- Mar 31, 2019
- 21
- 0
I was fixing a decompiled upward vmf when i noticed when compiled a small part of the map was black as if there was an extremely dark shadow being cast. There are no leaks.
Code:
** 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\pl_upward_d.vmf"
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\sourcesdk_content\tf\mapsrc\pl_upward_d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_upward_d/coalmines/blendgroundtograss_coalmines_wvt_patch
Patching WVT material: maps/pl_upward_d/coalmines/blendgroundtowall_coalmines_wvt_patch
Patching WVT material: maps/pl_upward_d/nature/blendrockgroundwallforest002_wvt_patch
Patching WVT material: maps/pl_upward_d/coalmines/blendbeach_to_beach_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1372 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_upward to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_upward to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1782336 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10001 texinfos to 7963
Reduced 137 texdatas to 124 (3203 bytes to 2688)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.bsp
Wrote ZIP buffer, estimated size 5307, actual size 4021
34 seconds elapsed
-0.050800 -1.690353 0.000000
0.101600 -1.690353 0.000000
-0.101600 -1.690353 0.000000
-0.101600 -1.370356 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** 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\pl_upward_d"
Valve Software - vvis.exe (Aug 2 2018)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.prt
1918 portalclusters
5647 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 182015 visible clusters (10.58%)
Total clusters visible: 1720811
Average clusters visible: 897
Building PAS...
Average clusters audible: 1734
visdatasize:818420 compressed from 920640
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.bsp
2 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\pl_upward_d"
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\sourcesdk_content\tf\mapsrc\pl_upward_d.bsp
Setting up ray-trace acceleration structure... Done (12.14 seconds)
15760 faces
4 degenerate faces
4060970 square feet [584779712.00 square inches]
558 Displacements
619612 Square Feet [89224208.00 Square Inches]
15756 patches before subdivision
222900 patches after subdivision
sun extent from map=0.008727
215 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (47)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (161)
transfers 15134447, max 924
transfer lists: 115.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(973659, 670257, 430114)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(126662, 76762, 44931)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(18430, 9306, 4806)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4963, 2511, 1212)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1034, 463, 207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(345, 148, 60)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(94, 37, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(33, 12, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(11, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 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<0.1417 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (27)
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 (46)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 70/1024 3360/49152 ( 6.8%)
brushes 4845/8192 58140/98304 (59.1%)
brushsides 36683/65536 293464/524288 (56.0%)
planes 17930/65536 358600/1310720 (27.4%)
vertexes 30504/65536 366048/786432 (46.5%)
nodes 3979/65536 127328/2097152 ( 6.1%)
texinfos 7963/12288 573336/884736 (64.8%)
texdata 124/2048 3968/65536 ( 6.1%)
dispinfos 558/0 98208/0 ( 0.0%)
disp_verts 14174/0 283480/0 ( 0.0%)
disp_tris 18240/0 36480/0 ( 0.0%)
disp_lmsamples 1823228/0 1823228/0 ( 0.0%)
faces 15760/65536 882560/3670016 (24.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 13639/65536 763784/3670016 (20.8%)
leaves 4050/65536 129600/2097152 ( 6.2%)
leaffaces 24186/65536 48372/131072 (36.9%)
leafbrushes 13885/65536 27770/131072 (21.2%)
areas 33/256 264/2048 (12.9%)
surfedges 139799/512000 559196/2048000 (27.3%)
edges 93057/256000 372228/1024000 (36.4%)
LDR worldlights 215/8192 18920/720896 ( 2.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 2961/32768 29610/327680 ( 9.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 65244/65536 130488/131072 (99.6%) VERY FULL!
cubemapsamples 202/1024 3232/16384 (19.7%)
overlays 156/512 54912/180224 (30.5%)
LDR lightdata [variable] 12351220/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 818420/16777216 ( 4.9%)
entdata [variable] 236352/393216 (60.1%)
LDR ambient table 4050/65536 16200/262144 ( 6.2%)
HDR ambient table 4050/65536 16200/262144 ( 6.2%)
LDR leaf ambient 25176/65536 704928/1835008 (38.4%)
HDR leaf ambient 4050/65536 113400/1835008 ( 6.2%)
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] 1/125188 ( 0.0%)
pakfile [variable] 4021/0 ( 0.0%)
physics [variable] 1782336/4194304 (42.5%)
physics terrain [variable] 97084/1048576 ( 9.3%)
Level flags = 0
Total triangle count: 53690
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.bsp
5 minutes, 2 seconds elapsed
-0.050800 -1.690353 0.000000
0.101600 -1.690353 0.000000
-0.101600 -1.690353 0.000000
-0.101600 -1.370356 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_upward_d.bsp"