Welcome to VBCT
Session Date: 01 May 2010, 19:32:01
VBCT Version: 1.0k
Engine detected from registry: EP2/OB
Selected MOD = team fortress 2
Game name read from GameInfo.txt file: Team Fortress 2
appid read from GameInfo.txt file: 440
Available EP1 Games:
Error: GameConfig.txt was not found!
expected path: c:\program files (x86)\steam\steamapps\brother_gideon\sourcesdk\bin\ep1\bin\GameConfig.txt
Available EP2/Orangebox Games:
Half-Life 2: Episode Two
Team Fortress 2
Portal
Map File Selected: C:\Program Files (x86)\Steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission.vmf
There is no Custom Profile to load: C:\Users\Wendy\Desktop\map compile tool\PL_forestry_Commission.pro
Full Compile Selected!
Compile Start Time: 01 May 2010, 19:32:14
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: c:\program files (x86)\steam\steamapps\brother_gideon\sourcesdk\bin\orangebox\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\brother_gideon\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission"
Valve Software - vbsp.exe (Apr 28 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\brother_gideon\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission.vmf
Patching WVT material: maps/pl_forestry_commission/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/pl_forestry_commission/dev/dev_blendmeasure2_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...
Brush 598: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_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 (0) (128663 bytes)
Error! To use model "models/props_2fort/gibs/miningcrate001_break01.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_2fort/gibs/miningcrate001_break01.mdl"!
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error loading studio model ""!
10
Compacting texture/material tables...
Reduced 1035 texinfos to 648
Reduced 33 texdatas to 27 (907 bytes to 738)
Writing C:\Program Files (x86)\Steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission.bsp
7 seconds elapsed
Compile Complete for this module.
VBSP Completed: 01 May 2010, 19:32:25
VBSP: Error loading studio model "models/props_2fort/gibs/miningcrate001_break01.mdl"!
VBSP: Error loading studio model ""!
VBSP: Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error loading studio model ""!
VBSP: Compile time: 7 seconds elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: c:\program files (x86)\steam\steamapps\brother_gideon\sourcesdk\bin\orangebox\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\brother_gideon\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission"
Valve Software - vvis.exe (Apr 28 2010)
2 threads
reading c:\program files (x86)\steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission.bsp
reading c:\program files (x86)\steam\steamapps\brother_gideon\sourcesdk_content\tf\mapsrc\PL_forestry_Commission.prt
1204 portalclusters
3859 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2
That's around the mark it crashed in the hammer compiler, VBCT seems to be much nicer.
Thanks Tuesday!
(However, it's sticking pretty badly around the Portal flow in VBCT even, i havent done any optimisation as of yet, if that's causing it, as my PC can run the map at several hundred FPS with no occluders or Areaportals, so i decided not to bother with them untill i am releasing the Alpha)