- Jul 12, 2014
- 37
- 18
NoDraw on Surface/vbsp crash/func_detail
The console says that i have NoDraw on a Surface, but i replace every nodraw with a texture and even checked with Visgroups ._.
Its probably because of the mass of displacements i have, so what can i do to fix it? (i made to func_detail and it didnt crashed or showed the noDraw error, but that doesnt work because they cant be func_detail)
- Dragonisser
The console says that i have NoDraw on a Surface, but i replace every nodraw with a texture and even checked with Visgroups ._.
Code:
** Executing...
** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1.vmf"
Valve Software - vbsp.exe (Jul 7 2014)
8 threads
materialPath: D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1.vmf
Patching WVT material: maps/pl_canyon_b1/koth_viaduct_event/blendrockgroundwallforest_viaduct_event002_wvt_patch
Patching WVT material: maps/pl_canyon_b1/nature/blendgroundtograss005_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...
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done (0)
writing D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_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...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 1066 displacement corner-neighbor lists.Warning: invalid neighbor connection on displacement near (1536.00 -2188.05 1600.00)
Warning: invalid neighbor connection on displacement near (1536.00 -2099.30 1280.00)
Warning: invalid neighbor connection on displacement near (1875.96 -1664.00 1600.00)
Warning: invalid neighbor connection on displacement near (1875.96 -1664.00 1600.00)
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 (1) (8571032 bytes)
Placing detail props : 0...1...2...3...4...5...6...7..
** Executing...
** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1"
Valve Software - vvis.exe (Jul 7 2014)
8 threads
reading d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.bsp
reading d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.prt
374 portalclusters
957 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 (7)
Optimized: 846 visible clusters (0.96%)
Total clusters visible: 88536
Average clusters visible: 236
Building PAS...
Average clusters audible: 362
visdatasize:37234 compressed from 35904
writing d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.bsp
7 seconds elapsed
** Executing...
** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1"
Valve Software - vrad.exe SSE (Jul 7 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.bsp
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (0.19 seconds)
2046 faces
2693743 square feet [387899008.00 square inches]
2 Displacements
163881 Square Feet [23598944.00 Square Inches]
2046 patches before subdivision
116384 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 4963052, max 444
transfer lists: 37.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0571 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 (9)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 131/8192 1572/98304 ( 1.6%)
brushsides 838/65536 6704/524288 ( 1.3%)
planes 564/65536 11280/1310720 ( 0.9%)
vertexes 2620/65536 31440/786432 ( 4.0%)
nodes 1113/65536 35616/2097152 ( 1.7%)
texinfos 193/12288 13896/884736 ( 1.6%)
texdata 25/2048 800/65536 ( 1.2%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 578/0 11560/0 ( 0.0%)
disp_tris 1024/0 2048/0 ( 0.0%)
disp_lmsamples 36222/0 36222/0 ( 0.0%)
faces 2046/65536 114576/3670016 ( 3.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 426/65536 23856/3670016 ( 0.7%)
leaves 1126/65536 36032/2097152 ( 1.7%)
leaffaces 2273/65536 4546/131072 ( 3.5%)
leafbrushes 488/65536 976/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10770/512000 43080/2048000 ( 2.1%)
edges 5728/256000 22912/1024000 ( 2.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 74/32768 740/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1122/65536 2244/131072 ( 1.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 9047312/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 37234/16777216 ( 0.2%)
entdata [variable] 30491/393216 ( 7.8%)
LDR ambient table 1126/65536 4504/262144 ( 1.7%)
HDR ambient table 1126/65536 4504/262144 ( 1.7%)
LDR leaf ambient 688/65536 19264/1835008 ( 1.0%)
HDR leaf ambient 1126/65536 31528/1835008 ( 1.7%)
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] 1/3210 ( 0.0%)
pakfile [variable] 212591/0 ( 0.0%)
physics [variable] 163152/4194304 ( 3.9%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 4995
Writing d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.bsp
22 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1.bsp" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1.bsp"
Its probably because of the mass of displacements i have, so what can i do to fix it? (i made to func_detail and it didnt crashed or showed the noDraw error, but that doesnt work because they cant be func_detail)
- Dragonisser
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