- Dec 25, 2013
- 1
- 0
I just started getting this problem today and my lighting used to work fine before, so im not sure whats causing it other than the zero child area patch, but I have no idea how to fix that.
Heres a compile log
The lighting is all i need for the map to be ready for play.
Heres a compile log
Code:
** Executing...
** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Me\Desktop\vmf\test.vmf"
Valve Software - vbsp.exe (Dec 18 2013)
4 threads
materialPath: D:\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Me\Desktop\vmf\test.vmf
Patching WVT material: maps/test/cp_mountainlab/nature/blendrocktograss002_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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Me\Desktop\vmf\test.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 (18) (580937 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1145 texinfos to 513
Reduced 25 texdatas to 22 (564 bytes to 462)
Writing C:\Users\Me\Desktop\vmf\test.bsp
19 seconds elapsed
** Executing...
** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Me\Desktop\vmf\test"
Valve Software - vvis.exe (Dec 18 2013)
4 threads
reading c:\users\Me\desktop\vmf\test.bsp
reading c:\users\Me\desktop\vmf\test.prt
587 portalclusters
1192 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 (1)
Optimized: 66 visible clusters (0.13%)
Total clusters visible: 51525
Average clusters visible: 87
Building PAS...
Average clusters audible: 140
visdatasize:34353 compressed from 93920
writing c:\users\Me\desktop\vmf\test.bsp
1 second elapsed
** Executing...
** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Me\Desktop\vmf\test"
Valve Software - vrad.exe SSE (Dec 18 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\Me\desktop\vmf\test.bsp
Setting up ray-trace acceleration structure... Done (0.61 seconds)
15099 faces
79109280 square feet [11391735808.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
15099 patches before subdivision
zero area child patch
zero area child patch
427857 patches after subdivision
sun extent from map=0.008727
sun extent from map=0.008727
66 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (70)
BuildVisLeafs: 0...1...2...3...4...5...6...
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Me\Desktop\vmf\test.bsp" "D:\Steam\SteamApps\common\Team Fortress 2\tf\maps\test.bsp"
The lighting is all i need for the map to be ready for play.