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Dragostai

leaks
I can't enter my own map

1 post in this topic

There is no mistake that I see, And when it was like this before I deleted the map and started from scratch but now it's the same.

 

LOG:

 


** Executing...
** Command: ".\vbsp.exe"
** Parameters: -game "..\nmrih" "C:\Users\shaun\Desktop\Masaüstü\haritalar\2side\nmo_2sidev2.vmf"

Valve Software - vbsp.exe (Sep 11 2019)
4 threads
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\shaun\Desktop\Masaüstü\haritalar\2side\nmo_2sidev2.log', but we don't own that location. Allowing.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\nmrih\nmrih\materials
Loading C:\Users\shaun\Desktop\Masaüstü\haritalar\2side\nmo_2sidev2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\nmrih\nmrih\gameinfo.txt
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\shaun\Desktop\Masaüstü\haritalar\2side\nmo_2sidev2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_borealis01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_borealis01*.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
Can't find surfaceprop blood for material /blood_melee, using default
Building Physics collision data...
done (0) (38382 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 209 texinfos to 102
Reduced 55 texdatas to 47 (1496 bytes to 1232)
Writing C:\Users\shaun\Desktop\Masaüstü\haritalar\2side\nmo_2sidev2.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\shaun\Desktop\Masaüstü\haritalar\2side\nmo_2sidev2.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 176893, actual size 175607
0 seconds elapsed

** Executing...
** Command: ".\vvis.exe"
** Parameters: -game "..\nmrih" "C:\Users\shaun\Desktop\Masaüstü\haritalar\2side\nmo_2sidev2"

Valve Software - vvis.exe (Sep 11 2019)
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\shaun\desktop\masaüstü\haritalar\2side\nmo_2sidev2.log', but we don't own that location. Allowing.
4 threads
reading c:\users\shaun\desktop\masaüstü\haritalar\2side\nmo_2sidev2.bsp
reading c:\users\shaun\desktop\masaüstü\haritalar\2side\nmo_2sidev2.prt
  77 portalclusters
 161 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: 25 visible clusters (1.27%)
Total clusters visible: 1968
Average clusters visible: 25
Building PAS...
Average clusters audible: 50
visdatasize:2107  compressed from 2464
writing c:\users\shaun\desktop\masaüstü\haritalar\2side\nmo_2sidev2.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\shaun\desktop\masaüstü\haritalar\2side\nmo_2sidev2.bsp', but we don't own that location. Allowing.
0 seconds elapsed

** Executing...
** Command: ".\vrad.exe"
** Parameters: -both -game "..\nmrih" "C:\Users\shaun\Desktop\Masaüstü\haritalar\2side\nmo_2sidev2"

Valve Software - vrad.exe SSE (Sep 11 2019)

      Valve Radiosity Simulator     
4 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\shaun\desktop\masaüstü\haritalar\2side\nmo_2sidev2.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - ow models/props_wasteland/interior_fence004b.mdl
[52 texlights parsed from 'lights.rad']

Loading c:\users\shaun\desktop\masaüstü\haritalar\2side\nmo_2sidev2.bsp
Setting up ray-trace acceleration structure... Done (0.49 seconds)
377 faces
112979 square feet [16269108.00 square inches]
24 Displacements
8824 Square Feet [1270729.63 Square Inches]
377 patches before subdivision
9065 patches after subdivision
23 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 (1)
transfers 586547, max 284
transfer lists:   4.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(6579, 6370, 5375)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(1043, 972, 708)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(177, 160, 101)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(30, 27, 15)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(5, 5, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0030 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 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   8/1024          384/49152    ( 0.8%) 
brushes                100/8192         1200/98304    ( 1.2%) 
brushsides             618/65536        4944/524288   ( 0.9%) 
planes                 562/65536       11240/1310720  ( 0.9%) 
vertexes               598/65536        7176/786432   ( 0.9%) 
nodes                  207/65536        6624/2097152  ( 0.3%) 
texinfos               102/12288        7344/884736   ( 0.8%) 
texdata                 47/2048         1504/65536    ( 2.3%) 
dispinfos               24/0            4224/0        ( 0.0%) 
disp_verts            1944/0           38880/0        ( 0.0%) 
disp_tris             3072/0            6144/0        ( 0.0%) 
disp_lmsamples       21904/0           21904/0        ( 0.0%) 
faces                  377/65536       21112/3670016  ( 0.6%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              196/65536       10976/3670016  ( 0.3%) 
leaves                 216/65536        6912/2097152  ( 0.3%) 
leaffaces              443/65536         886/131072   ( 0.7%) 
leafbrushes            236/65536         472/131072   ( 0.4%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges             2571/512000      10284/2048000  ( 0.5%) 
edges                 1532/256000       6128/1024000  ( 0.6%) 
LDR worldlights         23/8192         2024/720896   ( 0.3%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips             44/32768         440/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           672/65536        1344/131072   ( 1.0%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                68/512         23936/180224   (13.3%) 
LDR lightdata         [variable]      539000/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        2107/16777216 ( 0.0%) 
entdata               [variable]       29084/393216   ( 7.4%) 
LDR ambient table      216/65536         864/262144   ( 0.3%) 
HDR ambient table      216/65536         864/262144   ( 0.3%) 
LDR leaf ambient       779/65536       21812/1835008  ( 1.2%) 
HDR leaf ambient       216/65536        6048/1835008  ( 0.3%) 
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]           1/14050    ( 0.0%) 
pakfile               [variable]      175607/0        ( 0.0%) 
physics               [variable]       38382/4194304  ( 0.9%) 
physics terrain       [variable]        6370/1048576  ( 0.6%) 

Level flags = 0

Total triangle count: 1033
Writing c:\users\shaun\desktop\masaüstü\haritalar\2side\nmo_2sidev2.bsp
2 seconds elapsed
Valve Software - vrad.exe SSE (Sep 11 2019)

      Valve Radiosity Simulator     
4 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\shaun\desktop\masaüstü\haritalar\2side\nmo_2sidev2.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - ow models/props_wasteland/interior_fence004b.mdl
[52 texlights parsed from 'lights.rad']

Loading c:\users\shaun\desktop\masaüstü\haritalar\2side\nmo_2sidev2.bsp
Setting up ray-trace acceleration structure... Done (0.49 seconds)
377 faces
112979 square feet [16269108.00 square inches]
24 Displacements
8824 Square Feet [1270729.63 Square Inches]
377 patches before subdivision
9065 patches after subdivision
23 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 586547, max 284
transfer lists:   4.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(5524, 5342, 4602)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(868, 809, 600)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(146, 132, 85)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(25, 22, 12)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(4, 4, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0031 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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                   8/1024          384/49152    ( 0.8%) 
brushes                100/8192         1200/98304    ( 1.2%) 
brushsides             618/65536        4944/524288   ( 0.9%) 
planes                 562/65536       11240/1310720  ( 0.9%) 
vertexes               598/65536        7176/786432   ( 0.9%) 
nodes                  207/65536        6624/2097152  ( 0.3%) 
texinfos               102/12288        7344/884736   ( 0.8%) 
texdata                 47/2048         1504/65536    ( 2.3%) 
dispinfos               24/0            4224/0        ( 0.0%) 
disp_verts            1944/0           38880/0        ( 0.0%) 
disp_tris             3072/0            6144/0        ( 0.0%) 
disp_lmsamples       21904/0           21904/0        ( 0.0%) 
faces                  377/65536       21112/3670016  ( 0.6%) 
hdr faces              377/65536       21112/3670016  ( 0.6%) 
origfaces              196/65536       10976/3670016  ( 0.3%) 
leaves                 216/65536        6912/2097152  ( 0.3%) 
leaffaces              443/65536         886/131072   ( 0.7%) 
leafbrushes            236/65536         472/131072   ( 0.4%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges             2571/512000      10284/2048000  ( 0.5%) 
edges                 1532/256000       6128/1024000  ( 0.6%) 
LDR worldlights         23/8192         2024/720896   ( 0.3%) 
HDR worldlights         23/8192         2024/720896   ( 0.3%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips             44/32768         440/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           672/65536        1344/131072   ( 1.0%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                68/512         23936/180224   (13.3%) 
LDR lightdata         [variable]      539000/0        ( 0.0%) 
HDR lightdata         [variable]      539000/0        ( 0.0%) 
visdata               [variable]        2107/16777216 ( 0.0%) 
entdata               [variable]       29084/393216   ( 7.4%) 
LDR ambient table      216/65536         864/262144   ( 0.3%) 
HDR ambient table      216/65536         864/262144   ( 0.3%) 
LDR leaf ambient       779/65536       21812/1835008  ( 1.2%) 
HDR leaf ambient       779/65536       21812/1835008  ( 1.2%) 
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]           1/14050    ( 0.0%) 
pakfile               [variable]      175607/0        ( 0.0%) 
physics               [variable]       38382/4194304  ( 0.9%) 
physics terrain       [variable]        6370/1048576  ( 0.6%) 

Level flags = 0

Total triangle count: 1033
Writing c:\users\shaun\desktop\masaüstü\haritalar\2side\nmo_2sidev2.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\shaun\Desktop\Masaüstü\haritalar\2side\nmo_2sidev2.bsp" "..\nmrih\maps\nmo_2sidev2.bsp"


** Executing...
** Command: "..\hl2.exe"
** Parameters: -game "..\nmrih"  +map "nmo_2sidev2" -steam

 

 

 

 

Video: 

Map:https://drive.google.com/drive/folders/1u9g1oeXiwwaJfQbMnCEmtT6a5D8HRY9W?usp=sharing

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