- Aug 6, 2014
- 1,056
- 535
Well not EVERYTHING, but it went pretty badly. What happened.
A: There is clearly a skybox placed down, but it doesn't work. The weird copy/paste texture of the whole world thing happens, and for some reason, a prop that I clearly deleted IS STILL THERE. WHAT THE HECK IS GOING ON???
:cursing:
Compile log:
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\graphs\ex_nightvision_a1.vmf"
Valve Software - vbsp.exe (Jul 30 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\graphs\ex_nightvision_a1.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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\graphs\ex_nightvision_a1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_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
Overlay touching too many faces (touching 71, max 64)
Overlay overlays/patch008 at 191.4 -864.7 0.0
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\graphs\ex_nightvision_a1"
Valve Software - vvis.exe (Jul 30 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\ex_nightvision_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\ex_nightvision_a1.prt
411 portalclusters
1120 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 (6)
Optimized: 255 visible clusters (0.41%)
Total clusters visible: 62960
Average clusters visible: 153
Building PAS...
Average clusters audible: 367
visdatasize:40480 compressed from 46032
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\ex_nightvision_a1.bsp
6 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\graphs\ex_nightvision_a1"
Valve Software - vrad.exe SSE (Jul 30 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\ex_nightvision_a1.bsp
Setting up ray-trace acceleration structure... Done (0.28 seconds)
1775 faces
727679 square feet [104785832.00 square inches]
3 Displacements
4833 Square Feet [696081.88 Square Inches]
1775 patches before subdivision
37351 patches after subdivision
81 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 3252236, max 442
transfer lists: 24.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(188731, 161233, 172567)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(38341, 26488, 30908)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(8561, 4593, 5771)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2000, 836, 1126)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(479, 156, 224)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(117, 30, 46)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(29, 6, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(7, 1, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0207 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 (12)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 205/8192 2460/98304 ( 2.5%)
brushsides 1270/65536 10160/524288 ( 1.9%)
planes 708/65536 14160/1310720 ( 1.1%)
vertexes 2527/65536 30324/786432 ( 3.9%)
nodes 1175/65536 37600/2097152 ( 1.8%)
texinfos 35/12288 2520/884736 ( 0.3%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 75/0 1500/0 ( 0.0%)
disp_tris 96/0 192/0 ( 0.0%)
disp_lmsamples 12360/0 12360/0 ( 0.0%)
faces 1775/65536 99400/3670016 ( 2.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 653/65536 36568/3670016 ( 1.0%)
leaves 1177/65536 37664/2097152 ( 1.8%)
leaffaces 1946/65536 3892/131072 ( 3.0%)
leafbrushes 669/65536 1338/131072 ( 1.0%)
areas 4/256 32/2048 ( 1.6%)
surfedges 10797/512000 43188/2048000 ( 2.1%)
edges 6048/256000 24192/1024000 ( 2.4%)
LDR worldlights 81/8192 7128/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 116/32768 1160/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1923/65536 3846/131072 ( 2.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 756312/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 40480/16777216 ( 0.2%)
entdata [variable] 16436/393216 ( 4.2%)
LDR ambient table 1177/65536 4708/262144 ( 1.8%)
HDR ambient table 1177/65536 4708/262144 ( 1.8%)
LDR leaf ambient 7091/65536 198548/1835008 (10.8%)
HDR leaf ambient 1177/65536 32956/1835008 ( 1.8%)
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] 1/12 ( 8.3%)
static props [variable] 1/2206 ( 0.0%)
pakfile [variable] 690/0 ( 0.0%)
physics [variable] 78190/4194304 ( 1.9%)
physics terrain [variable] 399/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 4640
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\ex_nightvision_a1.bsp
59 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\graphs\ex_nightvision_a1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\ex_nightvision_a1.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" +map "ex_nightvision_a1" -steam
A: There is clearly a skybox placed down, but it doesn't work. The weird copy/paste texture of the whole world thing happens, and for some reason, a prop that I clearly deleted IS STILL THERE. WHAT THE HECK IS GOING ON???
:cursing:
Compile log:
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\graphs\ex_nightvision_a1.vmf"
Valve Software - vbsp.exe (Jul 30 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\graphs\ex_nightvision_a1.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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\graphs\ex_nightvision_a1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_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
Overlay touching too many faces (touching 71, max 64)
Overlay overlays/patch008 at 191.4 -864.7 0.0
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\graphs\ex_nightvision_a1"
Valve Software - vvis.exe (Jul 30 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\ex_nightvision_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\ex_nightvision_a1.prt
411 portalclusters
1120 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 (6)
Optimized: 255 visible clusters (0.41%)
Total clusters visible: 62960
Average clusters visible: 153
Building PAS...
Average clusters audible: 367
visdatasize:40480 compressed from 46032
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\ex_nightvision_a1.bsp
6 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\graphs\ex_nightvision_a1"
Valve Software - vrad.exe SSE (Jul 30 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\ex_nightvision_a1.bsp
Setting up ray-trace acceleration structure... Done (0.28 seconds)
1775 faces
727679 square feet [104785832.00 square inches]
3 Displacements
4833 Square Feet [696081.88 Square Inches]
1775 patches before subdivision
37351 patches after subdivision
81 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 3252236, max 442
transfer lists: 24.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(188731, 161233, 172567)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(38341, 26488, 30908)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(8561, 4593, 5771)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2000, 836, 1126)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(479, 156, 224)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(117, 30, 46)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(29, 6, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(7, 1, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0207 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 (12)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 205/8192 2460/98304 ( 2.5%)
brushsides 1270/65536 10160/524288 ( 1.9%)
planes 708/65536 14160/1310720 ( 1.1%)
vertexes 2527/65536 30324/786432 ( 3.9%)
nodes 1175/65536 37600/2097152 ( 1.8%)
texinfos 35/12288 2520/884736 ( 0.3%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 75/0 1500/0 ( 0.0%)
disp_tris 96/0 192/0 ( 0.0%)
disp_lmsamples 12360/0 12360/0 ( 0.0%)
faces 1775/65536 99400/3670016 ( 2.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 653/65536 36568/3670016 ( 1.0%)
leaves 1177/65536 37664/2097152 ( 1.8%)
leaffaces 1946/65536 3892/131072 ( 3.0%)
leafbrushes 669/65536 1338/131072 ( 1.0%)
areas 4/256 32/2048 ( 1.6%)
surfedges 10797/512000 43188/2048000 ( 2.1%)
edges 6048/256000 24192/1024000 ( 2.4%)
LDR worldlights 81/8192 7128/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 116/32768 1160/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1923/65536 3846/131072 ( 2.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 756312/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 40480/16777216 ( 0.2%)
entdata [variable] 16436/393216 ( 4.2%)
LDR ambient table 1177/65536 4708/262144 ( 1.8%)
HDR ambient table 1177/65536 4708/262144 ( 1.8%)
LDR leaf ambient 7091/65536 198548/1835008 (10.8%)
HDR leaf ambient 1177/65536 32956/1835008 ( 1.8%)
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] 1/12 ( 8.3%)
static props [variable] 1/2206 ( 0.0%)
pakfile [variable] 690/0 ( 0.0%)
physics [variable] 78190/4194304 ( 1.9%)
physics terrain [variable] 399/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 4640
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\graphs\ex_nightvision_a1.bsp
59 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\graphs\ex_nightvision_a1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\ex_nightvision_a1.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" +map "ex_nightvision_a1" -steam
Last edited: