Everything went wrong

HQDefault

...what
aa
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
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
You added something that isn't there and removed something that still is. This tells me you are running an old BSP. Meaning your compile failed to create a BSP. Meaning there is a fatal error preventing the compile. Look at your compile log.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
The first portion, VBSP, ends with Overlay touching too many faces (touching 71, max 64). VBSP then stops because that's a fatal error. Most commonly caused by putting on overlay on the ground (which is really big and gets divided up into lots of faces, all of which the overlay must be associated with). Cut up the offending piece of ground into pieces (at least two).

(also, Interlopers compile checker, which gets mentioned in every compile issue thread)
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
The first portion, VBSP, ends with Overlay touching too many faces (touching 71, max 64). VBSP then stops because that's a fatal error. Most commonly caused by putting on overlay on the ground (which is really big and gets divided up into lots of faces, all of which the overlay must be associated with). Cut up the offending piece of ground into pieces (at least two).

(also, Interlopers compile checker, which gets mentioned in every compile issue thread)

Ok, I got rid of all the overlays touching a face with displacement, and it still doesn't work. Because as far as I can see, overlays are only touching 4 faces now. And it still doesn't work.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
It isn't counting the faces you see in Hammer. One single face in Hammer can get chopped up into many engine faces. The larger the area, the more faces that will result. That's why overlays on large surfaces throw that error, and why chopping the area helps. If your current face gets cut into 71 engine faces, and you chop it into two pieces so that the one the overlay is left on will now only need to be cut into 30 faces, the error will be fixed.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
It isn't counting the faces you see in Hammer. One single face in Hammer can get chopped up into many engine faces. The larger the area, the more faces that will result. That's why overlays on large surfaces throw that error, and why chopping the area helps. If your current face gets cut into 71 engine faces, and you chop it into two pieces so that the one the overlay is left on will now only need to be cut into 30 faces, the error will be fixed.

HOLY COW :woot: That was surprisingly effective