Water Invisible, no leaks.

The Pansmith™

L1: Registered
Jun 26, 2018
44
1
Making a update to a map, having the problem mentioned in the title.

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\tf\download\maps\achievement_idle_awesomebox9_d.vmf"

Valve Software - vbsp.exe (Jun 21 2018)
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\tf\download\maps\achievement_idle_awesomebox9_d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 94 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download\maps\achievement_idle_awesomebox9_d.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (1) (198947 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1204 texinfos to 765
Reduced 50 texdatas to 41 (2205 bytes to 1559)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download\maps\achievement_idle_awesomebox9_d.bsp
Wrote ZIP buffer, estimated size 1282110, actual size 1276402
2 seconds elapsed

** 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\tf\download\maps\achievement_idle_awesomebox9_d"

vvis launcher error: can't load vvis_dll.dll
The specified procedure could not be found.


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download\maps\achievement_idle_awesomebox9_d"

vrad_launcher error: can't load vrad_dll.dll
The specified procedure could not be found.


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download\maps\achievement_idle_awesomebox9_d.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\achievement_idle_awesomebox9_d.bsp"
 

200

L2: Junior Member
Aug 11, 2013
54
79
Your vvis and vrad did not run at all. Make sure you are using the right version of hammer (the one that is located in your [Steam folder]\steamapps\common\Team Fortress 2\bin folder) and verify your game cache if this problem keeps coming.
 

henke37

aa
Sep 23, 2011
2,075
515
Incredibly common error. I answered it yesterday. You are missing the needed the visual studio c runtime library. Find the redistributables and install them all, since other software needs the runtime libraries.
 

yellow_

L1: Registered
Apr 10, 2018
9
2
I had this issue as well under the 72hr summer jam. My fix was to remove a "waterfall" prop and a soundscape i had next to it. I am sure it's the waterfall messing it up. This probably isn't the fix you're looking for, but it could happen.
 

The Pansmith™

L1: Registered
Jun 26, 2018
44
1
Incredibly common error. I answered it yesterday. You are missing the needed the visual studio c runtime library. Find the redistributables and install them all, since other software needs the runtime libraries.

Your vvis and vrad did not run at all. Make sure you are using the right version of hammer (the one that is located in your [Steam folder]\steamapps\common\Team Fortress 2\bin folder) and verify your game cache if this problem keeps coming.

Done. Vvis and Vrad now is working as evidenced by proper lighting. However, water is still invisible.

Updated log in case if it might help:
(Used HDR complie -final)
** 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\tf\download\maps\achievement_idle_awesomebox10"

Valve Software - vbsp.exe (Aug 2 2018)
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\tf\download\maps\achievement_idle_awesomebox10.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 94 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (214435 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1293 texinfos to 775
Reduced 50 texdatas to 41 (2181 bytes to 1545)
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10.bsp
Wrote ZIP buffer, estimated size 1281995, actual size 1276287
3 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\mapsachievement_idle_awesomebox10.vmf-game" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10"

Valve Software - vvis.exe (Aug 2 2018)
Warning: falling back to auto detection of vproject directory.
Command line: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\mapsachievement_idle_awesomebox10.vmf-game" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10"

usage : vvis [options...] bspfile
example: vvis -fast c:\hl2\hl2\maps\test

Common options:

-v (or -verbose): Turn on verbose output (also shows more command
-fast : Only do first quick pass on vis calculations.
-mpi : Use VMPI to distribute computations.
-low : Run as an idle-priority process.
env_fog_controller specifies one.

-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.

Other options:
-novconfig : Don't bring up graphical UI on vproject errors.
-radius_override: Force a vis radius, regardless of whether an
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-nosort : Don't sort portals (sorting is an optimization).
-tmpin : Make portals come from \tmp\<mapname>.
-tmpout : Make portals come from \tmp\<mapname>.
-trace <start cluster> <end cluster> : Writes a linefile that traces the vis from one cluster to another for debugging map vis.
-FullMinidumps : Write large minidumps on crash.
-x360 : Generate Xbox360 version of vsp
-nox360 : Disable generation Xbox360 version of vsp (default)


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -final -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10"

Valve Software - vrad.exe SSE (Jul 18 2018)

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\tf\download\maps\achievement_idle_awesomebox10.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.24 seconds)
3483 faces
3303722 square feet [475736000.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (76)
Build Patch/Sample Hash Table(s).....Done<0.0121 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 (8)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 100/1024 4800/49152 ( 9.8%)
brushes 544/8192 6528/98304 ( 6.6%)
brushsides 3928/65536 31424/524288 ( 6.0%)
planes 3280/65536 65600/1310720 ( 5.0%)
vertexes 5186/65536 62232/786432 ( 7.9%)
nodes 2476/65536 79232/2097152 ( 3.8%)
texinfos 775/12288 55800/884736 ( 6.3%)
texdata 41/2048 1312/65536 ( 2.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3483/65536 195048/3670016 ( 5.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1629/65536 91224/3670016 ( 2.5%)
leaves 2577/65536 82464/2097152 ( 3.9%)
leaffaces 4057/65536 8114/131072 ( 6.2%)
leafbrushes 1620/65536 3240/131072 ( 2.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 22646/512000 90584/2048000 ( 4.4%)
edges 12658/256000 50632/1024000 ( 4.9%)
LDR worldlights 8/8192 704/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 414/32768 4140/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5736/65536 11472/131072 ( 8.8%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1869012/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 43363/393216 (11.0%)
LDR ambient table 2577/65536 10308/262144 ( 3.9%)
HDR ambient table 2577/65536 10308/262144 ( 3.9%)
LDR leaf ambient 11948/65536 334544/1835008 (18.2%)
HDR leaf ambient 2577/65536 72156/1835008 ( 3.9%)
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] 1/4324 ( 0.0%)
pakfile [variable] 1276287/0 ( 0.0%)
physics [variable] 214435/4194304 ( 5.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9182
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10.bsp
1 minute, 25 seconds elapsed
Valve Software - vrad.exe SSE (Jul 18 2018)

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\tf\download\maps\achievement_idle_awesomebox10.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.24 seconds)
3483 faces
3303722 square feet [475736000.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (76)
Build Patch/Sample Hash Table(s).....Done<0.0128 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 (8)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 100/1024 4800/49152 ( 9.8%)
brushes 544/8192 6528/98304 ( 6.6%)
brushsides 3928/65536 31424/524288 ( 6.0%)
planes 3280/65536 65600/1310720 ( 5.0%)
vertexes 5186/65536 62232/786432 ( 7.9%)
nodes 2476/65536 79232/2097152 ( 3.8%)
texinfos 775/12288 55800/884736 ( 6.3%)
texdata 41/2048 1312/65536 ( 2.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3483/65536 195048/3670016 ( 5.3%)
hdr faces 3483/65536 195048/3670016 ( 5.3%)
origfaces 1629/65536 91224/3670016 ( 2.5%)
leaves 2577/65536 82464/2097152 ( 3.9%)
leaffaces 4057/65536 8114/131072 ( 6.2%)
leafbrushes 1620/65536 3240/131072 ( 2.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 22646/512000 90584/2048000 ( 4.4%)
edges 12658/256000 50632/1024000 ( 4.9%)
LDR worldlights 8/8192 704/720896 ( 0.1%)
HDR worldlights 8/8192 704/720896 ( 0.1%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 414/32768 4140/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5736/65536 11472/131072 ( 8.8%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1869012/0 ( 0.0%)
HDR lightdata [variable] 1869012/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 43363/393216 (11.0%)
LDR ambient table 2577/65536 10308/262144 ( 3.9%)
HDR ambient table 2577/65536 10308/262144 ( 3.9%)
LDR leaf ambient 11948/65536 334544/1835008 (18.2%)
HDR leaf ambient 11948/65536 334544/1835008 (18.2%)
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] 1/4324 ( 0.0%)
pakfile [variable] 1276287/0 ( 0.0%)
physics [variable] 214435/4194304 ( 5.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9182
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10.bsp
1 minute, 25 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\achievement_idle_awesomebox10.bsp"


** 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\tf\download\maps\achievement_idle_awesomebox10"

Valve Software - vbsp.exe (Aug 2 2018)
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\tf\download\maps\achievement_idle_awesomebox10.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 94 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (1) (214435 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1293 texinfos to 775
Reduced 50 texdatas to 41 (2181 bytes to 1545)
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10.bsp
Wrote ZIP buffer, estimated size 1281995, actual size 1276287
2 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "achievement_idle_awesomebox10"
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Yeah because VVIS still isn't running. Have you validated TF2's cache or did you move the vvis.exe out of the folder it's supposed to be in?
 

henke37

aa
Sep 23, 2011
2,075
515
The command line for vvis is broken. It's not parsed correctly and VVIS isn't run.
 

The Pansmith™

L1: Registered
Jun 26, 2018
44
1
The command line for vvis is broken. It's not parsed correctly and VVIS isn't run.
Yeah because VVIS still isn't running. Have you validated TF2's cache or did you move the vvis.exe out of the folder it's supposed to be in?
Vvis is running, still invis water


** 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\tf\download\maps\achievement_idle_awesomebox10"

Valve Software - vbsp.exe (Aug 2 2018)
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\tf\download\maps\achievement_idle_awesomebox10.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_hurt (-1658.50 -812.00 2391.50) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 88 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (1) (195631 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1185 texinfos to 746
Reduced 49 texdatas to 40 (2112 bytes to 1476)
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10.bsp
Wrote ZIP buffer, estimated size 1281471, actual size 1275897
2 seconds elapsed

** Executing...
** Command: "vvis_exe"
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\mapsachievement_idle_awesomebox10.vmf-game" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10"

* Could not execute the command:
"vvis_exe" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\mapsachievement_idle_awesomebox10.vmf-game" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10"
* Windows gave the error message:
"Access is denied."

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -final -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10"

Valve Software - vrad.exe SSE (Jul 18 2018)

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\tf\download\maps\achievement_idle_awesomebox10.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.24 seconds)
3699 faces
4836376 square feet [696438144.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (72)
Build Patch/Sample Hash Table(s).....Done<0.0113 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (12)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 88/1024 4224/49152 ( 8.6%)
brushes 499/8192 5988/98304 ( 6.1%)
brushsides 3631/65536 29048/524288 ( 5.5%)
planes 2998/65536 59960/1310720 ( 4.6%)
vertexes 5251/65536 63012/786432 ( 8.0%)
nodes 2677/65536 85664/2097152 ( 4.1%)
texinfos 746/12288 53712/884736 ( 6.1%)
texdata 40/2048 1280/65536 ( 2.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3699/65536 207144/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1599/65536 89544/3670016 ( 2.4%)
leaves 2766/65536 88512/2097152 ( 4.2%)
leaffaces 4249/65536 8498/131072 ( 6.5%)
leafbrushes 1365/65536 2730/131072 ( 2.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 23580/512000 94320/2048000 ( 4.6%)
edges 13074/256000 52296/1024000 ( 5.1%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 407/32768 4070/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5589/65536 11178/131072 ( 8.5%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1779352/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 34352/393216 ( 8.7%)
LDR ambient table 2766/65536 11064/262144 ( 4.2%)
HDR ambient table 2766/65536 11064/262144 ( 4.2%)
LDR leaf ambient 14138/65536 395864/1835008 (21.6%)
HDR leaf ambient 2766/65536 77448/1835008 ( 4.2%)
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] 1/3466 ( 0.0%)
pakfile [variable] 1275897/0 ( 0.0%)
physics [variable] 195631/4194304 ( 4.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9808
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10.bsp
1 minute, 24 seconds elapsed
Valve Software - vrad.exe SSE (Jul 18 2018)

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\tf\download\maps\achievement_idle_awesomebox10.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.24 seconds)
3699 faces
4836376 square feet [696438144.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (71)
Build Patch/Sample Hash Table(s).....Done<0.0125 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 (12)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 88/1024 4224/49152 ( 8.6%)
brushes 499/8192 5988/98304 ( 6.1%)
brushsides 3631/65536 29048/524288 ( 5.5%)
planes 2998/65536 59960/1310720 ( 4.6%)
vertexes 5251/65536 63012/786432 ( 8.0%)
nodes 2677/65536 85664/2097152 ( 4.1%)
texinfos 746/12288 53712/884736 ( 6.1%)
texdata 40/2048 1280/65536 ( 2.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3699/65536 207144/3670016 ( 5.6%)
hdr faces 3699/65536 207144/3670016 ( 5.6%)
origfaces 1599/65536 89544/3670016 ( 2.4%)
leaves 2766/65536 88512/2097152 ( 4.2%)
leaffaces 4249/65536 8498/131072 ( 6.5%)
leafbrushes 1365/65536 2730/131072 ( 2.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 23580/512000 94320/2048000 ( 4.6%)
edges 13074/256000 52296/1024000 ( 5.1%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 6/8192 528/720896 ( 0.1%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 407/32768 4070/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5589/65536 11178/131072 ( 8.5%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1779352/0 ( 0.0%)
HDR lightdata [variable] 1779352/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 34352/393216 ( 8.7%)
LDR ambient table 2766/65536 11064/262144 ( 4.2%)
HDR ambient table 2766/65536 11064/262144 ( 4.2%)
LDR leaf ambient 14138/65536 395864/1835008 (21.6%)
HDR leaf ambient 14138/65536 395864/1835008 (21.6%)
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] 1/3466 ( 0.0%)
pakfile [variable] 1275897/0 ( 0.0%)
physics [variable] 195631/4194304 ( 4.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9808
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10.bsp
1 minute, 24 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\achievement_idle_awesomebox10.bsp"


** 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\tf\download\maps\achievement_idle_awesomebox10"

Valve Software - vbsp.exe (Aug 2 2018)
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\tf\download\maps\achievement_idle_awesomebox10.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_hurt (-1658.50 -812.00 2391.50) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 88 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (195631 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1185 texinfos to 746
Reduced 49 texdatas to 40 (2112 bytes to 1476)
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10.bsp
Wrote ZIP buffer, estimated size 1281471, actual size 1275897
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "achievement_idle_awesomebox10"
 

henke37

aa
Sep 23, 2011
2,075
515
Now it's a leak.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Yeah and this:

Could not execute the command:
"vvis_exe" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\mapsachievement_idle_awesomebox10.vmf-game" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\download\maps\achievement_idle_awesomebox10"
* Windows gave the error message:
"Access is denied."

VVIS still isn't running because somehow Windows isn't allowing it to start.
 

henke37

aa
Sep 23, 2011
2,075
515
His log has two builds in it. For some reason. They both have the leak.
 

The Pansmith™

L1: Registered
Jun 26, 2018
44
1
The Reason for the different builds was because i was reading about trying to resolve said vvis error, and someone said that they where able to copypaste the map, and rename it, and it worked. I also fixed the leak. Here is the maps files, if you can get it to work.
 
Last edited: