Compiling vmf help

Started by TheKritter71, August 30, 2012, 07:02:18 PM

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TheKritter71

I've been getting errors trying to compile, I know this is not a leak but its not working


C:\Users\Preferred Customer\Documents\aerith church>cd "c:\program files (x86)\s
team\steamapps\thekritter71\sourcesdk\bin\orangebox\bin>"

c:\Program Files (x86)\Steam\steamapps\thekritter71\sourcesdk\bin\orangebox\bin>
cd ..\"

c:\Program Files (x86)\Steam\steamapps\thekritter71\sourcesdk\bin\orangebox>bin\
vbsp.exe -verbose -game "c:\program files (x86)\steam\steamapps\thekritter71\gar
rysmod\garrysmod" "C:\Users\Preferred Customer\Documents\aerith church\MyMap.vmf
"
Valve Software - vbsp.exe (Aug 13 2012)
verbose = true
2 threads
materialPath: c:\program files (x86)\steam\steamapps\thekritter71\garrysmod\garr
ysmod\materials
Loading C:\Users\Preferred Customer\Documents\aerith church\MyMap.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\thekri
tter71\garrysmod\garrysmod\gameinfo.txt
    0 brushes
    0 clipbrushes
    0 total sides
    0 boxbevels
    0 edgebevels
    1 entities
    0 planes
    0 areaportals
size: 99999,99999,99999 to -99999,-99999,-99999
fixing up env_cubemap materials on brush sides...
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) (16 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

(this is where it says vbsp is not working)

c:\Program Files (x86)\Steam\steamapps\thekritter71\sourcesdk\bin\orangebox>bin\
vvis.exe -game "c:\program files (x86)\steam\steamapps\thekritter71\garrysmod\ga
rrysmod" "C:\Users\Preferred Customer\Documents\aerith church\MyMap.vmf"
Valve Software - vvis.exe (Aug 13 2012)
2 threads
reading c:\users\preferred customer\documents\aerith church\MyMap.bsp
Error opening c:\users\preferred customer\documents\aerith church\MyMap.bsp

c:\Program Files (x86)\Steam\steamapps\thekritter71\sourcesdk\bin\orangebox>bin\
vrad.exe -game "c:\program files (x86)\steam\steamapps\thekritter71\garrysmod\ga
rrysmod" -both "C:\Users\Preferred Customer\Documents\aerith church\MyMap.vmf"
Valve Software - vrad.exe SSE (Aug 13 2012)

      Valve Radiosity Simulator
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\Program Files (x86)\Steam\steamapps\thek
ritter71\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\users\preferred customer\documents\aerith church\MyMap.bsp
Error opening c:\users\preferred customer\documents\aerith church\MyMap.bsp

c:\Program Files (x86)\Steam\steamapps\thekritter71\sourcesdk\bin\orangebox>Copy
"C:\Users\Preferred Customer\Documents\aerith church\\MyMap.bsp" "c:\program fi
les (x86)\steam\steamapps\thekritter71\garrysmod\garrysmod\maps\MyMap.bsp"
The system cannot find the file specified.
Press any key to continue . . .


I need help urgently


wallworm

Send me the Max file and I will look into it.

TheKritter71

It the same thing with the Shinra HQ compile too

sent over through pm

wallworm

I am busy today so can't give a lot of input... but I opened your file briefly and see there are many problems.

1) The scale is completely wrong. In the image I'm attaching, the green box represents the scale of a player model. Unless it's a part of the 3d skybox or your mod settings have a really unusual setting for scale, it's way off on scale.

2) The building is a single mesh. This object cannot export as valid brush geometry. It would need broken up into many pieces to be a valid VMF file.

3) As it stands, it should be exported as a model, not a level. Use Wall Worm Model Tools for that.

4) If you want this to be a full level, you need to break it up into all of its consituent parts (#2 above) and each must be convex. You then have to TAG all those pieces as brush geometry with Anvil (Under Wall Worm > Wall Worm Anvile) in the Tags tab.

5) Also, if this is to be compiled into BSP, you need to seal the level. This design is not sealed.

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