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