- Feb 11, 2016
- 40
- 2
I was just making a map, when the map just stopped compiling! It only uses the map from the last time i compiled it! As far as i know, there's no leaks, and if there are, i made them before my last compile! I'm also pretty annoyed, because this is the second time this happens to my map.
Here's my compile log:
** Executing...
** Command: "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf" "D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway.vmf"
Valve Software - vbsp.exe (Jan 19 2016)
8 threads
materialPath: D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf\materials
Loading D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway.vmf
Brush 6998, Side 2: duplicate plane
Brush 6998: FloatPlane: bad normal
Side 4
Texture: CUSTOMDEV/DEV_MEASUREWALL01RED
** Executing...
** Command: "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf" -fast "D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway"
Valve Software - vvis.exe (Jan 19 2016)
fastvis = true
8 threads
reading d:\andreas\tf2 maps\hammer file\bd_Spacehighway.bsp
reading d:\andreas\tf2 maps\hammer file\bd_Spacehighway.prt
LoadPortals: couldn't read d:\andreas\tf2 maps\hammer file\bd_Spacehighway.prt
** Executing...
** Command: "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf" -noextra "D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway"
Valve Software - vrad.exe SSE (Jan 19 2016)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\andreas\tf2 maps\hammer file\bd_Spacehighway.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.39 seconds)
1214 faces
698234 square feet [100545760.00 square inches]
24 Displacements
70565 Square Feet [10161460.00 Square Inches]
sun extent from map=0.000000
11 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0094 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (4)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 16/1024 768/49152 ( 1.6%)
brushes 151/8192 1812/98304 ( 1.8%)
brushsides 1025/65536 8200/524288 ( 1.6%)
planes 710/65536 14200/1310720 ( 1.1%)
vertexes 1874/65536 22488/786432 ( 2.9%)
nodes 782/65536 25024/2097152 ( 1.2%)
texinfos 61/12288 4392/884736 ( 0.5%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 24/0 4224/0 ( 0.0%)
disp_verts 6936/0 138720/0 ( 0.0%)
disp_tris 12288/0 24576/0 ( 0.0%)
disp_lmsamples 199460/0 199460/0 ( 0.0%)
faces 1214/65536 67984/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 547/65536 30632/3670016 ( 0.8%)
leaves 799/65536 25568/2097152 ( 1.2%)
leaffaces 1384/65536 2768/131072 ( 2.1%)
leafbrushes 346/65536 692/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7802/512000 31208/2048000 ( 1.5%)
edges 4332/256000 17328/1024000 ( 1.7%)
LDR worldlights 11/8192 968/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 99/32768 990/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1482/65536 2964/131072 ( 2.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1447884/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 19380/393216 ( 4.9%)
LDR ambient table 799/65536 3196/262144 ( 1.2%)
HDR ambient table 799/65536 3196/262144 ( 1.2%)
LDR leaf ambient 4894/65536 137032/1835008 ( 7.5%)
HDR leaf ambient 799/65536 22372/1835008 ( 1.2%)
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] 1/1376 ( 0.1%)
pakfile [variable] 1413/0 ( 0.0%)
physics [variable] 1435023/4194304 (34.2%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3203
Writing d:\andreas\tf2 maps\hammer file\bd_Spacehighway.bsp
6 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway.bsp" "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\tf\maps\bd_Spacehighway.bsp"
** Executing...
** Command: "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf" +map "bd_Spacehighway" -steam
Here's my compile log:
** Executing...
** Command: "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf" "D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway.vmf"
Valve Software - vbsp.exe (Jan 19 2016)
8 threads
materialPath: D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf\materials
Loading D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway.vmf
Brush 6998, Side 2: duplicate plane
Brush 6998: FloatPlane: bad normal
Side 4
Texture: CUSTOMDEV/DEV_MEASUREWALL01RED
** Executing...
** Command: "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf" -fast "D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway"
Valve Software - vvis.exe (Jan 19 2016)
fastvis = true
8 threads
reading d:\andreas\tf2 maps\hammer file\bd_Spacehighway.bsp
reading d:\andreas\tf2 maps\hammer file\bd_Spacehighway.prt
LoadPortals: couldn't read d:\andreas\tf2 maps\hammer file\bd_Spacehighway.prt
** Executing...
** Command: "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf" -noextra "D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway"
Valve Software - vrad.exe SSE (Jan 19 2016)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\andreas\tf2 maps\hammer file\bd_Spacehighway.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.39 seconds)
1214 faces
698234 square feet [100545760.00 square inches]
24 Displacements
70565 Square Feet [10161460.00 Square Inches]
sun extent from map=0.000000
11 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0094 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (4)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 16/1024 768/49152 ( 1.6%)
brushes 151/8192 1812/98304 ( 1.8%)
brushsides 1025/65536 8200/524288 ( 1.6%)
planes 710/65536 14200/1310720 ( 1.1%)
vertexes 1874/65536 22488/786432 ( 2.9%)
nodes 782/65536 25024/2097152 ( 1.2%)
texinfos 61/12288 4392/884736 ( 0.5%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 24/0 4224/0 ( 0.0%)
disp_verts 6936/0 138720/0 ( 0.0%)
disp_tris 12288/0 24576/0 ( 0.0%)
disp_lmsamples 199460/0 199460/0 ( 0.0%)
faces 1214/65536 67984/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 547/65536 30632/3670016 ( 0.8%)
leaves 799/65536 25568/2097152 ( 1.2%)
leaffaces 1384/65536 2768/131072 ( 2.1%)
leafbrushes 346/65536 692/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7802/512000 31208/2048000 ( 1.5%)
edges 4332/256000 17328/1024000 ( 1.7%)
LDR worldlights 11/8192 968/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 99/32768 990/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1482/65536 2964/131072 ( 2.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1447884/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 19380/393216 ( 4.9%)
LDR ambient table 799/65536 3196/262144 ( 1.2%)
HDR ambient table 799/65536 3196/262144 ( 1.2%)
LDR leaf ambient 4894/65536 137032/1835008 ( 7.5%)
HDR leaf ambient 799/65536 22372/1835008 ( 1.2%)
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] 1/1376 ( 0.1%)
pakfile [variable] 1413/0 ( 0.0%)
physics [variable] 1435023/4194304 (34.2%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3203
Writing d:\andreas\tf2 maps\hammer file\bd_Spacehighway.bsp
6 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Andreas\Tf2 maps\Hammer File\bd_Spacehighway.bsp" "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\tf\maps\bd_Spacehighway.bsp"
** Executing...
** Command: "D:\Andreas\SteamLibrary2\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Andreas\SteamLibrary2\steamapps\common\Team fortress 2\tf" +map "bd_Spacehighway" -steam