Once upon a time, i've compiled my map, and thais is how it looked like:
So, it looks like vvis freaked out and done something crazy to visleafs. But it is not all
Lets look at map in hammer:
As you can see, there are stone walls around my map, and they've stopped rendering and compiling after i used cordon tool, and compiled my map in Compile Pal. Now even if cordon tool is disabled, and cordon move somewhere, it compiles only inside old cordon bounds
That's how i tried to fix it:
-Remove cordon section from vmf in Notepad++
-Compiling through hammer
-Moving cordon around
Idk what is happening... Help me please!
Log:
So, it looks like vvis freaked out and done something crazy to visleafs. But it is not all
Lets look at map in hammer:
As you can see, there are stone walls around my map, and they've stopped rendering and compiling after i used cordon tool, and compiled my map in Compile Pal. Now even if cordon tool is disabled, and cordon move somewhere, it compiles only inside old cordon bounds
That's how i tried to fix it:
-Remove cordon section from vmf in Notepad++
-Compiling through hammer
-Moving cordon around
Idk what is happening... Help me please!
Log:
Starting a 'Normal' compile.
Starting compilation of D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.vmf
Valve Software - vbsp.exe (Feb 13 2017)
8 threads
materialPath: D:\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.vmf
Patching WVT material: maps/koth_rocky_a1/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/koth_rocky_a1/nature/blendcobblestone_underworld001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.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!
Bad surface extents point: -3840.007813 1536.000000 3584.000000
Bad surface extents point: -2304.007813 1331.200684 4608.000000
Bad surface extents point: -665.605469 2969.601563 4608.000000
Bad surface extents point: -1792.003906 3584.000000 3584.000000
Bad surface extents - surface is too big to have a lightmap
material NATURE/BLENDCOBBLESTONE_UNDERWORLD001 around point (-2150.4 2355.2 4096.0)
(dimension: 0, 137>126)
Valve Software - vvis.exe (Feb 13 2017)
8 threads
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.bsp
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.prt
342 portalclusters
799 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (12)
Optimized: 4 visible clusters (0.00%)
Total clusters visible: 111600
Average clusters visible: 326
Building PAS...
Average clusters audible: 342
visdatasize:32152 compressed from 32832
writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.bsp
12 seconds elapsed
Valve Software - vrad.exe SSE (Feb 13 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.bsp
Setting up ray-trace acceleration structure... Done (0.53 seconds)
612 faces
5258225 square feet [757184448.00 square inches]
93 Displacements
17949 Square Feet [2584737.75 Square Inches]
612 patches before subdivision
14966 patches after subdivision
sun extent from map=0.087156
21 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 279896, max 215
transfer lists: 2.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1998, 745, 186)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(75, 27, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(7, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0041 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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 39/8192 468/98304 ( 0.5%)
brushsides 477/65536 3816/524288 ( 0.7%)
planes 1628/65536 32560/1310720 ( 2.5%)
vertexes 1077/65536 12924/786432 ( 1.6%)
nodes 493/65536 15776/2097152 ( 0.8%)
texinfos 166/12288 11952/884736 ( 1.4%)
texdata 9/2048 288/65536 ( 0.4%)
dispinfos 93/0 16368/0 ( 0.0%)
disp_verts 7021/0 140420/0 ( 0.0%)
disp_tris 11328/0 22656/0 ( 0.0%)
disp_lmsamples 58256/0 58256/0 ( 0.0%)
faces 612/65536 34272/3670016 ( 0.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 318/65536 17808/3670016 ( 0.5%)
leaves 501/65536 16032/2097152 ( 0.8%)
leaffaces 565/65536 1130/131072 ( 0.9%)
leafbrushes 295/65536 590/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4237/512000 16948/2048000 ( 0.8%)
edges 2484/256000 9936/1024000 ( 1.0%)
LDR worldlights 21/8192 1848/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 33/32768 330/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 495/65536 990/131072 ( 0.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 363020/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 32152/16777216 ( 0.2%)
entdata [variable] 11140/393216 ( 2.8%)
LDR ambient table 501/65536 2004/262144 ( 0.8%)
HDR ambient table 501/65536 2004/262144 ( 0.8%)
LDR leaf ambient 1425/65536 39900/1835008 ( 2.2%)
HDR leaf ambient 501/65536 14028/1835008 ( 0.8%)
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] 1/816 ( 0.1%)
pakfile [variable] 393/0 ( 0.0%)
physics [variable] 1315754/4194304 (31.4%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1585
Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.bsp
4 seconds elapsed
Finding sources of game content...
Found search paths...
Found wildcard path: D:\Steam\SteamApps\common\Team Fortress 2\tf\custom\
Found search path: D:\Steam\SteamApps\common\Team Fortress 2\tf
Found search path: D:\Steam\SteamApps\common\Team Fortress 2\tf\bin
Found search path: D:\Steam\SteamApps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Finished packing!
---------------------
0 materials added
0 models added
0 particle files added
0 sounds added
additional files:
---------------------
File koth_rocky_a1.bsp copied to D:\Steam\SteamApps\common\Team Fortress 2\tf\maps
'Normal' compile finished in 00:00:18
2 errors/warnings logged:
(1) - (Caution) (About skybox)
(2) - (Caution) (About skybox)