Apple 26 Jun, 2013 @ 5:54am
Having problems with testing my map - FIXED -
I'm mapping for few days now, and evrything was going nice until today.
because my map suddenly wont't load anymore.
I mean hammer compile's it and then starts up the game, but that al it does start up the game not the map.

the only real error I found was gamedata key not being found and if thats the problem how do I fix it

Here's my compile log, and sorry if this is the rong form.
and also sorry for grammer.



** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\rutmer942\half-life 2 episode two" "C:\Program Files (x86)\Steam\SteamApps\rutmer942\sourcesdk_content\hl2mp\mapsrc\map_sdk_water_works_05.vmf"

Valve Software - vbsp.exe (Jun 17 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\rutmer942\half-life 2 episode two\materials
Loading C:\Program Files (x86)\Steam\SteamApps\rutmer942\sourcesdk_content\hl2mp\mapsrc\map_sdk_water_works_05.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\rutmer942\half-life 2 episode two\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...
Merged 218 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\rutmer942\sourcesdk_content\hl2mp\mapsrc\map_sdk_water_works_05.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_10_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_10_hdr*.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) (189799 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 567 texinfos to 446
Reduced 67 texdatas to 63 (1685 bytes to 1446)
Writing C:\Program Files (x86)\Steam\SteamApps\rutmer942\sourcesdk_content\hl2mp\mapsrc\map_sdk_water_works_05.bsp
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\rutmer942\half-life 2 episode two" "C:\Program Files (x86)\Steam\SteamApps\rutmer942\sourcesdk_content\hl2mp\mapsrc\map_sdk_water_works_05"

Valve Software - vvis.exe (Jun 17 2013)
4 threads
reading c:\program files (x86)\steam\steamapps\rutmer942\sourcesdk_content\hl2mp\mapsrc\map_sdk_water_works_05.bsp
reading c:\program files (x86)\steam\steamapps\rutmer942\sourcesdk_content\hl2mp\mapsrc\map_sdk_water_works_05.prt
106 portalclusters
228 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: 35 visible clusters (1.13%)
Total clusters visible: 3091
Average clusters visible: 29
Building PAS...
Average clusters audible: 58
visdatasize:3059 compressed from 3392
writing c:\program files (x86)\steam\steamapps\rutmer942\sourcesdk_content\hl2mp\mapsrc\map_sdk_water_works_05.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\rutmer942\half-life 2 episode two" "C:\Program Files (x86)\Steam\SteamApps\rutmer942\sourcesdk_content\hl2mp\mapsrc\map_sdk_water_works_05"

Valve Software - vrad.exe SSE (Jun 17 2013)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\rutmer942\sourcesdk_content\hl2mp\mapsrc\map_sdk_water_works_05.bsp
Setting up ray-trace acceleration structure... Done (1.08 seconds)
1680 faces
33627 square feet [4842380.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1680 patches before subdivision
50944 patches after subdivision
20 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 (5)
transfers 4920905, max 357
transfer lists: 37.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(45656, 14213, 6597)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(8769, 3207, 1384)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1719, 725, 288)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(350, 174, 66)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(73, 42, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(16, 11, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0212 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 2/1024 96/49152 ( 0.2%)
brushes 539/8192 6468/98304 ( 6.6%)
brushsides 4008/65536 32064/524288 ( 6.1%)
planes 1662/65536 33240/1310720 ( 2.5%)
vertexes 2514/65536 30168/786432 ( 3.8%)
nodes 209/65536 6688/2097152 ( 0.3%)
texinfos 446/12288 32112/884736 ( 3.6%)
texdata 63/2048 2016/65536 ( 3.1%)
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 1680/65536 94080/3670016 ( 2.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1227/65536 68712/3670016 ( 1.9%)
leaves 212/65536 6784/2097152 ( 0.3%)
leaffaces 2334/65536 4668/131072 ( 3.6%)
leafbrushes 690/65536 1380/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 12849/512000 51396/2048000 ( 2.5%)
edges 7812/256000 31248/1024000 ( 3.1%)
LDR worldlights 20/8192 1760/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 171/32768 1710/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3471/65536 6942/131072 ( 5.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 94/512 33088/180224 (18.4%)
LDR lightdata [variable] 2248488/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3059/16777216 ( 0.0%)
entdata [variable] 22871/393216 ( 5.8%)
LDR ambient table 212/65536 848/262144 ( 0.3%)
HDR ambient table 212/65536 848/262144 ( 0.3%)
LDR leaf ambient 951/65536 26628/1835008 ( 1.5%)
HDR leaf ambient 212/65536 5936/1835008 ( 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] 1/16520 ( 0.0%)
pakfile [variable] 174959/0 ( 0.0%)
physics [variable] 189799/4194304 ( 4.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4557
Writing c:\program files (x86)\steam\steamapps\rutmer942\sourcesdk_content\hl2mp\mapsrc\map_sdk_water_works_05.bsp
10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\rutmer942\sourcesdk_content\hl2mp\mapsrc\map_sdk_water_works_05.bsp" "C:\Program Files (x86)\Steam\SteamApps\rutmer942\sourcesdk_content\hl2\mapsrc\map_sdk_water_works_05.bsp"

Last edited by Apple; 29 Jun, 2013 @ 7:25am
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Showing 1-9 of 9 comments
Snoopy 26 Jun, 2013 @ 6:52am 
I for one do not have Hammer run the game after compiling, that never did work for me (check the 'don't run game after compiling' option). Instead I copy the compiled map into my games 'maps' folder and manually load it from the console with the 'map <mapname>' command.
hope this helps
Apple 26 Jun, 2013 @ 10:19am 
forgive if I'm stupid, but where is the this map folder.
pocket 26 Jun, 2013 @ 12:28pm 
Well, I don't see anything wrong with the compile log.

I might as well give you the same-old, typical problems that you probably know.
These errors would probably show up on the compile log, so I don't know.
~ don't ctrl+T on displacements; in other words, don't make them func_entities.....
~ check for leaks
~ don't make the map super super huge
~ the map may be super laggy, so it won't load/may crash upon playing
~ map may be corrupted after compiling
~ i give up xD

well, try googling about that Game Data. that may help.
Last edited by pocket; 26 Jun, 2013 @ 12:28pm
Wazanator 26 Jun, 2013 @ 2:18pm 
Copy paste your compile log into this http://www.interlopers.net/errors/
Apple 27 Jun, 2013 @ 3:02am 
I did what you told me to but it could find any error's.

And for iamthevirus,
~I dont have any displacement in my map.
~I dont seem to have leaks anywhere
~My map is very small.
~Same as above, the map is very small.
~This could be it, but is there a way to fix such corruption.
~Wel you tried.
Snoopy 27 Jun, 2013 @ 5:26am 
Depends on what game you're creating maps for, the maps for each game reside in a sub-folder named 'maps' for that game...
...steamapps\<your-id>\<game>\<game>\maps
Please 27 Jun, 2013 @ 10:06am 
Google about gamedata, its probably has something to do with your game. maybe verfiy its game cache ?
Snoopy 27 Jun, 2013 @ 1:46pm 
The 'could not locate gamedata key' message is not the issue I'm sure as every map I compile works fine and that message appears every time I compile.
I'm sure the problem is that the compiled map resides in the sdk's 'mapsrc' folder and the game needs it to be in the games 'maps' folder or it cant find it.
Apple 29 Jun, 2013 @ 7:24am 
Thanks for all your comments , but somehow I fixed it myself not sure how but i fixed it.
The only thing I used to fix it was the cordon tool, to compile small parts of my map and somehow that fixed it.
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Showing 1-9 of 9 comments
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