i still need help with the compiling problem

Cactyiee

L1: Registered
Jun 6, 2020
9
0
so ive recently continued work on my payload map for tf2 and made a good amount of progress sofar.
however recently the map wont save changes anymore and decides to run the last version of the map i saved.
ive looked into the problem for a bit and cant decide which error message in the compile log is messing me up.
heres the log for those who are interested


** 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_highpass.vmf"

Valve Software - vbsp.exe (Sep 23 2019)
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_highpass.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_highpass/nature/blendrockground004_wvt_patch
Patching WVT material: maps/pl_highpass/coalmines/blendgroundtowall_coalmines_wvt_patch
Patching WVT material: maps/pl_highpass/nature/blendrockground005_wvt_patch
Patching WVT material: maps/pl_highpass/nature/blendground_doomsday001_wvt_patch
Patching WVT material: maps/pl_highpass/nature/blendrockgroundwall003_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
**** leaked ****
Entity prop_static (nan nan nan) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 492 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
Too many unique verts, max = 65536 (map has too much brush geometry)


** 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\sourcesdk_content\tf\mapsrc\pl_highpass"

Valve Software - vvis.exe (Sep 23 2019)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_highpass.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_highpass.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_highpass.prt


** 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_highpass"

Valve Software - vrad.exe SSE (Sep 23 2019)

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_highpass.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (4.06 seconds)
31185 faces
8 degenerate faces
974261 square feet [140293696.00 square inches]
117 Displacements
182669 Square Feet [26304342.00 Square Inches]
73 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (242)
Build Patch/Sample Hash Table(s).....Done<1.3744 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (28)
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 (20)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 1168/8192 14016/98304 (14.3%)
brushsides 9913/65536 79304/524288 (15.1%)
planes 9612/65536 192240/1310720 (14.7%)
vertexes 40379/65536 484548/786432 (61.6%)
nodes 6501/65536 208032/2097152 ( 9.9%)
texinfos 994/12288 71568/884736 ( 8.1%)
texdata 113/2048 3616/65536 ( 5.5%)
dispinfos 117/0 20592/0 ( 0.0%)
disp_verts 12181/0 243620/0 ( 0.0%)
disp_tris 19968/0 39936/0 ( 0.0%)
disp_lmsamples 580523/0 580523/0 ( 0.0%)
faces 31185/65536 1746360/3670016 (47.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3886/65536 217616/3670016 ( 5.9%)
leaves 6512/65536 208384/2097152 ( 9.9%)
leaffaces 38865/65536 77730/131072 (59.3%)
leafbrushes 4684/65536 9368/131072 ( 7.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 154278/512000 617112/2048000 (30.1%)
edges 80495/256000 321980/1024000 (31.4%)
LDR worldlights 73/8192 6424/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1261/32768 12610/327680 ( 3.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 21960/65536 43920/131072 (33.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 95172460/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 57563/393216 (14.6%)
LDR ambient table 6512/65536 26048/262144 ( 9.9%)
HDR ambient table 6512/65536 26048/262144 ( 9.9%)
LDR leaf ambient 18880/65536 528640/1835008 (28.8%)
HDR leaf ambient 6512/65536 182336/1835008 ( 9.9%)
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] 1/75188 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/41588 ( 0.0%)
pakfile [variable] 2249/0 ( 0.0%)
physics [variable] 2675973/4194304 (63.8%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 76420
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_highpass.bsp
4 minutes, 57 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_highpass.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_highpass.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +r_hunkalloclightmaps 0 +map "pl_highpass" -steam
map info.png

i have no idea and am about to call quits on this map
 
Last edited:

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994

Cactyiee

L1: Registered
Jun 6, 2020
9
0
Too many unique verts, max = 65536 (map has too much brush geometry)

i know this is bad but i have no idea how to fix it,
i already tried using propper (which im not sure about being legit anymore) to decrease the amount of brush geometry on the map as well as deleting most of the cluttered geometry
 

Pinsplash

bad bad bad
May 8, 2016
156
71
the leak is also something you should fix
 

Cactyiee

L1: Registered
Jun 6, 2020
9
0
i dont know how becuz theres nothing there and it doesnt give me coordinates

pluz there are no real leaks its all enclosed in the skybox which doesnt have any holes
 
Apr 13, 2009
728
309
One problem can lead to the other, if you have leak then everything outside your map is not culled, so it counts towards the limit when it shouldn't. Fixing the leak is the first step.

Entity prop_static (nan nan nan) leaked!

nan = not a number. Not sure what's going on here but looks like one of your props is fucked beyond repair and you should track it down and delete it.
 

Cactyiee

L1: Registered
Jun 6, 2020
9
0
i guess it should be one of the newer props i added since i didnt do anything with the rest of the map and only worked with this one part.
im gonna go ahead and delete all props from the newer mapparts and see if i can find the one causing the problem

edited: so that didnt work and i still dont know what to do. after all the leak message doesnt give me coordinates
 
Last edited: