Source sdk problem AFTER RE-INSTALL

kapaka77

I made one post
Joined
May 11, 2011
Messages
1
hi. I have create a map but i have a problem. I make a format in my pc and then i reinstall the source dsk. But now when i go to compile my map some errors came out. The compile finished and when i run the map some prop_static dosnt work.(before reinstall source sdk work curectly)
here is my clipboard
when i go to http://www.interlopers.net/errors/ to see my error say that
Description:
The error is self-explanatory. Somewhere in your map you have referenced a texture that doesn't exist. Perhaps you used a texture from another modification or game you haven't correctly set your current game up for?

Solution:
Make sure you have your mod paths set up correctly and that you are including all mod contents you need.
the strange is that before i reinstall the source sdk that map work curectlly without any error


** Executing...
** Command: "C:\SourceSDK\bin\vbsp.exe"
** Parameters: -game "D:\Program Files\Counter-Strike Source\cstrike" "C:\sourcesdk_content\cstrike\mapsrc\test"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: D:\Program Files\Counter-Strike Source\cstrike\materials
Loading C:\sourcesdk_content\cstrike\mapsrc\test.vmf
material "brick/brickwall003a" not found
Material not found!: BRICK/BRICKWALL003A
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:\sourcesdk_content\cstrike\mapsrc\test.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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 (0) (4462 bytes)
Error loading studio model "models/props_c17/light_cagelight01_on.mdl"!
Error loading studio model "models/props_lab/blastdoor001a.mdl"!
Error loading studio model "models/props_doors/door03_slotted_left.mdl"!
Error loading studio model "models/props_wasteland/prison_slidingdoor001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6 texinfos to 4
Reduced 2 texdatas to 2 (38 bytes to 38)
Writing C:\sourcesdk_content\cstrike\mapsrc\test.bsp
0 seconds elapsed

** Executing...
** Command: "C:\SourceSDK\bin\vvis.exe"
** Parameters: -game "D:\Program Files\Counter-Strike Source\cstrike" "C:\sourcesdk_content\cstrike\mapsrc\test"

Valve Software - vvis.exe (May 22 2006)
4 threads
reading c:\sourcesdk_content\cstrike\mapsrc\test.bsp
reading c:\sourcesdk_content\cstrike\mapsrc\test.prt
12 portalclusters
22 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: 144
Average clusters visible: 12
Building PAS...
Average clusters audible: 12
visdatasize:148 compressed from 192
writing c:\sourcesdk_content\cstrike\mapsrc\test.bsp
0 seconds elapsed

** Executing...
** Command: "C:\SourceSDK\bin\vrad.exe"
** Parameters: -game "D:\Program Files\Counter-Strike Source\cstrike" "C:\sourcesdk_content\cstrike\mapsrc\test"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\sourcesdk_content\cstrike\mapsrc\test.bsp
36 faces
43143 square feet [6212728.00 square inches]
0 displacements
0 square feet [0.00 square inches]
36 patches before subdivision
36 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 652, max 26
transfer lists: 0.0 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<0.0000 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 12/8192 144/98304 ( 0.1%)
brushsides 72/65536 576/524288 ( 0.1%)
planes 78/65536 1560/1310720 ( 0.1%)
vertexes 73/65536 876/786432 ( 0.1%)
nodes 48/65536 1536/2097152 ( 0.1%)
texinfos 4/12288 288/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 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 36/65536 2016/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 10/65536 560/3670016 ( 0.0%)
leaves 50/65536 1600/2097152 ( 0.1%)
leaffaces 40/65536 80/131072 ( 0.1%)
leafbrushes 73/65536 146/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 200/512000 800/2048000 ( 0.0%)
edges 117/256000 468/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 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] 148/16777216 ( 0.0%)
entdata [variable] 292/393216 ( 0.1%)
LDR leaf ambient 50/65536 1200/1572864 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 10002/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 4462/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 26884 bytes ====

Total triangle count: 88
Writing c:\sourcesdk_content\cstrike\mapsrc\test.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\sourcesdk_content\cstrike\mapsrc\test.bsp" "C:\SourceSDK\cstrike\maps\test.bsp"

please help.
thanks
 
I've got similar problem, so I googled few answers one day that helped me.

First of all - you need the source game you're mapping for installed and unlocked (I presume you were formating that this can be it ;) ). For example, I did maps for CS:S but without CS:S I don't have nothing for compiling (though for mapping I do have it all I need). Secondly - run your game at least once to unlock all the models, textures etc. Don't forget to use 2007 Engine! 2009 doesn't exist ;)

Then, check if you're not using prop_static with dynamic model and vice versa. It can be essential while compiling.

Also, be sure to PakRat everything to your map. It's quite possible that they have it right on interlopers.net . PakRat is 3rd party tool to compile custom materials within .bsp file (the map file). Useful for navigation meshes ;)

You can download pakrat here

Or there's entity such as lights or particle effects out of skybox (if you have one).

But if you did everything above and still not working, than I have no clue. Try to make some simple map, if you have same issue there, than the SDK data might be corrupted.

Hope I helped :)

PS: Because of these, I bought external HDD to make "whole system" backups ;)
Sorry for my english, I'm not a native speaker :)
 
Last edited:
Mainly from what I see is you have multiple directory paths for CS:S...

Most people have their Steam installations and files on one drive such as (for 64bit win7/vista)

C:\Program Files(x86)\Steam\

under this is your Steamapps\USERNAME\sourcesdk and Steamapps\USERNAME\sourcesdk_content

Reinstall Steam onto one drive and have your maps on the same drive. Never have spaces in your maps name.

Also after reinstalling, launch your game and any other games associated with it before launching SourceSDK.

Make sure your Engine Year is correct (2009 For CS:S, TF2, DOD:S) and then launch Hammer for that game.
 
Wow, haven't noticed that he has cs:s on D: and source files on C: . That might be it :)

But I don't want to sound rude or something, but 2009 engine (a.k.a. OrangeBox) doesn't work, I mean it's not that mod friendly like 2007. I have just TF2, CS:S and HL2 series from source family, so I don't know about DOD:S. But what I know for sure, that for all of the source games and source mods I have, I always had to check the 2007 engine, because 2009 haven't let me run hammer at all.


You can read a lot about this at the steamforum
SteamForums
 
Wow, haven't noticed that he has cs:s on D: and source files on C: . That might be it :)

But I don't want to sound rude or something, but 2009 engine (a.k.a. OrangeBox) doesn't work, I mean it's not that mod friendly like 2007. I have just TF2, CS:S and HL2 series from source family, so I don't know about DOD:S. But what I know for sure, that for all of the source games and source mods I have, I always had to check the 2007 engine, because 2009 haven't let me run hammer at all.


You can read a lot about this at the steamforum
SteamForums

I dont know anyone who uses 2007 Engine for CS:S, TF2, DOD:S. The 2009 Engine is the Orange Box Engine which the above games mentioned run on. I would probably reinstall SourceSDK because running off of the old engine will lead to some messed up things in game.
 
Actually, after last update, using 2009 messes up the game :( Valve is fixing that, but now it's convinient (and recommended) to use 2007.

Like they said on steam forum:
Modding for 2009 is not really supported yet (which is kinda stupid because now 90% of the games default to 2009) so I think you have to manually config the game your modding for to 2007, then use that modding wizard.

and

A recent update to the SDK allowed you to click "create a mod" under 2009 where it would previously give you an error.
The 2009 SDK base has not yet been released, so the mod wizard fails to find the files it needs.
Episode 2 should show up under 2007 and 2009.
Use the 2007 one to create a mod, then move the mod to 2009 tools, as the 2007 ones don't work with the 2007 mods.

Says it all nice and clean. It used to be "Orange Box", that you normaly set as engine when mapping ;)

So valve just made life of modders and mappers a little harder by accident... reminds me, where is HL2EP3 and what the H are going on with this promo items in Team Fortress 2 (they really do make it a worse and worse every game release/update...)?

(Quotations from http://forums.steampowered.com/forums/showthread.php?t=1369226 )

But I know, it's strange to use older engine for newest versions of game. Well, but it's working. Could be bumpy, but works (instead of errorlogs 2009 gives) :)

BUT Update by Valve was released almost 3 weeks ago, and I have mapped twice ever since, so it might be repaired ;)
 
Last edited:
Actually, after last update, using 2009 messes up the game :( Valve is fixing that, but now it's convinient (and recommended) to use 2007.

Like they said on steam forum:


and



Says it all nice and clean. It used to be "Orange Box", that you normaly set as engine when mapping ;)

So valve just made life of modders and mappers a little harder by accident... reminds me, where is HL2EP3 and what the H are going on with this promo items in Team Fortress 2 (they really do make it a worse and worse every game release/update...)?

(Quotations from http://forums.steampowered.com/forums/showthread.php?t=1369226 )

But I know, it's strange to use older engine for newest versions of game. Well, but it's working. Could be bumpy, but works (instead of errorlogs 2009 gives) :)

BUT Update by Valve was released almost 3 weeks ago, and I have mapped twice ever since, so it might be repaired ;)

Yea if your MODDING it has bugs, the hammer editor works fine.
 

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