Source SDK

Source SDK

Priority6 Sep 4, 2018 @ 1:07pm
Unable to load vertex data?
Unable to load vertex data?
So I just recently moves all the model and material files from HL2 EP1, EP2, and CS:Source to HL2 to be used by my hammer. But when I try to compile a map with those props from those 3 games, it says "Unable to load vertex data..." How do I fix this?

Also keep in mind I'm very new to mapping (current tutorial I'm on in TopHat's series)
https://www.youtube.com/watch?v=hILEwPBqggg&t=2122s

** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Users\Name\3D Objects\Map1.vmf" Valve Software - vbsp.exe (May 15 2014) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials Loading C:\Users\Name\3D Objects\Map1.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\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 34 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Name\3D Objects\Map1.prt...Building visibility clusters... done (0) 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) (40140 bytes) Unable to load vertex data "models/props_foliage\Tree_pine04.vvd" ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Users\Name\3D Objects\Map1" Valve Software - vvis.exe (May 15 2014) 8 threads reading c:\users\name\3d objects\Map1.bsp reading c:\users\name\3d objects\Map1.prt 14 portalclusters 18 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: 154 Average clusters visible: 11 Building PAS... Average clusters audible: 14 visdatasize:172 compressed from 224 writing c:\users\name\3d objects\Map1.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe" ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2" "C:\Users\Name\3D Objects\Map1" Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\name\3d objects\Map1.bsp Setting up ray-trace acceleration structure... Done (0.06 seconds) 332 faces 43922 square feet [6324860.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 332 patches before subdivision 6956 patches after subdivision sun extent from map=0.173648 5 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 531866, max 280 transfer lists: 4.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(22972, 5052, 349) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(9382, 711, 12) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(2778, 78, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(956, 10, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(341, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(126, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(51, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(22, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(10, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0028 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 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 100/8192 1200/98304 ( 1.2%) brushsides 805/65536 6440/524288 ( 1.2%) planes 620/65536 12400/1310720 ( 0.9%) vertexes 559/65536 6708/786432 ( 0.9%) nodes 66/65536 2112/2097152 ( 0.1%) texinfos 45/12288 3240/884736 ( 0.4%) texdata 5/2048 160/65536 ( 0.2%) 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 332/65536 18592/3670016 ( 0.5%) hdr faces 332/65536 18592/3670016 ( 0.5%) origfaces 277/65536 15512/3670016 ( 0.4%) leaves 69/65536 2208/2097152 ( 0.1%) leaffaces 338/65536 676/131072 ( 0.5%) leafbrushes 129/65536 258/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 2689/512000 10756/2048000 ( 0.5%) edges 1741/256000 6964/1024000 ( 0.7%) LDR worldlights 5/8192 440/720896 ( 0.1%) HDR worldlights 5/8192 440/720896 ( 0.1%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 23/32768 230/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 648/65536 1296/131072 ( 1.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 255356/0 ( 0.0%) HDR lightdata [variable] 255356/0 ( 0.0%) visdata [variable] 172/16777216 ( 0.0%) entdata [variable] 7185/393216 ( 1.8%) LDR ambient table 69/65536 276/262144 ( 0.1%) HDR ambient table 69/65536 276/262144 ( 0.1%) LDR leaf ambient 180/65536 5040/1835008 ( 0.3%) HDR leaf ambient 180/65536 5040/1835008 ( 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] 1/1448 ( 0.1%) pakfile [variable] 105647/0 ( 0.0%) physics [variable] 40140/4194304 ( 1.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 943 Writing c:\users\name\3d objects\Map1.bsp 1 second elapsed Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\name\3d objects\Map1.bsp Setting up ray-trace acceleration structure... Done (0.06 seconds) 332 faces 43922 square feet [6324860.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 332 patches before subdivision 6956 patches after subdivision sun extent from map=0.173648 5 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 531866, max 280 transfer lists: 4.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(22972, 5052, 349) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(9381, 711, 12) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(2778, 78, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(956, 10, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(341, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(126, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(51, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(22, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(10, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0019 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 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 100/8192 1200/98304 ( 1.2%) brushsides 805/65536 6440/524288 ( 1.2%) planes 620/65536 12400/1310720 ( 0.9%) vertexes 559/65536 6708/786432 ( 0.9%) nodes 66/65536 2112/2097152 ( 0.1%) texinfos 45/12288 3240/884736 ( 0.4%) texdata 5/2048 160/65536 ( 0.2%) 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 332/65536 18592/3670016 ( 0.5%) hdr faces 332/65536 18592/3670016 ( 0.5%) origfaces 277/65536 15512/3670016 ( 0.4%) leaves 69/65536 2208/2097152 ( 0.1%) leaffaces 338/65536 676/131072 ( 0.5%) leafbrushes 129/65536 258/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 2689/512000 10756/2048000 ( 0.5%) edges 1741/256000 6964/1024000 ( 0.7%) LDR worldlights 5/8192 440/720896 ( 0.1%) HDR worldlights 5/8192 440/720896 ( 0.1%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 23/32768 230/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 648/65536 1296/131072 ( 1.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 255356/0 ( 0.0%) HDR lightdata [variable] 255356/0 ( 0.0%) visdata [variable] 172/16777216 ( 0.0%) entdata [variable] 7185/393216 ( 1.8%) LDR ambient table 69/65536 276/262144 ( 0.1%) HDR ambient table 69/65536 276/262144 ( 0.1%) LDR leaf ambient 180/65536 5040/1835008 ( 0.3%) HDR leaf ambient 180/65536 5040/1835008 ( 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] 1/1448 ( 0.1%) pakfile [variable] 105647/0 ( 0.0%) physics [variable] 40140/4194304 ( 1.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 943 Writing c:\users\name\3d objects\Map1.bsp 2 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Name\3D Objects\Map1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\maps\Map1.bsp"
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Showing 1-6 of 6 comments
Misuune Sep 4, 2018 @ 1:16pm 
Either the models are some how imcompatible or other issue
I get the same string using models ported from other games, but I've never had problem in game, the props are rendered as usual.
BTW, i suggest you to bookmark even the valve-viki page. Following the links and using the search function, you can learn everything,
https://developer.valvesoftware.com/wiki/Category:Level_Design
Here another good tutorial for beginners:
http://lambdageneration.com/modding/source/beginners-source-mapping-guide/
Last edited by [B.n.B] AlcyToronto; Sep 4, 2018 @ 2:11pm
Codebandit Sep 4, 2018 @ 2:47pm 
could be a .fgd issue if you coppid allthe filesinto1directory. youcan edit these files with notepad++ etc.
Priority6 Sep 5, 2018 @ 3:45pm 
Originally posted by B.n.B AlcyToronto:
I get the same string using models ported from other games, but I've never had problem in game, the props are rendered as usual.
Trust me, I did bookmark it, and also none of those sites helped me with this specific problem (googled it to get an answer before here, and also searched it up on the wiki, and found nothing).
The wiki and google helped me get through a few problems already, it's very, very useful.
Last edited by Priority6; Sep 5, 2018 @ 3:50pm
Priority6 Sep 5, 2018 @ 3:46pm 
Originally posted by Codebandit:
could be a .fgd issue if you coppid allthe filesinto1directory. youcan edit these files with notepad++ etc.
Could you go into a little bith more depth please?
Priority6 Sep 5, 2018 @ 3:48pm 
Also I should note that I got the models/materials for the games by copy and pasted the stuff I downloaded on CS-Cheater for Gmod. This wouldn't be a problem right?

I did this because I cant be bothered to download CS:Source, and I can't find where all the models/materials are for HL2 EP1 and EP2 (and I've googled it, simply just cannot find it).
Last edited by Priority6; Sep 5, 2018 @ 3:48pm
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Showing 1-6 of 6 comments
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Date Posted: Sep 4, 2018 @ 1:07pm
Posts: 6