- Nov 7, 2016
- 30
- 0
Hello, so I came across this issue today. I changed some things around in my map, but when I run it, it does not apply the changes, it just runs an earlier version of the map.
Here's the compile log:
There appears to be a strange error, but when I use Go to Brush ID with the ID 212, it says "That Brush ID does not exist." Help please?
Here's the compile log:
Code:
** 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\sourcesdk_content\tf\mapsrc\test1.vmf"
Valve Software - vbsp.exe (Dec 15 2016)
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\sourcesdk_content\tf\mapsrc\test1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Trying to create a non-quad displacement! (entity 0, brush 212)
** 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\sourcesdk_content\tf\mapsrc\test1"
Valve Software - vvis.exe (Dec 15 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1.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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test1"
Valve Software - vrad.exe SSE (Dec 15 2016)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (2.45 seconds)
3831 faces
5184759 square feet [746605312.00 square inches]
211 Displacements
3890173 Square Feet [560185024.00 Square Inches]
3831 patches before subdivision
229827 patches after subdivision
sun extent from map=0.087156
10 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (33)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (53)
transfers 23422431, max 890
transfer lists: 178.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(279635, 111680, 112245)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(47960, 10577, 8905)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(11617, 1538, 1042)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3563, 275, 143)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(1253, 65, 26)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(452, 14, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(175, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(67, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(27, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1501 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16)
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 (9)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 24/1024 1152/49152 ( 2.3%)
brushes 221/8192 2652/98304 ( 2.7%)
brushsides 1447/65536 11576/524288 ( 2.2%)
planes 822/65536 16440/1310720 ( 1.3%)
vertexes 4765/65536 57180/786432 ( 7.3%)
nodes 1546/65536 49472/2097152 ( 2.4%)
texinfos 109/12288 7848/884736 ( 0.9%)
texdata 13/2048 416/65536 ( 0.6%)
dispinfos 211/0 37136/0 ( 0.0%)
disp_verts 34139/0 682780/0 ( 0.0%)
disp_tris 58592/0 117184/0 ( 0.0%)
disp_lmsamples 1836594/0 1836594/0 ( 0.0%)
faces 3831/65536 214536/3670016 ( 5.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 990/65536 55440/3670016 ( 1.5%)
leaves 1571/65536 50272/2097152 ( 2.4%)
leaffaces 4121/65536 8242/131072 ( 6.3%)
leafbrushes 1000/65536 2000/131072 ( 1.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 21205/512000 84820/2048000 ( 4.1%)
edges 11704/256000 46816/1024000 ( 4.6%)
LDR worldlights 10/8192 880/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 383/32768 3830/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4878/65536 9756/131072 ( 7.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 9758548/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 161780/16777216 ( 1.0%)
entdata [variable] 10501/393216 ( 2.7%)
LDR ambient table 1571/65536 6284/262144 ( 2.4%)
HDR ambient table 1571/65536 6284/262144 ( 2.4%)
LDR leaf ambient 11442/65536 320376/1835008 (17.5%)
HDR leaf ambient 1571/65536 43988/1835008 ( 2.4%)
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] 1/1102 ( 0.1%)
pakfile [variable] 1106/0 ( 0.0%)
physics [variable] 6690468/4194304 (159.5%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 9541
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1.bsp
1 minute, 55 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\test1.bsp"
There appears to be a strange error, but when I use Go to Brush ID with the ID 212, it says "That Brush ID does not exist." Help please?