- Aug 30, 2009
- 89
- 1
I'm using pakrat to pack everything; my skybox (sky_halloween) gets packed also, but only the .vmt's. I test the map and everything is fine but the sky streaks. I then pack the .vtf's, retest the map and the sky still streaks. I delete the .vmt's and .vtf's, test and all my models are invisible or giant error signs, but the skybox works fine.
Here is my maps compile log, prior to being packed
Here is my maps compile log, prior to being packed
Code:
** 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_winterdream.vmf"
Valve Software - vbsp.exe (Dec 7 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_winterdream.vmf
"materials/mytextures/custom_blackfukufsfkjsd.vtf": cached version doesn't exist
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_winterdream/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/idle_cy4g_winterdream/pl_barnblitz/blendsnowtodirt001_wvt_patch
Patching WVT material: maps/idle_cy4g_winterdream/nature/blendgroundtograss001b_wvt_patch
Patching WVT material: maps/idle_cy4g_winterdream/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)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...error: material NATURE/SNOWWALL002A doesn't have a $bottommaterial
error: material NATURE/SNOWWALL002A doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1222 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (1)
writing C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_winterdream.prt...Building visibility clusters...
done (1)
*** 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.
Warning: overflowed 20 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1276249 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 6470 texinfos to 4323
Reduced 179 texdatas to 148 (6773 bytes to 5248)
Writing C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_winterdream.bsp
7 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_winterdream"
Valve Software - vvis.exe (Dec 7 2014)
fastvis = true
8 threads
reading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_winterdream.bsp
reading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_winterdream.prt
5743 portalclusters
21029 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (7)
Optimized: 2248027 visible clusters (14.68%)
Total clusters visible: 15311557
Average clusters visible: 2666
Building PAS...
Average clusters audible: 5520
visdatasize:6590755 compressed from 8269920
writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_winterdream.bsp
10 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_winterdream"
Valve Software - vrad.exe SSE (Dec 7 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[37 texlights parsed from 'lights.rad']
Loading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_winterdream.bsp
Setting up ray-trace acceleration structure... Done (6.09 seconds)
22693 faces
28 degenerate faces
5946223 square feet [856256128.00 square inches]
814 Displacements
2731135 Square Feet [393283424.00 Square Inches]
22665 patches before subdivision
255807 patches after subdivision
sun extent from map=0.173648
144 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (45)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (66)
transfers 38649457, max 2278
transfer lists: 294.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(957186, 910469, 887745)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(483723, 424966, 356318)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(295532, 232775, 167303)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(189413, 132646, 82507)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(125341, 77850, 42491)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(84103, 46275, 22484)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(57088, 27820, 12225)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(38995, 16831, 6787)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(26777, 10240, 3847)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(18449, 6253, 2217)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(12747, 3831, 1298)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(8825, 2353, 770)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(6119, 1448, 462)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(4249, 893, 280)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(2953, 551, 171)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(2055, 341, 105)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1431, 211, 65)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(997, 131, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(695, 81, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(485, 50, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(338, 31, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(236, 19, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(165, 12, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(115, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(81, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(56, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(39, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #28 added RGB(28, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(19, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(14, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1214 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (15)
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 72/1024 3456/49152 ( 7.0%)
brushes 3164/8192 37968/98304 (38.6%)
brushsides 32850/65536 262800/524288 (50.1%)
planes 39604/65536 792080/1310720 (60.4%)
vertexes 36230/65536 434760/786432 (55.3%)
nodes 10443/65536 334176/2097152 (15.9%)
texinfos 4323/12288 311256/884736 (35.2%)
texdata 148/2048 4736/65536 ( 7.2%)
dispinfos 814/0 143264/0 ( 0.0%)
disp_verts 37542/0 750840/0 ( 0.0%)
disp_tris 55520/0 111040/0 ( 0.0%)
disp_lmsamples 4054460/0 4054460/0 ( 0.0%)
faces 22693/65536 1270808/3670016 (34.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14762/65536 826672/3670016 (22.5%)
leaves 10516/65536 336512/2097152 (16.0%)
leaffaces 26936/65536 53872/131072 (41.1%)
leafbrushes 7987/65536 15974/131072 (12.2%)
areas 6/256 48/2048 ( 2.3%)
surfedges 170863/512000 683452/2048000 (33.4%)
edges 96964/256000 387856/1024000 (37.9%)
LDR worldlights 144/8192 12672/720896 ( 1.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 6/32768 72/393216 ( 0.0%)
waterstrips 2896/32768 28960/327680 ( 8.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 48471/65536 96942/131072 (74.0%)
cubemapsamples 13/1024 208/16384 ( 1.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 8693652/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6590755/16777216 (39.3%)
entdata [variable] 389927/393216 (99.2%) VERY FULL!
LDR ambient table 10516/65536 42064/262144 (16.0%)
HDR ambient table 10516/65536 42064/262144 (16.0%)
LDR leaf ambient 42188/65536 1181264/1835008 (64.4%)
HDR leaf ambient 10516/65536 294448/1835008 (16.0%)
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] 1/65622 ( 0.0%)
pakfile [variable] 18958/0 ( 0.0%)
physics [variable] 1276249/4194304 (30.4%)
physics terrain [variable] 156684/1048576 (14.9%)
Level flags = 0
Total triangle count: 66096
Writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_winterdream.bsp
2 minutes, 28 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_winterdream.bsp" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\idle_cy4g_winterdream.bsp"
Last edited: