Hi guys,
wondering if you can shed some light on an issue I'm having.
Here's the compile log:
This seems to be the important bit:
It doesn't matter what sky I use, I still get the same error.
It causes the map to load in fullbright, when fullbright is turned off none of the lights work.
As far as I can tell there are no leaks, when I go to Map -> Load Pointfile there is no pointfile for this map.
Any ideas?
Thanks in advance.
wondering if you can shed some light on an issue I'm having.
Here's the compile log:
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\*****\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\*****\team fortress 2\tf" "C:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\*****\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.vmf
Patching WVT material: maps/cp_project/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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_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) (40955 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 297 texinfos to 224
Reduced 10 texdatas to 9 (267 bytes to 245)
Writing C:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\*****\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\*****\team fortress 2\tf" "C:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project"
Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.bsp
reading c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.prt
419 portalclusters
1106 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 (34)
Optimized: 1754 visible clusters (0.00%)
Total clusters visible: 123269
Average clusters visible: 294
Building PAS...
Average clusters audible: 408
visdatasize:47200 compressed from 46928
writing c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.bsp
34 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\*****\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\*****\team fortress 2\tf" "C:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
1148 faces
170953 square feet [24617310.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1148 patches before subdivision
14960 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 1260664, max 395
transfer lists: 9.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(37639, 22343, 18027)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(6303, 1719, 681)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1197, 199, 49)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(256, 20, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(52, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0103 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (14)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 107/8192 1284/98304 ( 1.3%)
brushsides 869/65536 6952/524288 ( 1.3%)
planes 798/65536 15960/1310720 ( 1.2%)
vertexes 1681/65536 20172/786432 ( 2.6%)
nodes 752/65536 24064/2097152 ( 1.1%)
texinfos 224/12288 16128/884736 ( 1.8%)
texdata 9/2048 288/65536 ( 0.4%)
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 1148/65536 64288/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 413/65536 23128/3670016 ( 0.6%)
leaves 754/65536 24128/2097152 ( 1.2%)
leaffaces 1385/65536 2770/131072 ( 2.1%)
leafbrushes 368/65536 736/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7224/512000 28896/2048000 ( 1.4%)
edges 3923/256000 15692/1024000 ( 1.5%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 83/32768 830/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1641/65536 3282/131072 ( 2.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 397924/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 47200/16777216 ( 0.3%)
entdata [variable] 633/393216 ( 0.2%)
LDR ambient table 754/65536 3016/262144 ( 1.2%)
HDR ambient table 754/65536 3016/262144 ( 1.2%)
LDR leaf ambient 3673/65536 102844/1835008 ( 5.6%)
HDR leaf ambient 754/65536 21112/1835008 ( 1.2%)
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] 387/0 ( 0.0%)
physics [variable] 40955/4194304 ( 1.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3263
Writing c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.bsp
29 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.bsp" "c:\program files\steam\steamapps\*****\team fortress 2\tf\maps\cp_project.bsp"
This seems to be the important bit:
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
It doesn't matter what sky I use, I still get the same error.
It causes the map to load in fullbright, when fullbright is turned off none of the lights work.
As far as I can tell there are no leaks, when I go to Map -> Load Pointfile there is no pointfile for this map.
Any ideas?
Thanks in advance.