There is this wierd VIS glitch or w/e on my map. This video shows whats happening.
http://www.youtube.com/watch?v=KL5GMizZ-vo
Plus the map isnt quite updating when i compile it. For example, I've added a roof the the spawn building, and the fences are closer to the red spawn. Also the compilation doesn't finish, and i have to launch the map manually using the console.
Any ideas on how to fix?
http://www.youtube.com/watch?v=KL5GMizZ-vo
Plus the map isnt quite updating when i compile it. For example, I've added a roof the the spawn building, and the fences are closer to the red spawn. Also the compilation doesn't finish, and i have to launch the map manually using the console.
Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf\materials
Loading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.vmf
material "concrete/computerwall003" not found.
Material not found!: CONCRETE/COMPUTERWALL003
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "concrete/concretewall011" not found.
Material not found!: CONCRETE/CONCRETEWALL011
material "concrete/concretewall011c" not found.
Material not found!: CONCRETE/CONCRETEWALL011C
material "concrete/computerwall003d" not found.
Material not found!: CONCRETE/COMPUTERWALL003D
material "concrete/computerwall002" not found.
Material not found!: CONCRETE/COMPUTERWALL002
material "concrete/concretefloor003" not found.
Material not found!: CONCRETE/CONCRETEFLOOR003
material "brick/blendcobbletocobblesnow001" not found.
Material not found!: BRICK/BLENDCOBBLETOCOBBLESNOW001
material "metal/metaldoor001" not found.
Material not found!: METAL/METALDOOR001
material "brick/wall028" not found.
Material not found!: BRICK/WALL028
material "pl_barnblitz/blendmetalroofsnow_02" not found.
Material not found!: PL_BARNBLITZ/BLENDMETALROOFSNOW_02
material "pl_barnblitz/blendmetalroofsnow_03" not found.
Material not found!: PL_BARNBLITZ/BLENDMETALROOFSNOW_03
material "tools/toolsnodraw" not found.
Material not found!: TOOLS/TOOLSNODRAW
material "tools/toolsskybox" not found.
Material not found!: TOOLS/TOOLSSKYBOX
material "tools/toolstrigger" not found.
Material not found!: TOOLS/TOOLSTRIGGER
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\djthed\sourcesdk_content\tf\mapsrc\boo.prt...Building visibility clusters...
done (0)
material "skybox/sky_hydro_01rt" not found.
Can't load skybox file skybox/sky_hydro_01 to build the default cubemap!
Can't load skybox file skybox/sky_hydro_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
material "overlays/logo_red_white" not found.
Building Physics collision data...
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
reading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.prt
78 portalclusters
211 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 5688
Average clusters visible: 72
Building PAS...
Average clusters audible: 78
visdatasize:2187 compressed from 2496
writing c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
Error! Unable to load model "models/props_gameplay/uniform_locker.mdl"
Error! Unable to load model "models/props_spytech/bench001b.mdl"
Error! Unable to load model "models/props_gameplay/towel_rack.mdl"
Error! Unable to load model "models/props_gameplay/foot_spray_can01.mdl"
Error! Unable to load model "models/props_mining/industrial_ceiling_lamp02.mdl"
Error! Unable to load model "models/props_spytech/siren.mdl"
Error! Unable to load model "models/props_spytech/vent.mdl"
Error! Unable to load model "models/props_spytech/vent_system_corner_small.mdl"
Error! Unable to load model "models/props_2fort/chalkboard01.mdl"
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (0.05 seconds)
192 faces
389608 square feet [56103580.00 square inches]
1 Displacements
92712 Square Feet [13350586.00 Square Inches]
192 patches before subdivision
4984 patches after subdivision
sun extent from map=0.087156
12 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 104253, max 174
transfer lists: 0.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(37928, 24388, 15588)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(7005, 2796, 1505)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2280, 546, 233)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(864, 121, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(348, 29, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(144, 7, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(60, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(25, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(11, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0025 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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 24/8192 288/98304 ( 0.3%)
brushsides 144/65536 1152/524288 ( 0.2%)
planes 138/65536 2760/1310720 ( 0.2%)
vertexes 265/65536 3180/786432 ( 0.4%)
nodes 188/65536 6016/2097152 ( 0.3%)
texinfos 41/12288 2952/884736 ( 0.3%)
texdata 14/2048 448/65536 ( 0.7%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 7994/0 7994/0 ( 0.0%)
faces 192/65536 10752/3670016 ( 0.3%)
hdr faces 192/65536 10752/3670016 ( 0.3%)
origfaces 75/65536 4200/3670016 ( 0.1%)
leaves 194/65536 6208/2097152 ( 0.3%)
leaffaces 234/65536 468/131072 ( 0.4%)
leafbrushes 97/65536 194/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1128/512000 4512/2048000 ( 0.2%)
edges 615/256000 2460/1024000 ( 0.2%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 12/8192 1056/720896 ( 0.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 13/32768 130/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 159/65536 318/131072 ( 0.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 165944/0 ( 0.0%)
HDR lightdata [variable] 165016/0 ( 0.0%)
visdata [variable] 2187/16777216 ( 0.0%)
entdata [variable] 9054/393216 ( 2.3%)
LDR ambient table 194/65536 776/262144 ( 0.3%)
HDR ambient table 194/65536 776/262144 ( 0.3%)
LDR leaf ambient 1009/65536 28252/1835008 ( 1.5%)
HDR leaf ambient 1008/65536 28224/1835008 ( 1.5%)
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] 1/2228 ( 0.0%)
pakfile [variable] 211969/0 ( 0.0%)
physics [variable] 9473/4194304 ( 0.2%)
physics terrain [variable] 130/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 444
Writing c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
7 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp" "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf\maps\boo.bsp"
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf\materials
Loading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.vmf
material "concrete/computerwall003" not found.
Material not found!: CONCRETE/COMPUTERWALL003
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "concrete/concretewall011" not found.
Material not found!: CONCRETE/CONCRETEWALL011
material "concrete/concretewall011c" not found.
Material not found!: CONCRETE/CONCRETEWALL011C
material "concrete/computerwall003d" not found.
Material not found!: CONCRETE/COMPUTERWALL003D
material "concrete/computerwall002" not found.
Material not found!: CONCRETE/COMPUTERWALL002
material "concrete/concretefloor003" not found.
Material not found!: CONCRETE/CONCRETEFLOOR003
material "brick/blendcobbletocobblesnow001" not found.
Material not found!: BRICK/BLENDCOBBLETOCOBBLESNOW001
material "metal/metaldoor001" not found.
Material not found!: METAL/METALDOOR001
material "brick/wall028" not found.
Material not found!: BRICK/WALL028
material "pl_barnblitz/blendmetalroofsnow_02" not found.
Material not found!: PL_BARNBLITZ/BLENDMETALROOFSNOW_02
material "pl_barnblitz/blendmetalroofsnow_03" not found.
Material not found!: PL_BARNBLITZ/BLENDMETALROOFSNOW_03
material "tools/toolsnodraw" not found.
Material not found!: TOOLS/TOOLSNODRAW
material "tools/toolsskybox" not found.
Material not found!: TOOLS/TOOLSSKYBOX
material "tools/toolstrigger" not found.
Material not found!: TOOLS/TOOLSTRIGGER
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\djthed\sourcesdk_content\tf\mapsrc\boo.prt...Building visibility clusters...
done (0)
material "skybox/sky_hydro_01rt" not found.
Can't load skybox file skybox/sky_hydro_01 to build the default cubemap!
Can't load skybox file skybox/sky_hydro_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
material "overlays/logo_red_white" not found.
Building Physics collision data...
Any ideas on how to fix?
Last edited: