- Jun 19, 2015
- 5
- 0
When I try to compile the map it does it all and then it just get's stuck on this part. The compiler window and the hammer are still responding(A.K.A. not Processing is not responding).
(My map is on my desktop/.vmf)It just get's stuck and does nothing when it need's to copy the .bsp from my desktop to the /tf/maps folder. That is it basically, I tried restarting Hammer, and I deleted the whole map from /tf/maps folder, did not help at all.
Is the solution to just maually copy it from my desktop to the /tf/maps? That may cause a problem, IDK. Also I have no clue why is the actual compiler not working.
Here is the log(Text from the compiler):
(My map is on my desktop/.vmf)It just get's stuck and does nothing when it need's to copy the .bsp from my desktop to the /tf/maps folder. That is it basically, I tried restarting Hammer, and I deleted the whole map from /tf/maps folder, did not help at all.
Is the solution to just maually copy it from my desktop to the /tf/maps? That may cause a problem, IDK. Also I have no clue why is the actual compiler not working.
Here is the log(Text from the compiler):
** 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:\Users\Frosty Fine\Desktop\koth_processingstation.vmf"
Valve Software - vbsp.exe (Jun 16 2015)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Frosty Fine\Desktop\koth_processingstation.vmf
Brush 11569: FloatPlane: bad normal
Side 5
Texture: KOTH_VIADUCT_EVENT/VIADUCT_COBBLESTONE001
** 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:\Users\Frosty Fine\Desktop\koth_processingstation"
Valve Software - vvis.exe (May 29 2015)
2 threads
reading c:\users\frosty fine\desktop\koth_processingstation.bsp
reading c:\users\frosty fine\desktop\koth_processingstation.prt
LoadPortals: couldn't read c:\users\frosty fine\desktop\koth_processingstation.prt
** 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:\Users\Frosty Fine\Desktop\koth_processingstation"
Valve Software - vrad.exe SSE (May 29 2015)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[37 texlights parsed from 'lights.rad']
Loading c:\users\frosty fine\desktop\koth_processingstation.bsp
Setting up ray-trace acceleration structure... Done (1.14 seconds)
1240 faces
5592754 square feet [805356672.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1240 patches before subdivision
35564 patches after subdivision
40 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8)
transfers 1197052, max 280
transfer lists: 9.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(10378, 6882, 5508)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(560, 231, 151)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(31, 8, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0100 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 (13)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 85/8192 1020/98304 ( 1.0%)
brushsides 510/65536 4080/524288 ( 0.8%)
planes 448/65536 8960/1310720 ( 0.7%)
vertexes 1757/65536 21084/786432 ( 2.7%)
nodes 1019/65536 32608/2097152 ( 1.6%)
texinfos 143/12288 10296/884736 ( 1.2%)
texdata 7/2048 224/65536 ( 0.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1240/65536 69440/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 345/65536 19320/3670016 ( 0.5%)
leaves 1024/65536 32768/2097152 ( 1.6%)
leaffaces 1400/65536 2800/131072 ( 2.1%)
leafbrushes 689/65536 1378/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7056/512000 28224/2048000 ( 1.4%)
edges 3851/256000 15404/1024000 ( 1.5%)
LDR worldlights 40/8192 3520/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 109/32768 1090/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1593/65536 3186/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 713844/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 39853/16777216 ( 0.2%)
entdata [variable] 22447/393216 ( 5.7%)
LDR ambient table 1024/65536 4096/262144 ( 1.6%)
HDR ambient table 1024/65536 4096/262144 ( 1.6%)
LDR leaf ambient 1479/65536 41412/1835008 ( 2.3%)
HDR leaf ambient 1024/65536 28672/1835008 ( 1.6%)
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] 1/6740 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 32586/4194304 ( 0.8%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3196
Writing c:\users\frosty fine\desktop\koth_processingstation.bsp
28 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Frosty Fine\Desktop\koth_processingstation.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_processingstation.bsp"