I was unable to run my map for a Modmod I thought up. When I compile for Source, I get a menu screen with a static picture background.
My compile: ** Command: “C:\Program Files (x86)\Steam\steamapps\common\sourcesdk\bin\source2007\bin\vbsp.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMSMIA” “C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01”
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\sourcemods\BMSMIA\materials
Loading C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01.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 (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01.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) (3205 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 22 texinfos to 8
Reduced 3 texdatas to 3 (58 bytes to 58)
Writing C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01.bsp
0 seconds elapsed
** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\sourcesdk\bin\source2007\bin\vvis.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMSMIA” “C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01”
Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\MIA01.bsp
reading c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\MIA01.prt
2 portalclusters
1 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (0)
PortalFlow: 0…1…2…3…4…5…6…7…8…9…10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 4
Average clusters visible: 2
Building PAS…
Average clusters audible: 2
visdatasize:24 compressed from 32
writing c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\MIA01.bsp
0 seconds elapsed
** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\sourcesdk\bin\source2007\bin\vrad.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMSMIA” “C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01”
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]
Loading c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\MIA01.bsp
Setting up ray-trace acceleration structure… Done (0.00 seconds)
12 faces
2801 square feet [403456.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
12 patches before subdivision
564 patches after subdivision
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (0)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (0)
transfers 39040, max 172
transfer lists: 0.3 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0001 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 8/8192 96/98304 ( 0.1%)
brushsides 48/65536 384/524288 ( 0.1%)
planes 54/65536 1080/1310720 ( 0.1%)
vertexes 30/65536 360/786432 ( 0.0%)
nodes 16/65536 512/2097152 ( 0.0%)
texinfos 8/12288 576/884736 ( 0.1%)
texdata 3/2048 96/65536 ( 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 12/65536 672/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9/65536 504/3670016 ( 0.0%)
leaves 18/65536 576/2097152 ( 0.0%)
leaffaces 12/65536 24/131072 ( 0.0%)
leafbrushes 13/65536 26/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88/512000 352/2048000 ( 0.0%)
edges 59/256000 236/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 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] 31696/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 24/16777216 ( 0.0%)
entdata [variable] 366/393216 ( 0.1%)
LDR ambient table 18/65536 72/262144 ( 0.0%)
HDR ambient table 18/65536 72/262144 ( 0.0%)
LDR leaf ambient 2/65536 56/1835008 ( 0.0%)
HDR leaf ambient 18/65536 504/1835008 ( 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] 105651/0 ( 0.0%)
physics [variable] 3205/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 28
Writing c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\MIA01.bsp
0 seconds elapsed
** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01.bsp” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\MIA01.bsp”
My Gameconfig:
“Configs”
{
“Games”
{
“Black Mesa- MIA”
{
“GameDir” “c:\program files (x86)\steam\steamapps\sourcemods\BMSMIA”
“hammer”
{
“GameData0” “c:\program files (x86)\steam\steamapps\sourcemods\BMSMIA\bmsmia.fgd”
“TextureFormat” “5”
“MapFormat” “4”
“DefaultTextureScale” “0.250000”
“DefaultLightmapScale” “16”
“GameExe” “c:\program files (x86)\steam\steamapps\common\half-life 2\hl2.exe”
“DefaultSolidEntity” “func_detail”
“DefaultPointEntity” “info_player_start”
“BSP” “c:\program files (x86)\steam\steamapps\common\sourcesdk\bin\source2007\bin\vbsp.exe”
“Vis” “c:\program files (x86)\steam\steamapps\common\sourcesdk\bin\source2007\bin\vvis.exe”
“Light” “c:\program files (x86)\steam\steamapps\common\sourcesdk\bin\source2007\bin\vrad.exe”
“GameExeDir” “c:\program files (x86)\steam\steamapps\common\half-life 2”
“MapDir” “c:\program files (x86)\steam\steamapps\sourcemods\BMS\maps”
“BSPDir” “c:\program files (x86)\steam\steamapps\sourcemods\BMS\maps”
“CordonTexture” “tools\toolsskybox”
“MaterialExcludeCount” “0”
}
}
“SDKVersion” “3”
}
My attempt to use the Hazard Team compiler:
Begin compiling file:
C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01.vmf
===== Begin BSP =====
Can’t find steam app user info.
===== Begin VIS =====
Valve Software - vvis.exe (May 19 2009)
Can’t find steam app user info.
===== Begin RAD =====
Can’t find steam app user info.
Finished compiling file:
C:\Program Files (x86)\Steam\SteamApps\sourcemods\BMS\maps\MIA01.vmf
Thanks in advance!