Hi,
I know there are a lot of threads about water and it's possible leaks etc...
Now, I checked all possible leaks using different methods (pointfile, compiler, compiler checker, manually, the valve developpers site, ...)
However, I didn't managed to find the error.
It would be great if you could just take a quick look at the compile log below or at my map file (zippyshare.com).
Many thanks in advance.
Zippyshare:
http://www64.zippyshare.com/v/49949204/file.html
Compile Log:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.vmf"
Valve Software - vbsp.exe (Oct 25 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.vmf
Patching WVT material: maps/seacottage009/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/seacottage009/nature/blendgroundtograss007_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 (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (846424 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 323 texinfos to 41
Reduced 15 texdatas to 11 (494 bytes to 272)
Writing C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009"
Valve Software - vvis.exe (Oct 25 2011)
8 threads
reading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp
reading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.prt
2748 portalclusters
6972 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.33 seconds)
352 faces
1776355 square feet [255795200.00 square inches]
40 Displacements
910922 Square Feet [131172824.00 Square Inches]
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0099 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 2/1024 96/49152 ( 0.2%)
brushes 106/8192 1272/98304 ( 1.3%)
brushsides 636/65536 5088/524288 ( 1.0%)
planes 346/65536 6920/1310720 ( 0.5%)
vertexes 484/65536 5808/786432 ( 0.7%)
nodes 3124/65536 99968/2097152 ( 4.8%)
texinfos 41/12288 2952/884736 ( 0.3%)
texdata 11/2048 352/65536 ( 0.5%)
dispinfos 40/0 7040/0 ( 0.0%)
disp_verts 4488/0 89760/0 ( 0.0%)
disp_tris 7424/0 14848/0 ( 0.0%)
disp_lmsamples 687928/0 687928/0 ( 0.0%)
faces 352/65536 19712/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 59/65536 3304/3670016 ( 0.1%)
leaves 3127/65536 100064/2097152 ( 4.8%)
leaffaces 2477/65536 4954/131072 ( 3.8%)
leafbrushes 6266/65536 12532/131072 ( 9.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1648/512000 6592/2048000 ( 0.3%)
edges 919/256000 3676/1024000 ( 0.4%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2620320/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 2349/393216 ( 0.6%)
LDR ambient table 3127/65536 12508/262144 ( 4.8%)
HDR ambient table 3127/65536 12508/262144 ( 4.8%)
LDR leaf ambient 26582/65536 744296/1835008 (40.6%)
HDR leaf ambient 3127/65536 87556/1835008 ( 4.8%)
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] 1/2813612 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/2224 ( 0.0%)
pakfile [variable] 1821/0 ( 0.0%)
physics [variable] 846424/4194304 (20.2%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 708
Writing c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp
22 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp" "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf\maps\SeaCottage009.bsp"
I know there are a lot of threads about water and it's possible leaks etc...
Now, I checked all possible leaks using different methods (pointfile, compiler, compiler checker, manually, the valve developpers site, ...)
However, I didn't managed to find the error.
It would be great if you could just take a quick look at the compile log below or at my map file (zippyshare.com).
Many thanks in advance.
Zippyshare:
http://www64.zippyshare.com/v/49949204/file.html
Compile Log:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.vmf"
Valve Software - vbsp.exe (Oct 25 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.vmf
Patching WVT material: maps/seacottage009/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/seacottage009/nature/blendgroundtograss007_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 (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (846424 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 323 texinfos to 41
Reduced 15 texdatas to 11 (494 bytes to 272)
Writing C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009"
Valve Software - vvis.exe (Oct 25 2011)
8 threads
reading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp
reading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.prt
2748 portalclusters
6972 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.33 seconds)
352 faces
1776355 square feet [255795200.00 square inches]
40 Displacements
910922 Square Feet [131172824.00 Square Inches]
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0099 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 2/1024 96/49152 ( 0.2%)
brushes 106/8192 1272/98304 ( 1.3%)
brushsides 636/65536 5088/524288 ( 1.0%)
planes 346/65536 6920/1310720 ( 0.5%)
vertexes 484/65536 5808/786432 ( 0.7%)
nodes 3124/65536 99968/2097152 ( 4.8%)
texinfos 41/12288 2952/884736 ( 0.3%)
texdata 11/2048 352/65536 ( 0.5%)
dispinfos 40/0 7040/0 ( 0.0%)
disp_verts 4488/0 89760/0 ( 0.0%)
disp_tris 7424/0 14848/0 ( 0.0%)
disp_lmsamples 687928/0 687928/0 ( 0.0%)
faces 352/65536 19712/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 59/65536 3304/3670016 ( 0.1%)
leaves 3127/65536 100064/2097152 ( 4.8%)
leaffaces 2477/65536 4954/131072 ( 3.8%)
leafbrushes 6266/65536 12532/131072 ( 9.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1648/512000 6592/2048000 ( 0.3%)
edges 919/256000 3676/1024000 ( 0.4%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2620320/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 2349/393216 ( 0.6%)
LDR ambient table 3127/65536 12508/262144 ( 4.8%)
HDR ambient table 3127/65536 12508/262144 ( 4.8%)
LDR leaf ambient 26582/65536 744296/1835008 (40.6%)
HDR leaf ambient 3127/65536 87556/1835008 ( 4.8%)
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] 1/2813612 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/2224 ( 0.0%)
pakfile [variable] 1821/0 ( 0.0%)
physics [variable] 846424/4194304 (20.2%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 708
Writing c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp
22 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\SeaCottage009.bsp" "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf\maps\SeaCottage009.bsp"