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
please help.
thanks
here is my clipboard
when i go to http://www.interlopers.net/errors/ to see my error say that
the strange is that before i reinstall the source sdk that map work curectlly without any errorDescription:
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.
** 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






). 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 





Valve is fixing that, but now it's convinient (and recommended) to use 2007.
