** Executing...
** Command: "c:\program files (x86)\steam\steamapps\\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.vmf"
Valve Software - vbsp.exe (May 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.vmf
Patching WVT material: maps/oilrig/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/oilrig/egypt/sand_floor_blend_04_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-1115.00 457.00 -482.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 24 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_harvest_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_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) (53177 bytes)
Static prop models/props_2fort/corrugated_metal006.mdl outside the map (64.00, 942.00, -3.00)
Static prop models/props_farm/wood_pile.mdl outside the map (248.00, 1562.18, 84.00)
Static prop models/props_forest/basketball_hoop.mdl outside the map (-96.00, 2286.00, 31.00)
Static prop models/props_2fort/tracks001.mdl outside the map (-1154.00, 852.00, 452.00)
Static prop models/props_2fort/tracks001.mdl outside the map (1027.00, 819.00, 452.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 267 texinfos to 186
Reduced 31 texdatas to 26 (800 bytes to 623)
Writing C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig"
Valve Software - vvis.exe (May 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.bsp
reading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig"
Valve Software - vrad.exe SSE (May 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.64 seconds)
1233 faces
644837 square feet [92856528.00 square inches]
12 Displacements
70807 Square Feet [10196330.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0111 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 146/8192 1752/98304 ( 1.8%)
brushsides 905/65536 7240/524288 ( 1.4%)
planes 594/65536 11880/1310720 ( 0.9%)
vertexes 2174/65536 26088/786432 ( 3.3%)
nodes 848/65536 27136/2097152 ( 1.3%)
texinfos 186/12288 13392/884736 ( 1.5%)
texdata 26/2048 832/65536 ( 1.3%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 972/0 19440/0 ( 0.0%)
disp_tris 1536/0 3072/0 ( 0.0%)
disp_lmsamples 115696/0 115696/0 ( 0.0%)
faces 1233/65536 69048/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 502/65536 28112/3670016 ( 0.8%)
leaves 851/65536 27232/2097152 ( 1.3%)
leaffaces 1579/65536 3158/131072 ( 2.4%)
leafbrushes 749/65536 1498/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7987/512000 31948/2048000 ( 1.6%)
edges 4428/256000 17712/1024000 ( 1.7%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 135/32768 1350/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1947/65536 3894/131072 ( 3.0%)
cubemapsamples 16/1024 256/16384 ( 1.6%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 774380/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 7429/393216 ( 1.9%)
LDR ambient table 851/65536 3404/262144 ( 1.3%)
HDR ambient table 851/65536 3404/262144 ( 1.3%)
LDR leaf ambient 454/65536 12712/1835008 ( 0.7%)
HDR leaf ambient 851/65536 23828/1835008 ( 1.3%)
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] 1/5240 ( 0.0%)
pakfile [variable] 1363/0 ( 0.0%)
physics [variable] 53177/4194304 ( 1.3%)
physics terrain [variable] 2402/1048576 ( 0.2%)
Level flags = 0
Total triangle count: 3483
Writing c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.bsp
5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\oilrig.bsp" "c:\program files (x86)\steam\steamapps\\team fortress 2\tf\maps\oilrig.bsp"
ok, That's the compile log.
Also by "Compile with Vis" do you mean a different compiler or a setting (sorry, I'm new)?
Also, sorry about the delay between this but the internet died.
Thanks all =)
P.S. the map wont actualy be an oilrig or anything really close, I just named it that on the spot because the only other name, which I have decided to use now anyway, made it seem like a theempark. It will be known as Sealand and was inspired by a photo by that name.