Compiling problem

The_Gl!tch.exe

L3: Member
Apr 3, 2018
107
2
Here's the compile log:

Code:
** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.vmf"

Valve Software - vbsp.exe (Aug  2 2018)
2 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.vmf
Patching WVT material: maps/trade_island_a1/egypt/sky_sand_waves_01_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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
  skybox/night_mountain*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
  skybox/night_mountain*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 8 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 34 has bad geometry near -1856.00 -4992.00 -2728.03
Can't compile displacement physics, exiting.  Texture is NATURE/GRASS_03


** 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" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1"

Valve Software - vvis.exe (Aug  2 2018)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.prt
 238 portalclusters
 562 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 (2)
Optimized: 35 visible clusters (0.07%)
Total clusters visible: 50699
Average clusters visible: 213
Building PAS...
Average clusters audible: 238
warning: Vis decompression overrun
warning: Vis decompression overrun
warning: Vis decompression overrun
DecompressVis: 0 repeat

** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1"

Valve Software - vrad.exe SSE (Jul 18 2018)

  Valve Radiosity Simulator   
2 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.bsp
Setting up ray-trace acceleration structure... Done (0.90 seconds)
1568 faces
3958852 square feet [570074752.00 square inches]
31 Displacements
997603 Square Feet [143654912.00 Square Inches]
1568 patches before subdivision
99724 patches after subdivision
sun extent from map=0.173648
4 direct lights
BuildFacelights:  0...1...2...3...4...5...6...7...8...9...10 (22)
BuildVisLeafs:  0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 4619892, max 913
transfer lists:  35.2 megs
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(11427, 11649, 14718)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #2 added RGB(1575, 1570, 2035)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #3 added RGB(492, 377, 258)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(115, 88, 60)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #5 added RGB(41, 23, 8)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #6 added RGB(10, 6, 2)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #7 added RGB(4, 2, 0)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0977 sec>
FinalLightFace:  0...1...2...3...4...5...6...7...8...9...10 (9)
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 (8)
Writing leaf ambient...done
Ready to Finish

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models  9/1024  432/49152  ( 0.9%)
brushes  40/8192  480/98304  ( 0.5%)
brushsides  240/65536  1920/524288  ( 0.4%)
planes  202/65536  4040/1310720  ( 0.3%)
vertexes  1709/65536  20508/786432  ( 2.6%)
nodes  733/65536  23456/2097152  ( 1.1%)
texinfos  56/12288  4032/884736  ( 0.5%)
texdata  14/2048  448/65536  ( 0.7%)
dispinfos  31/0  5456/0  ( 0.0%)
disp_verts  2511/0  50220/0  ( 0.0%)
disp_tris  3968/0  7936/0  ( 0.0%)
disp_lmsamples  663760/0  663760/0  ( 0.0%)
faces  1568/65536  87808/3670016  ( 2.4%)
hdr faces  0/65536  0/3670016  ( 0.0%)
origfaces  167/65536  9352/3670016  ( 0.3%)
leaves  743/65536  23776/2097152  ( 1.1%)
leaffaces  1576/65536  3152/131072  ( 2.4%)
leafbrushes  440/65536  880/131072  ( 0.7%)
areas  2/256  16/2048  ( 0.8%)
surfedges  7270/512000  29080/2048000  ( 1.4%)
edges  3769/256000  15076/1024000  ( 1.5%)
LDR worldlights  4/8192  352/720896  ( 0.0%)
HDR worldlights  0/8192  0/720896  ( 0.0%)
leafwaterdata  1/32768  12/393216  ( 0.0%)
waterstrips  30/32768  300/327680  ( 0.1%)
waterverts  0/65536  0/786432  ( 0.0%)
waterindices  411/65536  822/131072  ( 0.6%)
cubemapsamples  0/1024  0/16384  ( 0.0%)
overlays  0/512  0/180224  ( 0.0%)
LDR lightdata  [variable]  2968932/0  ( 0.0%)
HDR lightdata  [variable]  0/0  ( 0.0%)
visdata  [variable]  31649/16777216 ( 0.2%)
entdata  [variable]  9138/393216  ( 2.3%)
LDR ambient table  743/65536  2972/262144  ( 1.1%)
HDR ambient table  743/65536  2972/262144  ( 1.1%)
LDR leaf ambient  2987/65536  83636/1835008  ( 4.6%)
HDR leaf ambient  743/65536  20804/1835008  ( 1.1%)
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]  1/2290  ( 0.0%)
pakfile  [variable]  115975/0  ( 0.0%)
physics  [variable]  16259/4194304  ( 0.4%)
physics terrain  [variable]  2975/1048576  ( 0.3%)

Level flags = 0

Total triangle count: 3466
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.bsp
54 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\trade_island_a1.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf"  +map "trade_island_a1" -steam
 

The_Gl!tch.exe

L3: Member
Apr 3, 2018
107
2
I've also run it through the compile log check and it says this:

1. displacement 34 has bad geometry near -1856.00 -4992.00 -2728.03 can't compile displacement physics, exiting. texture is nature/grass_03 (well, I can fix this)

2. warning: vis decompression overrun
The map has a low number of props (the map is in the earliest stage of development) and it already has this error. Is there another way to fix this?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I would recommend fixing your displacement errors first and then see if that also fixes the VIS decompression issue.