- Oct 1, 2012
- 89
- 8
I am just about finished with my map, and ever since I added a small boss fight to my map, I get this error. I already deleted multiple areas to my dungeon. I don't even have that many props.. I read that light spots can cause this but I don't even have that many light spots compared to my other map that was similar. My other map had WAY more light spots, a much bigger boss, a lot more props, and areas to it.
I have a lot of small games in my map and I even deleted one that had a lot to it to try and fix this problem. It fixed it. Then I added godmode to spawn area and 3 teleports. ONLY 3! And it caused the issue again. I have some errors that can be ignored as I have already ran them through interlopers and have always have had them.
These are the only new errors I have ever had.
make_triangles:calc_triangle_representation: cannot convert and
degenerate triangle . With props off I only get the degenerate triangle error.
I get little to no lag in my map at all. My other map that I mentioned had this much
entdata [variable] 465135/393216 (118.3%) VERY FULL!
LDR ambient table 14066/65536 56264/262144 (21.5%)
HDR ambient table 14066/65536 56264/262144 (21.5%)
LDR leaf ambient 72881/65536 2040668/1835008 (111.2%) VERY FULL!
HDR leaf ambient 14066/65536 393848/1835008 (21.5%)
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] 1/65488 ( 0.0%)
pakfile [variable] 2715502/0 ( 0.0%)
physics [variable] 11380865/4194304 (271.3%) VERY FULL!
It had no problems....
When I try the coordinates for the make_triangles error, it just takes me straight to the origin. all the coordinates do. When I load point file there is no leak...... I really need help on trying to figure this out, I am literally running out of things to delete that aren't important. I've made way more complicated maps before. Here is my compile log;
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.vmf"
Valve Software - vbsp.exe (Mar 2 2016)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_02, using default
Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_01, using default
Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
Patching WVT material: maps/arcades55test7/mytextures/grass_sand_blend_wvt_patch
Patching WVT material: maps/arcades55test7/egypt/sand_floor_blend_03_wvt_patch
Patching WVT material: maps/arcades55test7/egypt/sand_grass_blend_01_wvt_patch
Patching WVT material: maps/arcades55test7/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/arcades55test7/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/arcades55test7/nature/blendrockgroundwallforest_wvt_patch
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 (1)
Processing areas...done (0)
Building Faces...error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/ww_sky*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/ww_sky*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
Degenerate Triangle
(8045.00, 10428.50, -10124.49), (8045.00, 10428.50, -10124.49), (8045.00, 10571.75, -10034.32)
Degenerate Triangle
(8045.00, 10428.50, -10124.49), (8045.00, 10428.50, -10124.49), (8045.00, 10285.25, -10078.38)
Degenerate Triangle
(8045.00, 10715.00, -10093.12), (8045.00, 10715.00, -10093.12), (8045.00, 10571.75, -10042.12)
Degenerate Triangle
(8045.00, 10715.00, -10093.12), (8045.00, 10715.00, -10093.12), (8045.00, 10858.25, -10043.86)
Degenerate Triangle
(7973.75, 11288.00, -10078.71), (7985.63, 11288.00, -10089.61), (7985.63, 11288.00, -10089.61)
Degenerate Triangle
(7985.63, 11288.00, -10089.61), (7997.50, 11288.00, -10086.02), (7985.63, 11288.00, -10089.61)
done (1) (4281493 bytes)
Error! To use model "models/props_temple/jungletree_trunk1.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_temple/jungletree_trunk1.mdl"!
Error! To use model "models/props_ramen/pokemon/zubat.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_ramen/pokemon/zubat.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4651 texinfos to 1954
Reduced 113 texdatas to 89 (3630 bytes to 2741)
Writing C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.bsp
Wrote ZIP buffer, estimated size 421863, actual size 417495
3 seconds elapsed
-5.644388 4.294568 0.000000
-5.546268 -8.589138 0.000000
-5.644388 -8.589138 0.000000
-5.644388 8.589136 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-5.644388 4.294568 0.000000
-5.546268 -8.589138 0.000000
-5.644388 -8.589138 0.000000
-5.644388 8.589136 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.533184 -3.283039 0.000000
0.533184 -4.380128 0.000000
0.533184 -2.185937 0.000000
11.207508 -0.000000 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.533184 -4.380128 0.000000
0.533184 -2.185937 0.000000
11.207508 -0.000000 0.000000
0.533184 -3.283039 0.000000
make_triangles:calc_triangle_representation: Cannot convert
2.346490 -4.291597 0.000000
2.554275 -4.991278 0.000000
2.718461 -4.291597 0.000000
-4.326940 -4.291597 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7"
Valve Software - vvis.exe (Mar 2 2016)
fastvis = true
8 threads
reading c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.bsp
reading c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.prt
3213 portalclusters
10628 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 22742 visible clusters (1.75%)
Total clusters visible: 1302782
Average clusters visible: 405
Building PAS...
Average clusters audible: 456
visdatasize:473006 compressed from 2621808
writing c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.bsp
1 second elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7"
Valve Software - vrad.exe SSE (Mar 2 2016)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (1.58 seconds)
8330 faces
5 degenerate faces
6723900 square feet [968241664.00 square inches]
244 Displacements
2486597 Square Feet [358069984.00 Square Inches]
8325 patches before subdivision
136223 patches after subdivision
sun extent from map=0.087156
197 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 11585956, max 635
transfer lists: 88.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(720762, 492074, 242043)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(135123, 84257, 46438)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(37194, 11316, 3982)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(15130, 6453, 5182)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(7836, 811, 352)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(5023, 914, 1012)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3578, 113, 68)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2705, 149, 212)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2104, 19, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1662, 25, 45)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1325, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1062, 4, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(855, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(690, 1, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(558, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(453, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(368, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(299, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(243, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(198, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #21 added RGB(162, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(132, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(107, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(88, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(72, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(58, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(48, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(39, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(32, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(26, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(21, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(17, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(14, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #39 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #40 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #41 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #42 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #43 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #44 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #45 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #46 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #47 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0465 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (10)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 261/1024 12528/49152 (25.5%)
brushes 1605/8192 19260/98304 (19.6%)
brushsides 13081/65536 104648/524288 (20.0%)
planes 15198/65536 303960/1310720 (23.2%)
vertexes 15252/65536 183024/786432 (23.3%)
nodes 7909/65536 253088/2097152 (12.1%)
texinfos 1954/12288 140688/884736 (15.9%)
texdata 89/2048 2848/65536 ( 4.3%)
dispinfos 244/0 42944/0 ( 0.0%)
disp_verts 20180/0 403600/0 ( 0.0%)
disp_tris 32000/0 64000/0 ( 0.0%)
disp_lmsamples 1609948/0 1609948/0 ( 0.0%)
faces 8330/65536 466480/3670016 (12.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4528/65536 253568/3670016 ( 6.9%)
leaves 8171/65536 261472/2097152 (12.5%)
leaffaces 9671/65536 19342/131072 (14.8%)
leafbrushes 5330/65536 10660/131072 ( 8.1%)
areas 21/256 168/2048 ( 8.2%)
surfedges 56902/512000 227608/2048000 (11.1%)
edges 33953/256000 135812/1024000 (13.3%)
LDR worldlights 197/8192 17336/720896 ( 2.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 631/32768 6310/327680 ( 1.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10023/65536 20046/131072 (15.3%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6241956/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 473006/16777216 ( 2.8%)
entdata [variable] 449091/393216 (114.2%) VERY FULL!
LDR ambient table 8171/65536 32684/262144 (12.5%)
HDR ambient table 8171/65536 32684/262144 (12.5%)
LDR leaf ambient 41167/65536 1152676/1835008 (62.8%)
HDR leaf ambient 8171/65536 228788/1835008 (12.5%)
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] 1/32138 ( 0.0%)
pakfile [variable] 417495/0 ( 0.0%)
physics [variable] 4281493/4194304 (102.1%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 21847
Writing c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.bsp
38 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\arcades55test7.bsp"
Hope you guys can help...
I have a lot of small games in my map and I even deleted one that had a lot to it to try and fix this problem. It fixed it. Then I added godmode to spawn area and 3 teleports. ONLY 3! And it caused the issue again. I have some errors that can be ignored as I have already ran them through interlopers and have always have had them.
These are the only new errors I have ever had.
make_triangles:calc_triangle_representation: cannot convert and
degenerate triangle . With props off I only get the degenerate triangle error.
I get little to no lag in my map at all. My other map that I mentioned had this much
entdata [variable] 465135/393216 (118.3%) VERY FULL!
LDR ambient table 14066/65536 56264/262144 (21.5%)
HDR ambient table 14066/65536 56264/262144 (21.5%)
LDR leaf ambient 72881/65536 2040668/1835008 (111.2%) VERY FULL!
HDR leaf ambient 14066/65536 393848/1835008 (21.5%)
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] 1/65488 ( 0.0%)
pakfile [variable] 2715502/0 ( 0.0%)
physics [variable] 11380865/4194304 (271.3%) VERY FULL!
It had no problems....
When I try the coordinates for the make_triangles error, it just takes me straight to the origin. all the coordinates do. When I load point file there is no leak...... I really need help on trying to figure this out, I am literally running out of things to delete that aren't important. I've made way more complicated maps before. Here is my compile log;
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.vmf"
Valve Software - vbsp.exe (Mar 2 2016)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_02, using default
Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_01, using default
Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
Patching WVT material: maps/arcades55test7/mytextures/grass_sand_blend_wvt_patch
Patching WVT material: maps/arcades55test7/egypt/sand_floor_blend_03_wvt_patch
Patching WVT material: maps/arcades55test7/egypt/sand_grass_blend_01_wvt_patch
Patching WVT material: maps/arcades55test7/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/arcades55test7/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/arcades55test7/nature/blendrockgroundwallforest_wvt_patch
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 (1)
Processing areas...done (0)
Building Faces...error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/ww_sky*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/ww_sky*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
Degenerate Triangle
(8045.00, 10428.50, -10124.49), (8045.00, 10428.50, -10124.49), (8045.00, 10571.75, -10034.32)
Degenerate Triangle
(8045.00, 10428.50, -10124.49), (8045.00, 10428.50, -10124.49), (8045.00, 10285.25, -10078.38)
Degenerate Triangle
(8045.00, 10715.00, -10093.12), (8045.00, 10715.00, -10093.12), (8045.00, 10571.75, -10042.12)
Degenerate Triangle
(8045.00, 10715.00, -10093.12), (8045.00, 10715.00, -10093.12), (8045.00, 10858.25, -10043.86)
Degenerate Triangle
(7973.75, 11288.00, -10078.71), (7985.63, 11288.00, -10089.61), (7985.63, 11288.00, -10089.61)
Degenerate Triangle
(7985.63, 11288.00, -10089.61), (7997.50, 11288.00, -10086.02), (7985.63, 11288.00, -10089.61)
done (1) (4281493 bytes)
Error! To use model "models/props_temple/jungletree_trunk1.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_temple/jungletree_trunk1.mdl"!
Error! To use model "models/props_ramen/pokemon/zubat.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_ramen/pokemon/zubat.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4651 texinfos to 1954
Reduced 113 texdatas to 89 (3630 bytes to 2741)
Writing C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.bsp
Wrote ZIP buffer, estimated size 421863, actual size 417495
3 seconds elapsed
-5.644388 4.294568 0.000000
-5.546268 -8.589138 0.000000
-5.644388 -8.589138 0.000000
-5.644388 8.589136 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-5.644388 4.294568 0.000000
-5.546268 -8.589138 0.000000
-5.644388 -8.589138 0.000000
-5.644388 8.589136 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.533184 -3.283039 0.000000
0.533184 -4.380128 0.000000
0.533184 -2.185937 0.000000
11.207508 -0.000000 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.533184 -4.380128 0.000000
0.533184 -2.185937 0.000000
11.207508 -0.000000 0.000000
0.533184 -3.283039 0.000000
make_triangles:calc_triangle_representation: Cannot convert
2.346490 -4.291597 0.000000
2.554275 -4.991278 0.000000
2.718461 -4.291597 0.000000
-4.326940 -4.291597 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7"
Valve Software - vvis.exe (Mar 2 2016)
fastvis = true
8 threads
reading c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.bsp
reading c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.prt
3213 portalclusters
10628 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 22742 visible clusters (1.75%)
Total clusters visible: 1302782
Average clusters visible: 405
Building PAS...
Average clusters audible: 456
visdatasize:473006 compressed from 2621808
writing c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.bsp
1 second elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7"
Valve Software - vrad.exe SSE (Mar 2 2016)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (1.58 seconds)
8330 faces
5 degenerate faces
6723900 square feet [968241664.00 square inches]
244 Displacements
2486597 Square Feet [358069984.00 Square Inches]
8325 patches before subdivision
136223 patches after subdivision
sun extent from map=0.087156
197 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 11585956, max 635
transfer lists: 88.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(720762, 492074, 242043)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(135123, 84257, 46438)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(37194, 11316, 3982)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(15130, 6453, 5182)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(7836, 811, 352)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(5023, 914, 1012)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3578, 113, 68)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2705, 149, 212)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2104, 19, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1662, 25, 45)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1325, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1062, 4, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(855, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(690, 1, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(558, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(453, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(368, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(299, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(243, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(198, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #21 added RGB(162, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(132, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(107, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(88, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(72, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(58, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(48, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(39, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(32, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(26, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(21, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(17, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(14, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #39 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #40 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #41 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #42 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #43 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #44 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #45 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #46 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #47 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0465 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (10)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 261/1024 12528/49152 (25.5%)
brushes 1605/8192 19260/98304 (19.6%)
brushsides 13081/65536 104648/524288 (20.0%)
planes 15198/65536 303960/1310720 (23.2%)
vertexes 15252/65536 183024/786432 (23.3%)
nodes 7909/65536 253088/2097152 (12.1%)
texinfos 1954/12288 140688/884736 (15.9%)
texdata 89/2048 2848/65536 ( 4.3%)
dispinfos 244/0 42944/0 ( 0.0%)
disp_verts 20180/0 403600/0 ( 0.0%)
disp_tris 32000/0 64000/0 ( 0.0%)
disp_lmsamples 1609948/0 1609948/0 ( 0.0%)
faces 8330/65536 466480/3670016 (12.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4528/65536 253568/3670016 ( 6.9%)
leaves 8171/65536 261472/2097152 (12.5%)
leaffaces 9671/65536 19342/131072 (14.8%)
leafbrushes 5330/65536 10660/131072 ( 8.1%)
areas 21/256 168/2048 ( 8.2%)
surfedges 56902/512000 227608/2048000 (11.1%)
edges 33953/256000 135812/1024000 (13.3%)
LDR worldlights 197/8192 17336/720896 ( 2.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 631/32768 6310/327680 ( 1.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10023/65536 20046/131072 (15.3%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6241956/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 473006/16777216 ( 2.8%)
entdata [variable] 449091/393216 (114.2%) VERY FULL!
LDR ambient table 8171/65536 32684/262144 (12.5%)
HDR ambient table 8171/65536 32684/262144 (12.5%)
LDR leaf ambient 41167/65536 1152676/1835008 (62.8%)
HDR leaf ambient 8171/65536 228788/1835008 (12.5%)
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] 1/32138 ( 0.0%)
pakfile [variable] 417495/0 ( 0.0%)
physics [variable] 4281493/4194304 (102.1%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 21847
Writing c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.bsp
38 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\arcades55test7.bsp"
Hope you guys can help...