Sep
9

Why won’t Hammer Compile/Run my map?

Author Riddles    Category Photoshop CS     Tags , ,

im running what im sure is the latest Hammer Editor from Steam/Valve’s Source SDK app, i made a CSS map, just a cube which from what i can see has no leaks. it has one light source, one static prop, one physics prop, and 4 spawners(2 CT 2 T). From what i have read this should work fine, however whenever i try to run the map(i can’t figure out how to just compile)I get this error message, http://i183.photobucket.com/albums/x184/Vitalrampage/error.jpg and ive tried repeatedly, ive checked the folder it specifies and the file it mentions is not there, thing is i can run CSS on my own whenever i want, and steam works fine too. if you need more detail here is what appears in the compile box be4 error. help me plzzz

** Executing…
** Command: “c:\program files\steam\steamapps\vitalrampage\sourcesdk\bin\ep1\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\vitalrampage\counter-strike source\cstrike” “C:\Program Files\Steam\SteamApps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap”

Valve Software – vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:\program files\steam\steamapps\vitalrampage\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\SteamApps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap.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\Steam\SteamApps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap.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) (4238 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 21 texinfos to 8
Reduced 4 texdatas to 4 (82 bytes to 82)
Writing C:\Program Files\Steam\SteamApps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\vitalrampage\sourcesdk\bin\ep1\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\vitalrampage\counter-strike source\cstrike” “C:\Program Files\Steam\SteamApps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap”

Valve Software – vvis.exe (Nov 8 2007)
1 threads
reading c:\program files\steam\steamapps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap.bsp
reading c:\program files\steam\steamapps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap.prt
4 portalclusters
4 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: 16
Average clusters visible: 4
Building PAS…
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\program files\steam\steamapps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\vitalrampage\sourcesdk\bin\ep1\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\vitalrampage\counter-strike source\cstrike” “C:\Program Files\Steam\SteamApps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap”

Valve Software – vrad.exe SSE (Nov 8 2007)
—– Radiosity Simulator —-
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\vitalrampage\sourcesdk_content\cstrike\mapsrc\cs_firstmap.bsp
36 faces
17578 square feet [2531328.00 square inches]
0 displacements
0 square feet [0.00 square inches]
36 patches before subdivision
2204 patches after subdivision
1 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 216072, max 261
transfer lists: 1.6 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(6779, 5306, 4083)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(1127, 710, 418)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(197, 97, 42)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(34, 13, 4)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bou

2 Comments to “Why won’t Hammer Compile/Run my map?”

  • degensquared5 September 9, 2009 at 10:46 am

    The error is most likely being thrown because of the fact that the .dll file stated is missing from your computer.

    Try downloading it from the site below, place it in the folder listed, and try again.

    http://www.dlldll.com/filesystem_steam.dll_download.html

  • green_meklar September 9, 2009 at 10:56 am

    >No such variable “$hdrbasetexture” for material “skybox/sky_day01_01rt”
    >Can’t load skybox file skybox/sky_day01_01 to build the default cubemap!

    Although I am not familiar with this particular error (I only map for Goldsource), I suggest you make sure your skybox is set up properly and that you have all the necessary materials loaded. However, I’m not sure that this error itself would prevent the map from compiling.

    The end of your post has also been truncated, I suggest you either find a way to insert the remainder of the compile log in it or link to a pastebin of the full compile log. If there are more errors past the truncated point that are causing problems for your map compiling, and I suspect there probably are, we would need to see them to give you any more information. I also suggest that you could post problems like this on the VERC forums.

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