- Aug 28, 2009
- 29
- 1
** Executing...
** Command: "c:\program files\steam\steamapps\martynasjurkus\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\martynasjurkus\team fortress 2\tf" "c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files\steam\steamapps\martynasjurkus\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.vmf
Patching WVT material: maps/ctf_stotis_a06/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/ctf_stotis_a06/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity func_tracktrain (-4592.00 768.00 96.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1344.0 3072.0 -64.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1856.0 3072.0 -64.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 3072.0 -168.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 3072.0 128.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1472.0 3072.0 320.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1984.0 3072.0 320.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 3072.0 832.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 3072.0 1320.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 42 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_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 (1) (423653 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 419 texinfos to 283
Reduced 58 texdatas to 54 (1587 bytes to 1504)
Writing c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.bsp
7 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\martynasjurkus\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\martynasjurkus\team fortress 2\tf" "c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06"
Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.bsp
reading c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.prt
** Executing...
** Command: "c:\program files\steam\steamapps\martynasjurkus\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\martynasjurkus\team fortress 2\tf" "c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.53 seconds)
5215 faces
47 degenerate faces
1040227 square feet [149792784.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
95 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (90)
Build Patch/Sample Hash Table(s).....Done<0.0477 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
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 (95)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 37/1024 1776/49152 ( 3.6%)
brushes 1166/8192 13992/98304 (14.2%)
brushsides 7941/65536 63528/524288 (12.1%)
planes 3016/65536 60320/1310720 ( 4.6%)
vertexes 8823/65536 105876/786432 (13.5%)
nodes 2732/65536 87424/2097152 ( 4.2%)
texinfos 283/12288 20376/884736 ( 2.3%)
texdata 54/2048 1728/65536 ( 2.6%)
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 5215/65536 292040/3670016 ( 8.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3499/65536 195944/3670016 ( 5.3%)
leaves 2770/65536 88640/2097152 ( 4.2%)
leaffaces 5760/65536 11520/131072 ( 8.8%)
leafbrushes 1967/65536 3934/131072 ( 3.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 40147/512000 160588/2048000 ( 7.8%)
edges 24257/256000 97028/1024000 ( 9.5%)
LDR worldlights 95/8192 8360/720896 ( 1.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 543/32768 5430/327680 ( 1.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11013/65536 22026/131072 (16.8%)
cubemapsamples 42/1024 672/16384 ( 4.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4088848/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 49724/393216 (12.6%)
LDR ambient table 2770/65536 11080/262144 ( 4.2%)
HDR ambient table 2770/65536 11080/262144 ( 4.2%)
LDR leaf ambient 16238/65536 454664/1835008 (24.8%)
HDR leaf ambient 2770/65536 77560/1835008 ( 4.2%)
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] 1/16952 ( 0.0%)
pakfile [variable] 3560/0 ( 0.0%)
physics [variable] 423653/4194304 (10.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 15734
Writing c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.bsp
3 minutes, 19 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.bsp" "c:\program files\steam\steamapps\martynasjurkus\team fortress 2\tf\maps\ctf_stotis_a06.bsp"
** Executing...
** Command: "c:\program files\steam\steamapps\martynasjurkus\team fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\martynasjurkus\team fortress 2\tf" +map "ctf_stotis_a06"
Do you even have a 3d-skybox?
No leaks in my map becouse lights work just fine. Actually everything works fine. And thanks Mick-a-nator I will try to do that you said.
Compile Log said:ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
...Oh and the skybox texture doesnt cut vis, which means you can see through it, and faces at the void are ignored, no error at all. Put a wall there.
I beg to differ.Compile log said:**** leaked ****
Entity func_tracktrain (-4592.00 768.00 96.00) leaked!
Leaks are weird that way - that's why they need to be avoided.But how could my map have working lights if I have leak?