- Aug 30, 2009
- 89
- 1
I've been editing one of my older christmas maps to have a merge of an older christmas map for my servers holiday related map this season... It's giving me a ton of trouble. I fixed a small leak I had with area portals and that didn't fix anything. I tried hiding one displacement at a time, still nothing. Tried hiding pieces with lots of blocks and etcetc..when I test the map in game it jut refuses to show my displacements. I have 3 big detailed mountains that I consider to be the issue, but even when I hide just those and leave other displacements..it doesn't work. I just can not see ANY of the /OUTSIDE/ displacements. The ones inside work fine...can someone help? I've been at this for two days now trying to figure it out but nada. Interlopers isn't helping either, it's just same issues I always get in maps.
Here's my compile log:
** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.vmf"
Valve Software - vbsp.exe (Nov 20 2014)
8 threads
materialPath: F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.vmf
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN4, using default
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_CARPET2, using default
"materials/mytextures/custom_blackfukufsfkjsd.vtf": cached version doesn't exist
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_TABLECLOTH, using default
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN3, using default
material "nature/ice001" not found.
Material not found!: NATURE/ICE001
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN2, using default
Patching WVT material: maps/idle_cy4g_wintercastle_b9/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/idle_cy4g_wintercastle_b9/pl_barnblitz/blendsnowtodirt001_wvt_patch
Patching WVT material: maps/idle_cy4g_wintercastle_b9/maritime/nature/maritime_grass002_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (72.9 8396.2 179.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 366638:
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 982 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1292019 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 5654 texinfos to 4096
Reduced 150 texdatas to 129 (4377 bytes to 3504)
Writing C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.bsp
5 seconds elapsed
** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9"
Valve Software - vvis.exe (Nov 20 2014)
fastvis = true
8 threads
reading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
reading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.prt
6375 portalclusters
23194 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (8)
Optimized: 2017195 visible clusters (11.61%)
Total clusters visible: 17370734
Average clusters visible: 2724
Building PAS...
Average clusters audible: 6229
visdatasize:7906478 compressed from 10200000
writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
11 seconds elapsed
** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9"
Valve Software - vrad.exe SSE (Nov 20 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
Setting up ray-trace acceleration structure... Done (1.58 seconds)
24488 faces
31 degenerate faces
5760328 square feet [829487232.00 square inches]
410 Displacements
85920 Square Feet [12372586.00 Square Inches]
24457 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
217991 patches after subdivision
sun extent from map=0.173648
144 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (52)
transfers 56183525, max 2667
transfer lists: 428.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1169461, 1133795, 1137279)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(589174, 517925, 436218)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(366512, 285506, 201014)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(239901, 165117, 98198)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(162975, 99087, 50431)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(112071, 60270, 26666)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(78143, 37185, 14540)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(54746, 23079, 8114)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(38617, 14425, 4636)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(27300, 9045, 2703)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(19378, 5696, 1606)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(13768, 3594, 970)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(9811, 2274, 595)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(6994, 1441, 370)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(4997, 915, 232)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(3570, 582, 147)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(2556, 371, 94)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1830, 237, 60)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1312, 151, 39)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #20 added RGB(941, 97, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(676, 62, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(485, 40, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(349, 26, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(251, 16, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(181, 11, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(130, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(94, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(68, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(49, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(35, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #31 added RGB(25, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(18, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(13, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #39 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #40 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #41 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #42 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0722 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
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 63/1024 3024/49152 ( 6.2%)
brushes 3251/8192 39012/98304 (39.7%)
brushsides 32116/65536 256928/524288 (49.0%)
planes 36934/65536 738680/1310720 (56.4%)
vertexes 39503/65536 474036/786432 (60.3%)
nodes 11707/65536 374624/2097152 (17.9%)
texinfos 4096/12288 294912/884736 (33.3%)
texdata 129/2048 4128/65536 ( 6.3%)
dispinfos 410/0 72160/0 ( 0.0%)
disp_verts 13610/0 272200/0 ( 0.0%)
disp_tris 18880/0 37760/0 ( 0.0%)
disp_lmsamples 190924/0 190924/0 ( 0.0%)
faces 24488/65536 1371328/3670016 (37.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14542/65536 814352/3670016 (22.2%)
leaves 11771/65536 376672/2097152 (18.0%)
leaffaces 28844/65536 57688/131072 (44.0%)
leafbrushes 8466/65536 16932/131072 (12.9%)
areas 6/256 48/2048 ( 2.3%)
surfedges 180261/512000 721044/2048000 (35.2%)
edges 101930/256000 407720/1024000 (39.8%)
LDR worldlights 144/8192 12672/720896 ( 1.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 3257/32768 32570/327680 ( 9.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 55164/65536 110328/131072 (84.2%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6625492/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 7906478/16777216 (47.1%)
entdata [variable] 308176/393216 (78.4%)
LDR ambient table 11771/65536 47084/262144 (18.0%)
HDR ambient table 11771/65536 47084/262144 (18.0%)
LDR leaf ambient 48073/65536 1346044/1835008 (73.4%)
HDR leaf ambient 11771/65536 329588/1835008 (18.0%)
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] 4130/0 ( 0.0%)
physics [variable] 1292019/4194304 (30.8%)
physics terrain [variable] 63340/1048576 ( 6.0%)
Level flags = 0
Total triangle count: 72827
Writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
1 minute, 50 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.bsp" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\idle_cy4g_wintercastle_b9.bsp"
here's the map if anyone wants to try it for themselves. Note, it takes a long time to open it because I have models that are ERRORS and need to fix them so they arent errors in the map anymore (even with props off displacements don't work) Also, the map isn't done/cleaned up fully. IT WOULD be if displacements would be working!
https://www.sendspace.com/file/6ccb6b
all I want for christmas is my map to work
Here's my compile log:
** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.vmf"
Valve Software - vbsp.exe (Nov 20 2014)
8 threads
materialPath: F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.vmf
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN4, using default
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_CARPET2, using default
"materials/mytextures/custom_blackfukufsfkjsd.vtf": cached version doesn't exist
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_TABLECLOTH, using default
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN3, using default
material "nature/ice001" not found.
Material not found!: NATURE/ICE001
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN2, using default
Patching WVT material: maps/idle_cy4g_wintercastle_b9/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/idle_cy4g_wintercastle_b9/pl_barnblitz/blendsnowtodirt001_wvt_patch
Patching WVT material: maps/idle_cy4g_wintercastle_b9/maritime/nature/maritime_grass002_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (72.9 8396.2 179.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 366638:
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 982 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1292019 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 5654 texinfos to 4096
Reduced 150 texdatas to 129 (4377 bytes to 3504)
Writing C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.bsp
5 seconds elapsed
** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9"
Valve Software - vvis.exe (Nov 20 2014)
fastvis = true
8 threads
reading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
reading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.prt
6375 portalclusters
23194 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (8)
Optimized: 2017195 visible clusters (11.61%)
Total clusters visible: 17370734
Average clusters visible: 2724
Building PAS...
Average clusters audible: 6229
visdatasize:7906478 compressed from 10200000
writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
11 seconds elapsed
** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9"
Valve Software - vrad.exe SSE (Nov 20 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
Setting up ray-trace acceleration structure... Done (1.58 seconds)
24488 faces
31 degenerate faces
5760328 square feet [829487232.00 square inches]
410 Displacements
85920 Square Feet [12372586.00 Square Inches]
24457 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
217991 patches after subdivision
sun extent from map=0.173648
144 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (52)
transfers 56183525, max 2667
transfer lists: 428.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1169461, 1133795, 1137279)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(589174, 517925, 436218)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(366512, 285506, 201014)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(239901, 165117, 98198)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(162975, 99087, 50431)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(112071, 60270, 26666)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(78143, 37185, 14540)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(54746, 23079, 8114)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(38617, 14425, 4636)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(27300, 9045, 2703)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(19378, 5696, 1606)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(13768, 3594, 970)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(9811, 2274, 595)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(6994, 1441, 370)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(4997, 915, 232)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(3570, 582, 147)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(2556, 371, 94)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1830, 237, 60)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1312, 151, 39)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #20 added RGB(941, 97, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(676, 62, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(485, 40, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(349, 26, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(251, 16, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(181, 11, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(130, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(94, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(68, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(49, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(35, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #31 added RGB(25, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(18, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(13, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #39 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #40 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #41 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #42 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0722 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
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 63/1024 3024/49152 ( 6.2%)
brushes 3251/8192 39012/98304 (39.7%)
brushsides 32116/65536 256928/524288 (49.0%)
planes 36934/65536 738680/1310720 (56.4%)
vertexes 39503/65536 474036/786432 (60.3%)
nodes 11707/65536 374624/2097152 (17.9%)
texinfos 4096/12288 294912/884736 (33.3%)
texdata 129/2048 4128/65536 ( 6.3%)
dispinfos 410/0 72160/0 ( 0.0%)
disp_verts 13610/0 272200/0 ( 0.0%)
disp_tris 18880/0 37760/0 ( 0.0%)
disp_lmsamples 190924/0 190924/0 ( 0.0%)
faces 24488/65536 1371328/3670016 (37.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14542/65536 814352/3670016 (22.2%)
leaves 11771/65536 376672/2097152 (18.0%)
leaffaces 28844/65536 57688/131072 (44.0%)
leafbrushes 8466/65536 16932/131072 (12.9%)
areas 6/256 48/2048 ( 2.3%)
surfedges 180261/512000 721044/2048000 (35.2%)
edges 101930/256000 407720/1024000 (39.8%)
LDR worldlights 144/8192 12672/720896 ( 1.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 3257/32768 32570/327680 ( 9.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 55164/65536 110328/131072 (84.2%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6625492/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 7906478/16777216 (47.1%)
entdata [variable] 308176/393216 (78.4%)
LDR ambient table 11771/65536 47084/262144 (18.0%)
HDR ambient table 11771/65536 47084/262144 (18.0%)
LDR leaf ambient 48073/65536 1346044/1835008 (73.4%)
HDR leaf ambient 11771/65536 329588/1835008 (18.0%)
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] 4130/0 ( 0.0%)
physics [variable] 1292019/4194304 (30.8%)
physics terrain [variable] 63340/1048576 ( 6.0%)
Level flags = 0
Total triangle count: 72827
Writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
1 minute, 50 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.bsp" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\idle_cy4g_wintercastle_b9.bsp"
here's the map if anyone wants to try it for themselves. Note, it takes a long time to open it because I have models that are ERRORS and need to fix them so they arent errors in the map anymore (even with props off displacements don't work) Also, the map isn't done/cleaned up fully. IT WOULD be if displacements would be working!
https://www.sendspace.com/file/6ccb6b
all I want for christmas is my map to work