- Sep 5, 2015
- 16
- 3
after maknig a few minor changes to my map it suddenly stops compiling altogether. Putting it in the interlopers check shows there's no errors of any kind. I've read this means that the VBSP is crashing and getting skipped completely, but i have no clue what can actually cause that to happen.
Compile log just in case anybody is interested:
Compile log just in case anybody is interested:
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Tf2maps_VMF\cp_canyonpass.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
8 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Tf2maps_VMF\cp_canyonpass.vmf
BaseWindingForPlane: no axis found
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Tf2maps_VMF\cp_canyonpass"
Valve Software - vvis.exe (Aug 2 2018)
8 threads
reading d:\tf2maps_vmf\cp_canyonpass.bsp
reading d:\tf2maps_vmf\cp_canyonpass.prt
LoadPortals: couldn't read d:\tf2maps_vmf\cp_canyonpass.prt
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Tf2maps_VMF\cp_canyonpass"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\tf2maps_vmf\cp_canyonpass.bsp
Setting up ray-trace acceleration structure... Done (1.07 seconds)
3700 faces
1915667 square feet [275856096.00 square inches]
88 Displacements
270373 Square Feet [38933756.00 Square Inches]
3700 patches before subdivision
137206 patches after subdivision
sun extent from map=0.069756
148 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 (7)
transfers 11628541, max 438
transfer lists: 88.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(731071, 568864, 424390)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(155901, 114208, 83868)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(44587, 29598, 19896)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(13646, 8095, 4913)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(4673, 2324, 1253)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1756, 684, 325)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(724, 205, 86)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(324, 62, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(155, 19, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(78, 6, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(41, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(22, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0419 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 62/1024 2976/49152 ( 6.1%)
brushes 747/8192 8964/98304 ( 9.1%)
brushsides 4744/65536 37952/524288 ( 7.2%)
planes 1620/65536 32400/1310720 ( 2.5%)
vertexes 5752/65536 69024/786432 ( 8.8%)
nodes 2046/65536 65472/2097152 ( 3.1%)
texinfos 275/12288 19800/884736 ( 2.2%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 88/0 15488/0 ( 0.0%)
disp_verts 7128/0 142560/0 ( 0.0%)
disp_tris 11264/0 22528/0 ( 0.0%)
disp_lmsamples 261808/0 261808/0 ( 0.0%)
faces 3700/65536 207200/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1787/65536 100072/3670016 ( 2.7%)
leaves 2109/65536 67488/2097152 ( 3.2%)
leaffaces 4046/65536 8092/131072 ( 6.2%)
leafbrushes 1814/65536 3628/131072 ( 2.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 24415/512000 97660/2048000 ( 4.8%)
edges 13815/256000 55260/1024000 ( 5.4%)
LDR worldlights 148/8192 13024/720896 ( 1.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 283/32768 2830/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4866/65536 9732/131072 ( 7.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 14/512 4928/180224 ( 2.7%)
LDR lightdata [variable] 8027940/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 100135/16777216 ( 0.6%)
entdata [variable] 80576/393216 (20.5%)
LDR ambient table 2109/65536 8436/262144 ( 3.2%)
HDR ambient table 2109/65536 8436/262144 ( 3.2%)
LDR leaf ambient 11078/65536 310184/1835008 (16.9%)
HDR leaf ambient 2109/65536 59052/1835008 ( 3.2%)
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] 1/28830 ( 0.0%)
pakfile [variable] 2022271/0 ( 0.0%)
physics [variable] 274158/4194304 ( 6.5%)
physics terrain [variable] 28648/1048576 ( 2.7%)
Level flags = 0
Total triangle count: 9876
Writing d:\tf2maps_vmf\cp_canyonpass.bsp
27 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Tf2maps_VMF\cp_canyonpass.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_canyonpass.bsp"
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Tf2maps_VMF\cp_canyonpass.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
8 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Tf2maps_VMF\cp_canyonpass.vmf
BaseWindingForPlane: no axis found
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Tf2maps_VMF\cp_canyonpass"
Valve Software - vvis.exe (Aug 2 2018)
8 threads
reading d:\tf2maps_vmf\cp_canyonpass.bsp
reading d:\tf2maps_vmf\cp_canyonpass.prt
LoadPortals: couldn't read d:\tf2maps_vmf\cp_canyonpass.prt
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Tf2maps_VMF\cp_canyonpass"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\tf2maps_vmf\cp_canyonpass.bsp
Setting up ray-trace acceleration structure... Done (1.07 seconds)
3700 faces
1915667 square feet [275856096.00 square inches]
88 Displacements
270373 Square Feet [38933756.00 Square Inches]
3700 patches before subdivision
137206 patches after subdivision
sun extent from map=0.069756
148 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 (7)
transfers 11628541, max 438
transfer lists: 88.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(731071, 568864, 424390)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(155901, 114208, 83868)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(44587, 29598, 19896)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(13646, 8095, 4913)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(4673, 2324, 1253)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1756, 684, 325)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(724, 205, 86)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(324, 62, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(155, 19, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(78, 6, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(41, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(22, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0419 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 62/1024 2976/49152 ( 6.1%)
brushes 747/8192 8964/98304 ( 9.1%)
brushsides 4744/65536 37952/524288 ( 7.2%)
planes 1620/65536 32400/1310720 ( 2.5%)
vertexes 5752/65536 69024/786432 ( 8.8%)
nodes 2046/65536 65472/2097152 ( 3.1%)
texinfos 275/12288 19800/884736 ( 2.2%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 88/0 15488/0 ( 0.0%)
disp_verts 7128/0 142560/0 ( 0.0%)
disp_tris 11264/0 22528/0 ( 0.0%)
disp_lmsamples 261808/0 261808/0 ( 0.0%)
faces 3700/65536 207200/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1787/65536 100072/3670016 ( 2.7%)
leaves 2109/65536 67488/2097152 ( 3.2%)
leaffaces 4046/65536 8092/131072 ( 6.2%)
leafbrushes 1814/65536 3628/131072 ( 2.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 24415/512000 97660/2048000 ( 4.8%)
edges 13815/256000 55260/1024000 ( 5.4%)
LDR worldlights 148/8192 13024/720896 ( 1.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 283/32768 2830/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4866/65536 9732/131072 ( 7.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 14/512 4928/180224 ( 2.7%)
LDR lightdata [variable] 8027940/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 100135/16777216 ( 0.6%)
entdata [variable] 80576/393216 (20.5%)
LDR ambient table 2109/65536 8436/262144 ( 3.2%)
HDR ambient table 2109/65536 8436/262144 ( 3.2%)
LDR leaf ambient 11078/65536 310184/1835008 (16.9%)
HDR leaf ambient 2109/65536 59052/1835008 ( 3.2%)
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] 1/28830 ( 0.0%)
pakfile [variable] 2022271/0 ( 0.0%)
physics [variable] 274158/4194304 ( 6.5%)
physics terrain [variable] 28648/1048576 ( 2.7%)
Level flags = 0
Total triangle count: 9876
Writing d:\tf2maps_vmf\cp_canyonpass.bsp
27 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Tf2maps_VMF\cp_canyonpass.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_canyonpass.bsp"