ive been mapping for 2 years now starting with aww to bo3 i know enough to check multiple sites for fixes before running to posting something actually this is my first but here it is
once I compile my map, I try running it through the mod tool launcher and the map doesn't show up at all i get the frame per seconds counter up but nothing else just endless darkness , I have already tried, caching mod tool files reinstalling it and the part that strikes me as odd is even brand new maps i create do the same things as my old ones so I'm assuming something is corrupt or missing perhaps in my scripts although the new ones created have not been modified at all and all my maps worked before this update so any help would be greatly appreciated
this is from a brand new map seconds after I compiled
http://C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/\gdtdb\gdtdb.exe /update gdtDB: updating processed (0 GDTs) (0 assets) in 2.341 sec gdtDB: successfully updated database. C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/\map_source\zm\zm_hightech.map C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/\share\raw\maps\zm\zm_hightech.d3dbsp main: Enter FPU Precision set to 64 bits CoD2Map: T7 Build Changelist: 2574648 Build Machine: CODBUILD8-764 ---- cod2map ---- navmesh = true navvolume = full generation ----- FS_Startup ----- Current search path: C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\share\devraw C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\devraw C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\raw C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\share\raw C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\discdata C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devraw C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\raw C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\discdata C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\main C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\main C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\players C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\zone C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\local_storage ---------------------- Connected to data signature database Loading map file C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/\map_source\zm\zm_hightech.map Layer '000_Global/No Comp' ignored reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals. writing C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/\share\raw\maps\zm\zm_hightech.d3dprt finding triangle windings... assigning primary lights... splitting windings into lightable areas... coalescing coincident windings... removing occluded winding fragments... finding sun shadow casters... splitting large windings... merging into concave windings... fixing t-junctions... tethering holes to their concave windings... finding index mapping and snapping vertices... triangulating all windings... 0 self-tjunctions fixed 0 degenerate tris removed smoothing normals... emitting triangles... 0 vertices couldn't be merged because the textures point different ways emitting cells and portals... building curve/terrain collision... Adding brush neighbor bevels... Removing redundant brush collision planes... removed 4 brush sides elapsed time 0 seconds Finished processing world entity Ignoring empty brush model entity Map C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/\map_source\zm\zm_hightech.map entity 20 Ignoring empty brush model entity Map C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/\map_source\zm\zm_hightech.map entity 21 splitting up large himip volumes... surfCount went from 8 to 13 Umbra Visibility Groups: 1 groups <worldvisgroup> 0 begin navmesh generation... Umbra Tome Triggers: 0 total tome "__default__", UMBRA volume NOT set - defaulting to = -1000000.0,-1000000.0,-1000000.0 ---> 1000000.0,1000000.0,1000000.0 UMBRA smallest_occluder=72.000 small_hole=4.000 removed 0 duplicate triangles from set of 180 - 0.0 seconds generating Nav Mesh ... Removing tiny boundary edges... done - 0.0 seconds WARNING: NavVolume generation is skipped. Flying units might not behave correctly. This might be due to there is no nav_volume brush in the level, or the generation is skipped purposely by skipping -navvolume option. Writing C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/\share\raw\maps\zm\zm_hightech_navmesh.hkt Writing C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/\share\raw\maps\zm\zm_hightech_navvolume.hkt Writing C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/\share\raw\maps\zm\zm_hightech.d3dbsp 1 seconds elapsed main: 0.83451 secs