I don't remember seeing the buildcubemaps in the compile results. I could have missed it. At the time, I switched to HL2 for troubleshooting.

I did not get the map to load when created in dm although the game loaded up ok.

Once I have run through the compile and received the error, my map is not the same. When I load it up again in Hammer, the 3d view has no textures and appears to be laid out in triangles.

I have to make a new map.

I was going to do that before posting this reply, but if I try to load hammer now, it crashes when I try to create a box.

I will refresh the SDK and try again.

Something seems incompatible somewhere.

Tim
Share |
TimVukman
General Member
Since: Dec 1, 2007
Posts: 4
Last: Dec 4, 2007
[view latest posts]
Level 0
Category: HL2 Mapping
Posted: Tuesday, Dec. 4, 2007 01:04 pm
Hi

Does this mean that I am dead in the water until and new update is posted through Steam?

Please advise if I have any options that might allow me to continue

Thanks

Tim
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