Not sure why map is now taking a really long time to compile, and not run.

DrGains

L1: Registered
Dec 2, 2014
27
1
Okay, so I started to do some detailing on my map and I feel like I ran into a problem. Ill try to give as much info as I can to help you help me. The compile time jumped up from about 4 minutes to about 54 minutes. Im not getting a leak as far as I can tell, there is no pointfile to load. The current map file will let you play without running vrad, but adding vrad will crash the map/game on map start. The longest part is during portalflow, this also jumped from 100 to 3200. Alt + P brings up no errors.

Changes I can think of from a6 to a8: Added an alley (push room back), raised skybox, added prop_statics, changed displacements textures to a blend, added custom textures, props, and skybox. Also turned off all trigger, and playerclip visGroups, and removed an in map timer for test compile.

I looked online for an answer over the last few days. Havnt found anything solid enough to test it (like turning buildings into func_detail...) Im also seeing that chain of "Patch Sample Radius Clamped!" only info I could find on that, was me adding sides to a displacement? I could try to hide / deleted all of them and see if that has any change, maybe Im approaching them wrong.

Heres my compile logs:
Code:
Starting a 'Normal' compile.
Starting compilation of E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.vmf
Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: E:\Program Files (x86)\steamapps\common\Team Fortress 2\tf\materials
Loading E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "dev_nyro/dev_gray-12" not found.Material not found!: DEV_NYRO/DEV_GRAY-12fixing 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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (39) (1485382 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2022 texinfos to 835
Reduced 44 texdatas to 39 (1046 bytes to 888)
Writing E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.bsp
Wrote ZIP buffer, estimated size 498, actual size 418
41 seconds elapsed
CMaterialDict::Shutdown m_MissingList count: 1
Valve Software - vvis.exe (Jun 14 2017)
8 threads
reading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.bsp
reading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.prt
2095 portalclusters
5702 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 (105)
Optimized: 3093 visible clusters (0.49%)
Total clusters visible: 630794
Average clusters visible: 301
Building PAS...
Average clusters audible: 570
visdatasize:384383  compressed from 1106160
writing e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.bsp
1 minute, 45 seconds elapsed
Valve Software - vrad.exe SSE (Jun 14 2017)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']

Loading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.bsp
Setting up ray-trace acceleration structure... Done (0.52 seconds)
13102 faces
26193568 square feet [3771873792.00 square inches]
11 Displacements
814246 Square Feet [117251424.00 Square Inches]
13102 patches before subdivision
232008 patches after subdivision
sun extent from map=0.000000
623 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (20)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 26636947, max 890
transfer lists: 203.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(481740, 408411, 276810)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(76989, 59217, 35019)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(14507, 10131, 5382)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(3248, 2053, 1002)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(856, 483, 218)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(258, 129, 53)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(87, 37, 14)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(31, 12, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(12, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(5, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0971 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
497 of 497 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (43)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 765/1024        36720/49152    (74.7%)
brushes               3163/8192        37956/98304    (38.6%)
brushsides           26475/65536      211800/524288   (40.4%)
planes               21330/65536      426600/1310720  (32.5%)
vertexes             24172/65536      290064/786432   (36.9%)
nodes                12863/65536      411616/2097152  (19.6%)
texinfos               835/12288       60120/884736   ( 6.8%)
texdata                 39/2048         1248/65536    ( 1.9%)
dispinfos               11/0            1936/0        ( 0.0%)
disp_verts             891/0           17820/0        ( 0.0%)
disp_tris             1408/0            2816/0        ( 0.0%)
disp_lmsamples      250572/0          250572/0        ( 0.0%)
faces                13102/65536      733712/3670016  (20.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             9147/65536      512232/3670016  (14.0%)
leaves               13629/65536      436128/2097152  (20.8%)
leaffaces            14277/65536       28554/131072   (21.8%)
leafbrushes           7046/65536       14092/131072   (10.8%)
areas                    3/256            24/2048     ( 1.2%)
surfedges            95990/512000     383960/2048000  (18.7%)
edges                55385/256000     221540/1024000  (21.6%)
LDR worldlights        623/8192        54824/720896   ( 7.6%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips            472/32768        4720/327680   ( 1.4%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          6813/65536       13626/131072   (10.4%)
cubemapsamples          13/1024          208/16384    ( 1.3%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     8673392/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      384383/16777216 ( 2.3%)
entdata               [variable]      159408/393216   (40.5%)
LDR ambient table    13629/65536       54516/262144   (20.8%)
HDR ambient table    13629/65536       54516/262144   (20.8%)
LDR leaf ambient     49704/65536     1391712/1835008  (75.8%)
HDR leaf ambient     13629/65536      381612/1835008  (20.8%)
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]           1/12       ( 8.3%)
pakfile               [variable]         418/0        ( 0.0%)
physics               [variable]     1485382/4194304  (35.4%)
physics terrain       [variable]        2223/1048576  ( 0.2%)

Level flags = 0

Total triangle count: 32146
Writing e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.bsp
1 minute, 24 seconds elapsed
E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a6.bsp -> E:\Program Files (x86)\steamapps\common\Team Fortress 2\tf\maps\jump_bb_initiate_a6.bsp
1 File(s) copied
'Normal' compile finished in 00:03:52
3 errors/warnings logged:
(1) - Material not found!: [sub:1] (Caution)(2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)(3) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
Code:
Starting a 'Normal' compile.
Starting compilation of E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.vmf
Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: E:\Program Files (x86)\steamapps\common\Team Fortress 2\tf\materials
Loading E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.vmf
Patching WVT material: maps/jump_bb_initiate_a8/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/jump_bb_initiate_a8/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/jump_bb_initiate_a8/nature/blendrockwall015b_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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.prt...Building visibility clusters...
done (0)
Can't load skybox file skybox/sky_tropic_01 to build the default cubemap!Can't load skybox file skybox/sky_tropic_01 to build the default cubemap!Finding displacement neighbors...Finding lightmap sample positions...Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (599973 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1223 texinfos to 897
Reduced 156 texdatas to 140 (4905 bytes to 4567)
Writing E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.bsp
Wrote ZIP buffer, estimated size 17717, actual size 13081
4 seconds elapsed
Valve Software - vvis.exe (Jun 14 2017)
8 threads
reading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.bsp
reading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.prt
2772 portalclusters
8247 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (3199)
Optimized: 8124 visible clusters (0.66%)
Total clusters visible: 1233135
Average clusters visible: 444
Building PAS...
Average clusters audible: 876
visdatasize:709418  compressed from 1951488
writing e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.bsp
53 minutes, 20 seconds elapsed
Valve Software - vrad.exe SSE (Jun 14 2017)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']

Loading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.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!
Setting up ray-trace acceleration structure... Done (0.65 seconds)
8408 faces
1 degenerate faces
8492543 square feet [1222926208.00 square inches]
13 Displacements
833653 Square Feet [120046152.00 Square Inches]
8407 patches before subdivision
23881 patches after subdivision
sun extent from map=0.000000
126 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 3246317, max 1484
transfer lists:  24.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(71401, 34906, 27322)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(12323, 5484, 3695)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(2574, 1051, 616)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(629, 233, 118)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(181, 59, 26)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(59, 17, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(21, 5, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(8, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(3, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0114 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
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 (6)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   3/1024          144/49152    ( 0.3%)
brushes               1643/8192        19716/98304    (20.1%)
brushsides           10902/65536       87216/524288   (16.6%)
planes                3944/65536       78880/1310720  ( 6.0%)
vertexes             13295/65536      159540/786432   (20.3%)
nodes                 5997/65536      191904/2097152  ( 9.2%)
texinfos               897/12288       64584/884736   ( 7.3%)
texdata                140/2048         4480/65536    ( 6.8%)
dispinfos               13/0            2288/0        ( 0.0%)
disp_verts             941/0           18820/0        ( 0.0%)
disp_tris             1472/0            2944/0        ( 0.0%)
disp_lmsamples       33316/0           33316/0        ( 0.0%)
faces                 8408/65536      470848/3670016  (12.8%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             4458/65536      249648/3670016  ( 6.8%)
leaves                6001/65536      192032/2097152  ( 9.2%)
leaffaces             9607/65536       19214/131072   (14.7%)
leafbrushes           4782/65536        9564/131072   ( 7.3%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            56977/512000     227908/2048000  (11.1%)
edges                33364/256000     133456/1024000  (13.0%)
LDR worldlights        126/8192        11088/720896   ( 1.5%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            552/32768        5520/327680   ( 1.7%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          8757/65536       17514/131072   (13.4%)
cubemapsamples          13/1024          208/16384    ( 1.3%)
overlays                 7/512          2464/180224   ( 1.4%)
LDR lightdata         [variable]     1243164/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      709418/16777216 ( 4.2%)
entdata               [variable]       51422/393216   (13.1%)
LDR ambient table     6001/65536       24004/262144   ( 9.2%)
HDR ambient table     6001/65536       24004/262144   ( 9.2%)
LDR leaf ambient     33950/65536      950600/1835008  (51.8%)
HDR leaf ambient      6001/65536      168028/1835008  ( 9.2%)
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]           1/3602     ( 0.0%)
pakfile               [variable]       13081/0        ( 0.0%)
physics               [variable]      599973/4194304  (14.3%)
physics terrain       [variable]        3267/1048576  ( 0.3%)

Level flags = 0

Total triangle count: 22165
Writing e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.bsp
24 seconds elapsed
E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a8.bsp -> E:\Program Files (x86)\steamapps\common\Team Fortress 2\tf\maps\jump_bb_initiate_a8.bsp
1 File(s) copied
'Normal' compile finished in 00:53:52
2 errors/warnings logged:
(1) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)(2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
And here are screenshots of the only area that was changed:
NWqw4Bs.png
5vV6Pib.png

I can post dl's to vmf's if you would like to see those, too.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
You did func_detail most of that stuff, right? Anything that can't block visibility should be func_detail.
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
Yeah, I've known maps to get stuck on the "Portal flow" part of the compiling stage because there are so many visleaves. Try loading your portal file - if it's a cluttered mess, you should go around and do a func_detail pass - anything that doesn't obscure a decent amount of the map from certain viewpoints and isn't sealing the map should be func_detail'd.

EDIT: Also, that map looks really nice! Definitely keep working on it when this problem's sorted out.
 

DrGains

L1: Registered
Dec 2, 2014
27
1
I deleted a couple things to help find the main jump in compile time. Seems like rotating cylinders were a big one, also found something about displacements running into eachother (not sure how true this one is but corrected anyway). Ill start doing func_detail, and occasionally func_brush as I go now, also seemed to help a bit, thanks. Would you fellas know if having cylinders rotated 45' in x, then 45' in z would be ok to use as func_detail, or should I try to avoid using that all together? I can live without them.

I havnt read this one specifically, I read a bit into Man vs. Engine, generally the same material. Ill read more into these as they both seem pretty good as far as optimization goes.

And thanks Kapanyo about the portal file and feedback.
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
Oh yeah, geometry that's weirdly tilted should definitely be func_detail'd (as long as it's not sealing the map of course) because the BSP system isn't very good at dealing with diagonal brushes/faces. Check out Crash's videos on the topic for more.
And you're welcome! ^^
 
Mar 23, 2013
1,013
347
Would you fellas know if having cylinders rotated 45' in x, then 45' in z would be ok to use as func_detail

Sounds like a good idea. Load the portal_file and see how unusual the visleafs become. Having vertical geometry and visleafs can sometimes be fine but if a unusually shaped brush creates too many small and weirld shaped visleafs, it's better to func_detail it. If the brush was very large and blocked lots of visiblity, then keep it func_detail but maybe look for a way to put a nodraw wall inside of it, which blocks visiblity instead.
Like arena_granery, the containers have big nodraw brushes inside which block visiblity because props don't.
 

DrGains

L1: Registered
Dec 2, 2014
27
1
I think Im going to need someone to just look at my vmf now. The compile time is still short, but now Im getting crashes on map start with ldr, and a checkered sky with hdr (which I think has to do with the custom skybox not having hdr version as mentioned here) I do have some env_cubemaps scattered around my map, and I am running cubemaps in compilepal.
Code:
Starting a 'LDR Publish Packed' compile.
Starting compilation of E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a9d.vmf
Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: E:\Program Files (x86)\steamapps\common\Team Fortress 2\tf\materials
Loading E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a9d.vmf
Patching WVT material: maps/jump_bb_initiate_a9d/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/jump_bb_initiate_a9d/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/jump_bb_initiate_a9d/nature/blendrockwall015b_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 234 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a9d.prt...Building visibility clusters...
done (0)
Can't load skybox file skybox/sky_tropic_01 to build the default cubemap!
Can't load skybox file skybox/sky_tropic_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (592227 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1192 texinfos to 865
Reduced 156 texdatas to 139 (4940 bytes to 4577)
Writing E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a9d.bsp
Wrote ZIP buffer, estimated size 17819, actual size 13183
2 seconds elapsed
Valve Software - vvis.exe (Jun 14 2017)
8 threads
reading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a9d.bsp
reading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a9d.prt
2166 portalclusters
6071 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 (110)
Optimized: 4181 visible clusters (0.61%)
Total clusters visible: 684769
Average clusters visible: 316
Building PAS...
Average clusters audible: 597
visdatasize:413380  compressed from 1178304
writing e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a9d.bsp
1 minute, 50 seconds elapsed
Valve Software - vrad.exe SSE (Jun 14 2017)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a9d.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!
Setting up ray-trace acceleration structure... Done (2.53 seconds)
7261 faces
1 degenerate faces
8203587 square feet [1181316608.00 square inches]
13 Displacements
830889 Square Feet [119648056.00 Square Inches]
7260 patches before subdivision
22806 patches after subdivision
sun extent from map=0.000000
126 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (20)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 2354679, max 1114
transfer lists:  18.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(64960, 32687, 25350)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(10983, 5092, 3402)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(2285, 978, 569)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(567, 219, 110)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(165, 56, 24)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(54, 16, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(20, 5, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(7, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(3, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0119 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (6)
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 (7)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (1)

Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   4/1024          192/49152    ( 0.4%)
brushes               1633/8192        19596/98304    (19.9%)
brushsides           10520/65536       84160/524288   (16.1%)
planes                3280/65536       65600/1310720  ( 5.0%)
vertexes             12246/65536      146952/786432   (18.7%)
nodes                 4953/65536      158496/2097152  ( 7.6%)
texinfos               865/12288       62280/884736   ( 7.0%)
texdata                139/2048         4448/65536    ( 6.8%)
dispinfos               13/0            2288/0        ( 0.0%)
disp_verts             941/0           18820/0        ( 0.0%)
disp_tris             1472/0            2944/0        ( 0.0%)
disp_lmsamples       33168/0           33168/0        ( 0.0%)
faces                 7261/65536      406616/3670016  (11.1%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             4265/65536      238840/3670016  ( 6.5%)
leaves                4958/65536      158656/2097152  ( 7.6%)
leaffaces             8633/65536       17266/131072   (13.2%)
leafbrushes           4410/65536        8820/131072   ( 6.7%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            51070/512000     204280/2048000  (10.0%)
edges                31044/256000     124176/1024000  (12.1%)
LDR worldlights        126/8192        11088/720896   ( 1.5%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            583/32768        5830/327680   ( 1.8%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          9351/65536       18702/131072   (14.3%)
cubemapsamples          13/1024          208/16384    ( 1.3%)
overlays                 7/512          2464/180224   ( 1.4%)
LDR lightdata         [variable]     1198060/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      413380/16777216 ( 2.5%)
entdata               [variable]       51772/393216   (13.2%)
LDR ambient table     4958/65536       19832/262144   ( 7.6%)
HDR ambient table     4958/65536       19832/262144   ( 7.6%)
LDR leaf ambient     29148/65536      816144/1835008  (44.5%)
HDR leaf ambient      4958/65536      138824/1835008  ( 7.6%)
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]           1/3582     ( 0.0%)
pakfile               [variable]      493021/0        ( 0.0%)
physics               [variable]      592227/4194304  (14.1%)
physics terrain       [variable]        3295/1048576  ( 0.3%)

Level flags = 1

Total triangle count: 19407
Writing e:\program files (x86)\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a9d.bsp
43 seconds elapsed
E:\Program Files (x86)\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jump_bb_initiate_a9d.bsp -> E:\Program Files (x86)\steamapps\common\Team Fortress 2\tf\maps\jump_bb_initiate_a9d.bsp
1 File(s) copied

CompilePal - Nav Generator
Deleting existing nav file.
Generating...
nav file complete!

CompilePal - Cubemap Generator
Detecting HDR levels...
Map requires one set of cubemaps
Compiling cubemaps...
Cubemaps compiled

CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: E:\Program Files (x86)\steamapps\common\Team Fortress 2\tf\custom\
Found search path: E:\Program Files (x86)\steamapps\common\Team Fortress 2\tf
Found search path: E:\Program Files (x86)\steamapps\common\Team Fortress 2\tf\bin
Found search path: E:\Program Files (x86)\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Finished!
---------------------
19 materials found
3 models found
0 particle files found
0 sounds found
additional files:
-nav file
---------------------
'LDR Publish Packed' compile finished in 00:04:49
2 errors/warnings logged:
(1) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
(2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
 
Mar 23, 2013
1,013
347
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 (2.53 seconds) 7261 faces 1 degenerate faces

That looks unusual. No idea how to fix it, I guess it's some fucked up brush and it is likely the issue that makes your map crash.
Also the structur of your level is pretty bad. You have big open areas beneath your level that will be rendered. Like that part where dev textures are beneath a part of your map. They all will be rendered and will be saving light map information and unecessary visleafs will be generated too. It's a waste of resources.
 

DrGains

L1: Registered
Dec 2, 2014
27
1
Yea, I changed nodraw to dev as a feeble attempt fix cubemaps and didnt get back to changing it back to nodraw. I think I fixed the map now though, I shrunk the ceiling (skybox) and floor and added skip/hints along the 1st big room. There's no more Patch Sample Radius Clamped. Im just back tracking 1 step at a time now to see if theres something else that I might have missed. Thanks everyone for your help.
Edit: Going back step by step, it apears Im doing something wrong with displacements, which only 2 changes I had were changing texture to a blend, and creating more around an existing one. Hmm. Still a problem I should be able to fix.
Edit: Literally every displacement spits out that Patch Sample Radius Clamped, even the ones I havnt touched from a version before. Odd.
Edit: I believe this is being cause by displacements, that are blended, overlapping eachother. I made my displacements basically from scratch, and once I made my 2nd one, which was going through another, I started to get that Patch Samp...
 
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