Hey guys, I've been trying to use Compilepal to pack as I've heard it's pretty good compared to the other programs that pack custom content but I haven't been able to get it to pack the custom content in this vmf and I'm at a loss why so I was hoping someone more knowledgeable about how Compilepal works could help me?
I'm using the newest version avaliable at https://github.com/ruarai/CompilePal/releases/tag/v023
Thank you for your time.
I'm using the newest version avaliable at https://github.com/ruarai/CompilePal/releases/tag/v023
Code:
Starting a 'Normal' compile.
Starting compilation of D:\SteamLib\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\vsh_filter_v4.vmf
Valve Software - vbsp.exe (Dec 15 2016)
4 threads
materialPath: D:\SteamLib\steamapps\common\Team Fortress 2\tf\materials
Loading D:\SteamLib\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\vsh_filter_v4.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\SteamLib\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\vsh_filter_v4.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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 (0) (37030 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 209 texinfos to 111
Reduced 11 texdatas to 11 (235 bytes to 235)
Writing D:\SteamLib\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\vsh_filter_v4.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed
Valve Software - vvis.exe (Dec 15 2016)
4 threads
reading d:\steamlib\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_filter_v4.bsp
reading d:\steamlib\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_filter_v4.prt
43 portalclusters
143 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: 1831
Average clusters visible: 42
Building PAS...
Average clusters audible: 43
visdatasize:864 compressed from 688
writing d:\steamlib\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_filter_v4.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed
Valve Software - vrad.exe SSE (Dec 15 2016)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\steamlib\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_filter_v4.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
636 faces
581229 square feet [83697016.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
636 patches before subdivision
16578 patches after subdivision
sun extent from map=0.026177
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 2462788, max 402
transfer lists: 18.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(277680, 172549, 153660)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(58693, 30758, 20796)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(12668, 5570, 2811)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2718, 1002, 381)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(583, 180, 52)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(125, 32, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(27, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(6, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0092 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 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 55/1024 2640/49152 ( 5.4%)
brushes 73/8192 876/98304 ( 0.9%)
brushsides 438/65536 3504/524288 ( 0.7%)
planes 236/65536 4720/1310720 ( 0.4%)
vertexes 829/65536 9948/786432 ( 1.3%)
nodes 407/65536 13024/2097152 ( 0.6%)
texinfos 111/12288 7992/884736 ( 0.9%)
texdata 11/2048 352/65536 ( 0.5%)
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 636/65536 35616/3670016 ( 1.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 378/65536 21168/3670016 ( 0.6%)
leaves 463/65536 14816/2097152 ( 0.7%)
leaffaces 970/65536 1940/131072 ( 1.5%)
leafbrushes 102/65536 204/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4206/512000 16824/2048000 ( 0.8%)
edges 2121/256000 8484/1024000 ( 0.8%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 14/32768 140/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 210/65536 420/131072 ( 0.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1579868/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 864/16777216 ( 0.0%)
entdata [variable] 36816/393216 ( 9.4%)
LDR ambient table 463/65536 1852/262144 ( 0.7%)
HDR ambient table 463/65536 1852/262144 ( 0.7%)
LDR leaf ambient 2139/65536 59892/1835008 ( 3.3%)
HDR leaf ambient 463/65536 12964/1835008 ( 0.7%)
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] 1/12 ( 8.3%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 37030/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1422
Writing d:\steamlib\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_filter_v4.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
5 seconds elapsed
Finding sources of game content...
Found search paths...
Found wildcard path: D:\SteamLib\steamapps\common\Team Fortress 2\tf\custom\
Found search path: D:\SteamLib\steamapps\common\Team Fortress 2\tf
Found search path: D:\SteamLib\steamapps\common\Team Fortress 2\tf\bin
Found search path: D:\SteamLib\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Something broke:
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at CompilePalX.Compilers.BSPPack.PakFile..ctor(BSP bsp, List`1 sourceDirectories)
at CompilePalX.Compilers.BSPPack.BSPPack.Run(CompileContext context)
File vsh_filter_v4.bsp copied to D:\SteamLib\steamapps\common\Team Fortress 2\tf\maps
'Normal' compile finished in 00:00:07
2 errors/warnings logged:
(1) - (Caution)
(2) - (Caution)
Thank you for your time.