Packing troubles with Compilepal

Fragancia

L2: Junior Member
Feb 22, 2013
91
33
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



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.
 

Blinx

L69: Deviant Member
Mar 14, 2016
69
51
Which assets aren't being packed? All of them? If that's so then it's most likely a problem with where your custom assets are being stored.

From personal experience however, most packing programs have difficulty with looking for the materials used with infodecals, to get around that I just have brushes that have the decal material on them and then they get found.
 

Fragancia

L2: Junior Member
Feb 22, 2013
91
33
Which assets aren't being packed? All of them? If that's so then it's most likely a problem with where your custom assets are being stored.

From personal experience however, most packing programs have difficulty with looking for the materials used with infodecals, to get around that I just have brushes that have the decal material on them and then they get found.

It fails completely to pack anything and using GCFscape to confirm doesn't work as it's unable to read the bsp and freezes up indefinitely.

My custom assets are stored tf/custom/(foldername) so it shouldn't have any troubles finding the content.

Nothing's getting packed in this case.
mind checking your compilepal folder for a crash log? if there's nothing there, maybe toss me your bsp and I'll figure it out

Only the crash log inside the folder contains this:

Code:
System.ArgumentException: Illegal characters in path.
   at System.IO.Path.CheckInvalidPathChars(String path, Boolean checkAdditional)
   at System.Security.Permissions.FileIOPermission.QuickDemand(FileIOPermissionAccess access, String fullPath, Boolean checkForDuplicates, Boolean needFullPath)
   at System.IO.Directory.InternalCreateDirectoryHelper(String path, Boolean checkHost)
   at System.IO.Directory.CreateDirectory(String path)
   at CompilePalX.ConfigurationManager.NewPreset(String name)
   at CompilePalX.MainWindow.<AddPresetButton_Click>d__a.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<>c.<ThrowAsync>b__6_0(Object state)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

but this is probably due to me tinkering with the gameconfiguration.json in attempt to solve the issue.


I compiled a new version of the aforementioned vmf, the result is the same

Code:
Starting a 'Normal' compile.
Starting compilation of D:\SteamLib\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\vsh_filter_v5_test.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_v5_test.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_v5_test.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) (15527 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 174 texinfos to 92
Reduced 12 texdatas to 12 (244 bytes to 244)
Writing D:\SteamLib\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\vsh_filter_v5_test.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_v5_test.bsp
reading d:\steamlib\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_filter_v5_test.prt
  36 portalclusters
107 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: 1232
Average clusters visible: 34
Building PAS...
Average clusters audible: 36
visdatasize:652  compressed from 576
writing d:\steamlib\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_filter_v5_test.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_v5_test.bsp
Setting up ray-trace acceleration structure... Done (0.04 seconds)
401 faces
399465 square feet [57523060.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
401 patches before subdivision
16451 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 2431456, max 402
transfer lists:  18.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(111011, 67528, 68206)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(10651, 5286, 4223)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(1026, 414, 264)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(99, 32, 17)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(9, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0093 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 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  17/1024          816/49152    ( 1.7%)
brushes                 34/8192          408/98304    ( 0.4%)
brushsides             204/65536        1632/524288   ( 0.3%)
planes                 218/65536        4360/1310720  ( 0.3%)
vertexes               522/65536        6264/786432   ( 0.8%)
nodes                  171/65536        5472/2097152  ( 0.3%)
texinfos                92/12288        6624/884736   ( 0.7%)
texdata                 12/2048          384/65536    ( 0.6%)
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                  401/65536       22456/3670016  ( 0.6%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              144/65536        8064/3670016  ( 0.2%)
leaves                 189/65536        6048/2097152  ( 0.3%)
leaffaces              686/65536        1372/131072   ( 1.0%)
leafbrushes             62/65536         124/131072   ( 0.1%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             2336/512000       9344/2048000  ( 0.5%)
edges                 1186/256000       4744/1024000  ( 0.5%)
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           204/65536         408/131072   ( 0.3%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     2095220/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]         652/16777216 ( 0.0%)
entdata               [variable]       23405/393216   ( 6.0%)
LDR ambient table      189/65536         756/262144   ( 0.3%)
HDR ambient table      189/65536         756/262144   ( 0.3%)
LDR leaf ambient       655/65536       18340/1835008  ( 1.0%)
HDR leaf ambient       189/65536        5292/1835008  ( 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]           1/218      ( 0.5%)
pakfile               [variable]          54/0        ( 0.0%)
physics               [variable]       15527/4194304  ( 0.4%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 958
Writing d:\steamlib\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_filter_v5_test.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
4 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_v5_test.bsp copied to D:\SteamLib\steamapps\common\Team Fortress 2\tf\maps
'Normal' compile finished in 00:00:05
2 errors/warnings logged:
(1) - (Caution)
(2) - (Caution)

So I decided to make a quick vmf containing frontline assets to test if it happened again and to my surprise it didn't

Code:
Starting a 'Normal' compile.
Starting compilation of D:\SteamLib\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_frontline_packing.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\test_frontline_packing.vmf
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\test_frontline_packing.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) (6909 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 26 texinfos to 13
Reduced 5 texdatas to 5 (100 bytes to 100)
Writing D:\SteamLib\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test_frontline_packing.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\test_frontline_packing.bsp
reading d:\steamlib\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_frontline_packing.prt
   2 portalclusters
   1 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: 4
Average clusters visible: 2
Building PAS...
Average clusters audible: 2
visdatasize:24  compressed from 32
writing d:\steamlib\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_frontline_packing.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\test_frontline_packing.bsp
Setting up ray-trace acceleration structure... Done (0.11 seconds)
80 faces
78862 square feet [11356160.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
80 patches before subdivision
4428 patches after subdivision
sun extent from map=0.008727
2 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 327840, max 199
transfer lists:   2.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(31192, 23708, 17187)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(3397, 2139, 1261)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(380, 198, 94)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(43, 19, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(5, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0014 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                   7/1024          336/49152    ( 0.7%)
brushes                 16/8192          192/98304    ( 0.2%)
brushsides              96/65536         768/524288   ( 0.1%)
planes                  82/65536        1640/1310720  ( 0.1%)
vertexes               127/65536        1524/786432   ( 0.2%)
nodes                   48/65536        1536/2097152  ( 0.1%)
texinfos                13/12288         936/884736   ( 0.1%)
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                   80/65536        4480/3670016  ( 0.1%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces               46/65536        2576/3670016  ( 0.1%)
leaves                  56/65536        1792/2097152  ( 0.1%)
leaffaces               80/65536         160/131072   ( 0.1%)
leafbrushes             42/65536          84/131072   ( 0.1%)
areas                    2/256            16/2048     ( 0.8%)
surfedges              528/512000       2112/2048000  ( 0.1%)
edges                  281/256000       1124/1024000  ( 0.1%)
LDR worldlights          2/8192          176/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              0/32768           0/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices             0/65536           0/131072   ( 0.0%)
cubemapsamples           1/1024           16/16384    ( 0.1%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      366768/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]          24/16777216 ( 0.0%)
entdata               [variable]       10535/393216   ( 2.7%)
LDR ambient table       56/65536         224/262144   ( 0.1%)
HDR ambient table       56/65536         224/262144   ( 0.1%)
LDR leaf ambient       174/65536        4872/1835008  ( 0.3%)
HDR leaf ambient        56/65536        1568/1835008  ( 0.1%)
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]           1/768      ( 0.1%)
pakfile               [variable]          54/0        ( 0.0%)
physics               [variable]        6909/4194304  ( 0.2%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 184
Writing d:\steamlib\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_frontline_packing.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
1 second 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...
Writing file list...
Running bspzip...
Finished packing!
---------------------
9 materials added
3 models added
0 particle files added
0 sounds added
additional files:
---------------------
File test_frontline_packing.bsp copied to D:\SteamLib\steamapps\common\Team Fortress 2\tf\maps
'Normal' compile finished in 00:00:03
2 errors/warnings logged:
(1) - (Caution)
(2) - (Caution)

Both bsp's are avaliable for you to inspect.
Thank you for your time.
 

Attachments

  • test_frontline_packing.bsp
    29.1 MB · Views: 107
  • vsh_filter_v5_test.bsp
    2.1 MB · Views: 144

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
alright, packing is crashing because you have a color_correction entity that does not define a lookup table Filename. compilepal wants to pack the color correction file but you do not reference it in your entity so it crashes. (This also means your color_correction does nothing atm)

This bug will be fixed sometime soon but in the meantime, you can either remove your color_correction or give it a "lookup table filename" and packing should work again.
 

Fragancia

L2: Junior Member
Feb 22, 2013
91
33
alright, packing is crashing because you have a color_correction entity that does not define a lookup table Filename. compilepal wants to pack the color correction file but you do not reference it in your entity so it crashes. (This also means your color_correction does nothing atm)

This bug will be fixed sometime soon but in the meantime, you can either remove your color_correction or give it a "lookup table filename" and packing should work again.

I must have put the entity down on my own and forgetting to give it a filename instead just using the prefab I have with the tonemap, shadow control, etc already setup.

But that was like versions ago, haha.
Thanks for your help, it's much appreciated.
 

Fragancia

L2: Junior Member
Feb 22, 2013
91
33
yeah these things happen, I know how it goes. But yeah, I didn't foresee this case happening when I wrote this feature of compilepal so it's my bad.

Don't worry about it, it's such a incredibly minor thing and my fault for forgetting in the first place but hey now with my blunder, another bug found that might have been gone unsquashed if it hadn't been for my mistake, haha.