- Jan 14, 2009
- 195
- 23
I took note of my map while it was compiling for once and noticed this:
Look carefully at VVIS. I apparently have NO PORTALS and it elapsed in 0 seconds. Using mat_wireframe 1 indeed confirms this as I can see the ENTIRE MAP AT ONCE. I'm pretty sure all I did was change some lightmaps around, too :<
This map isn't just a big room or anything, either. It's the next version of the map in my signature, plus a skybox. I don't have any leaks.
I already used the Interlopers error checker but it just gives me the good ol' "can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!"
I'm almost certain my map isn't encased in a giant func_viscluster.
Any ideas?
EDIT: I think it either solved itself or deleting the extra sky_camera did it.
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\roflmaonubcake\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -leaktest -game "c:\program files\steam\steamapps\roflmaonubcake\team fortress 2\tf" "c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2"
Valve Software - vbsp.exe (May 19 2009)
leaktest = true
2 threads
materialPath: c:\program files\steam\steamapps\roflmaonubcake\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.vmf
Patching WVT material: maps/pl_abyss_a2/nature/blendrockgroundwall004_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...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 92 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_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) (177974 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 939 texinfos to 442
Reduced 72 texdatas to 68 (1466 bytes to 1337)
Writing c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.bsp
12 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\roflmaonubcake\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\roflmaonubcake\team fortress 2\tf" "c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2"
Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.bsp
reading c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.prt
[B] 1 portalclusters
0 numportals
[/B]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: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.bsp
[B]0 seconds elapsed[/B]
Look carefully at VVIS. I apparently have NO PORTALS and it elapsed in 0 seconds. Using mat_wireframe 1 indeed confirms this as I can see the ENTIRE MAP AT ONCE. I'm pretty sure all I did was change some lightmaps around, too :<
This map isn't just a big room or anything, either. It's the next version of the map in my signature, plus a skybox. I don't have any leaks.
I already used the Interlopers error checker but it just gives me the good ol' "can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!"
I'm almost certain my map isn't encased in a giant func_viscluster.
Any ideas?
EDIT: I think it either solved itself or deleting the extra sky_camera did it.
Last edited: