- Aug 3, 2013
- 17
- 0
I've tried everything and it is still not compling correctly.
After much lurking, I decided to make an account.
Here's the compile log:
Then here's a screenshot.
Thanks for the support
After much lurking, I decided to make an account.
Here's the compile log:
Code:
** Executing...
** Command: "D:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\SteamGAMES\SteamApps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.vmf"
Valve Software - vbsp.exe (Jul 24 2013)
4 threads
materialPath: D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\SteamGAMES\SteamApps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.vmf
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)\SteamGAMES\SteamApps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (4205 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 26 texinfos to 11
Reduced 7 texdatas to 7 (181 bytes to 181)
Writing C:\Program Files (x86)\SteamGAMES\SteamApps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.bsp
0 seconds elapsed
** Executing...
** Command: "D:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\SteamGAMES\SteamApps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1"
Valve Software - vvis.exe (Jul 24 2013)
4 threads
reading c:\program files (x86)\steamgames\steamapps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.bsp
reading c:\program files (x86)\steamgames\steamapps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.prt
16 portalclusters
26 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: 248
Average clusters visible: 15
Building PAS...
Average clusters audible: 16
visdatasize:196 compressed from 256
writing c:\program files (x86)\steamgames\steamapps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.bsp
0 seconds elapsed
** Executing...
** Command: "D:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\SteamGAMES\SteamApps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1"
Valve Software - vrad.exe SSE (Jul 24 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steamgames\steamapps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
72 faces
46441 square feet [6687551.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
72 patches before subdivision
5924 patches after subdivision
31 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 (0)
transfers 649083, max 284
transfer lists: 5.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(40783, 18154, 13874)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(8209, 1631, 885)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1693, 152, 62)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(351, 14, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(73, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(15, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3, 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<0.0020 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 12/8192 144/98304 ( 0.1%)
brushsides 74/65536 592/524288 ( 0.1%)
planes 60/65536 1200/1310720 ( 0.1%)
vertexes 111/65536 1332/786432 ( 0.2%)
nodes 53/65536 1696/2097152 ( 0.1%)
texinfos 11/12288 792/884736 ( 0.1%)
texdata 7/2048 224/65536 ( 0.3%)
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 72/65536 4032/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 16/65536 896/3670016 ( 0.0%)
leaves 55/65536 1760/2097152 ( 0.1%)
leaffaces 92/65536 184/131072 ( 0.1%)
leafbrushes 38/65536 76/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 400/512000 1600/2048000 ( 0.1%)
edges 221/256000 884/1024000 ( 0.1%)
LDR worldlights 31/8192 2728/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 203928/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 196/16777216 ( 0.0%)
entdata [variable] 7786/393216 ( 2.0%)
LDR ambient table 55/65536 220/262144 ( 0.1%)
HDR ambient table 55/65536 220/262144 ( 0.1%)
LDR leaf ambient 166/65536 4648/1835008 ( 0.3%)
HDR leaf ambient 55/65536 1540/1835008 ( 0.1%)
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] 105679/0 ( 0.0%)
physics [variable] 4205/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 192
Writing c:\program files (x86)\steamgames\steamapps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\SteamGAMES\SteamApps\foreverendeavor2015\sourcesdk\bin\orangebox\bin\dk_eureka_b1.bsp" "D:\SteamLibrary\SteamApps\common\Team Fortress 2\tf\maps\dk_eureka_b1.bsp"
Then here's a screenshot.
Thanks for the support