P
Prosciutto
i'm making a farm themed map and while making the second point i added some props and other stuff. when i compile it and play the map the changes aren't there and weird chunks of my map disapear.
in the console it says: Warning: vis decompression run. what does this mean
heres the compile log
** 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\cp_hayday_a1.vmf"
Valve Software - vbsp.exe (Jun 14 2017)
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\cp_hayday_a1.vmf
Patching WVT material: maps/cp_hayday_a1/nature/blendgrassground001_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 26 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 40 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (96834 bytes)
Error! To use model "models/player/hwm/heavy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/hwm/heavy.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Error! Too many detail props emitted on this map! (64K max!)n
** 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" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1"
Valve Software - vvis.exe (Jun 14 2017)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.prt
756 portalclusters
2105 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 14036 visible clusters (2.75%)
Total clusters visible: 511082
Average clusters visible: 676
Building PAS...
Average clusters audible: 755
visdatasize:149256 compressed from 145152
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp
0 seconds elapsed
** 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" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1"
Valve Software - vrad.exe SSE (Jun 14 2017)
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\cp_hayday_a1.bsp
Setting up ray-trace acceleration structure... Done (0.88 seconds)
2913 faces
3190678 square feet [459457664.00 square inches]
96 Displacements
737762 Square Feet [106237856.00 Square Inches]
2913 patches before subdivision
147295 patches after subdivision
sun extent from map=0.087156
36 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 5741485, max 589
transfer lists: 43.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(532735, 186030, 112307)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(50563, 8937, 4729)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(9459, 733, 267)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1517, 53, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(421, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(91, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(34, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(4, 0, 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<0.0710 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 20/1024 960/49152 ( 2.0%)
brushes 227/8192 2724/98304 ( 2.8%)
brushsides 1486/65536 11888/524288 ( 2.3%)
planes 1100/65536 22000/1310720 ( 1.7%)
vertexes 4214/65536 50568/786432 ( 6.4%)
nodes 1620/65536 51840/2097152 ( 2.5%)
texinfos 220/12288 15840/884736 ( 1.8%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 96/0 16896/0 ( 0.0%)
disp_verts 7776/0 155520/0 ( 0.0%)
disp_tris 12288/0 24576/0 ( 0.0%)
disp_lmsamples 833464/0 833464/0 ( 0.0%)
faces 2913/65536 163128/3670016 ( 4.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 966/65536 54096/3670016 ( 1.5%)
leaves 1641/65536 52512/2097152 ( 2.5%)
leaffaces 3177/65536 6354/131072 ( 4.8%)
leafbrushes 1010/65536 2020/131072 ( 1.5%)
areas 4/256 32/2048 ( 1.6%)
surfedges 17191/512000 68764/2048000 ( 3.4%)
edges 9190/256000 36760/1024000 ( 3.6%)
LDR worldlights 36/8192 3168/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 187/32768 1870/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2592/65536 5184/131072 ( 4.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 21/512 7392/180224 ( 4.1%)
LDR lightdata [variable] 7685208/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 149256/16777216 ( 0.9%)
entdata [variable] 52298/393216 (13.3%)
LDR ambient table 1641/65536 6564/262144 ( 2.5%)
HDR ambient table 1641/65536 6564/262144 ( 2.5%)
LDR leaf ambient 9532/65536 266896/1835008 (14.5%)
HDR leaf ambient 1641/65536 45948/1835008 ( 2.5%)
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] 1/2645320 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/21132 ( 0.0%)
pakfile [variable] 939/0 ( 0.0%)
physics [variable] 90893/4194304 ( 2.2%)
physics terrain [variable] 6042/1048576 ( 0.6%)
Level flags = 0
Total triangle count: 7449
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp
44 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_hayday_a1.bsp"
in the console it says: Warning: vis decompression run. what does this mean
heres the compile log
** 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\cp_hayday_a1.vmf"
Valve Software - vbsp.exe (Jun 14 2017)
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\cp_hayday_a1.vmf
Patching WVT material: maps/cp_hayday_a1/nature/blendgrassground001_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 26 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 40 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (96834 bytes)
Error! To use model "models/player/hwm/heavy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/hwm/heavy.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Error! Too many detail props emitted on this map! (64K max!)n
** 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" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1"
Valve Software - vvis.exe (Jun 14 2017)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.prt
756 portalclusters
2105 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 14036 visible clusters (2.75%)
Total clusters visible: 511082
Average clusters visible: 676
Building PAS...
Average clusters audible: 755
visdatasize:149256 compressed from 145152
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp
0 seconds elapsed
** 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" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1"
Valve Software - vrad.exe SSE (Jun 14 2017)
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\cp_hayday_a1.bsp
Setting up ray-trace acceleration structure... Done (0.88 seconds)
2913 faces
3190678 square feet [459457664.00 square inches]
96 Displacements
737762 Square Feet [106237856.00 Square Inches]
2913 patches before subdivision
147295 patches after subdivision
sun extent from map=0.087156
36 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 5741485, max 589
transfer lists: 43.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(532735, 186030, 112307)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(50563, 8937, 4729)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(9459, 733, 267)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1517, 53, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(421, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(91, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(34, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(4, 0, 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<0.0710 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 20/1024 960/49152 ( 2.0%)
brushes 227/8192 2724/98304 ( 2.8%)
brushsides 1486/65536 11888/524288 ( 2.3%)
planes 1100/65536 22000/1310720 ( 1.7%)
vertexes 4214/65536 50568/786432 ( 6.4%)
nodes 1620/65536 51840/2097152 ( 2.5%)
texinfos 220/12288 15840/884736 ( 1.8%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 96/0 16896/0 ( 0.0%)
disp_verts 7776/0 155520/0 ( 0.0%)
disp_tris 12288/0 24576/0 ( 0.0%)
disp_lmsamples 833464/0 833464/0 ( 0.0%)
faces 2913/65536 163128/3670016 ( 4.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 966/65536 54096/3670016 ( 1.5%)
leaves 1641/65536 52512/2097152 ( 2.5%)
leaffaces 3177/65536 6354/131072 ( 4.8%)
leafbrushes 1010/65536 2020/131072 ( 1.5%)
areas 4/256 32/2048 ( 1.6%)
surfedges 17191/512000 68764/2048000 ( 3.4%)
edges 9190/256000 36760/1024000 ( 3.6%)
LDR worldlights 36/8192 3168/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 187/32768 1870/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2592/65536 5184/131072 ( 4.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 21/512 7392/180224 ( 4.1%)
LDR lightdata [variable] 7685208/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 149256/16777216 ( 0.9%)
entdata [variable] 52298/393216 (13.3%)
LDR ambient table 1641/65536 6564/262144 ( 2.5%)
HDR ambient table 1641/65536 6564/262144 ( 2.5%)
LDR leaf ambient 9532/65536 266896/1835008 (14.5%)
HDR leaf ambient 1641/65536 45948/1835008 ( 2.5%)
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] 1/2645320 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/21132 ( 0.0%)
pakfile [variable] 939/0 ( 0.0%)
physics [variable] 90893/4194304 ( 2.2%)
physics terrain [variable] 6042/1048576 ( 0.6%)
Level flags = 0
Total triangle count: 7449
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp
44 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_hayday_a1.bsp"