That's wacky. Can we see a compile log?
yea sure.
Starting a 'Publish - Both' compile.
Starting compilation of jb_mall_test_v3
Valve Software - vbsp.exe (Oct 2 2021)
6 threads
materialPath: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Patching WVT material: maps/jb_mall_test_v3/ba_jail_casuarina/grasssand_wvt_patch
Patching WVT material: maps/jb_mall_test_v3/ba_jail_casuarina/grasssand3_wvt_patch
Patching WVT material: maps/jb_mall_test_v3/dev/dev_blendmeasure_wvt_patch
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 212 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.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) (846882 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3845 texinfos to 2222
Reduced 164 texdatas to 144 (4088 bytes to 3311)
Writing D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp
Wrote ZIP buffer, estimated size 220801, actual size 217907
3 seconds elapsed
162.546793 -10.515600 0.000000
162.547050 -10.439400 0.000000
162.673026 -10.439400 0.000000
162.546857 -10.496654 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Valve Software - vvis.exe (Oct 2 2021)
6 threads
reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp
reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.prt
1690 portalclusters
4596 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (7)
Optimized: 3059 visible clusters (1.13%)
Total clusters visible: 271599
Average clusters visible: 160
Building PAS...
Average clusters audible: 562
visdatasize:285712 compressed from 730080
writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp
7 seconds elapsed
Valve Software - vrad.exe SSE (Oct 2 2021)
Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp
Setting up ray-trace acceleration structure... Done (3.77 seconds)
12206 faces
3237587 square feet [466212608.00 square inches]
1 Displacements
91 Square Feet [13150.97 Square Inches]
12206 patches before subdivision
250144 patches after subdivision
sun extent from map=0.008727
sun extent from map=0.000000
448 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (146)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 33613765, max 791
transfer lists: 256.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1118022, 864368, 875469)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(271328, 192523, 192968)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(73543, 45128, 43348)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(28393, 15935, 15218)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(9537, 4478, 4121)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(4050, 1729, 1576)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1538, 542, 489)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(687, 218, 198)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(290, 77, 71)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(135, 32, 31)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(62, 13, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(30, 6, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(14, 2, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(7, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(4, 1, 1)
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)
Build Patch/Sample Hash Table(s).....Done<0.0653 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (5)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (2)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 427/1024 20496/49152 (41.7%)
brushes 1903/8192 22836/98304 (23.2%)
brushsides 14756/65536 118048/524288 (22.5%)
planes 18728/65536 374560/1310720 (28.6%)
vertexes 19246/65536 230952/786432 (29.4%)
nodes 7373/65536 235936/2097152 (11.3%)
texinfos 2222/12288 159984/884736 (18.1%)
texdata 144/2048 4608/65536 ( 7.0%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 336/0 336/0 ( 0.0%)
faces 12206/65536 683536/3670016 (18.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7180/65536 402080/3670016 (11.0%)
leaves 7801/65536 249632/2097152 (11.9%)
leaffaces 14212/65536 28424/131072 (21.7%)
leafbrushes 4522/65536 9044/131072 ( 6.9%)
areas 10/256 80/2048 ( 3.9%)
surfedges 86737/512000 346948/2048000 (16.9%)
edges 47428/256000 189712/1024000 (18.5%)
LDR worldlights 447/8192 39336/720896 ( 5.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 984/32768 9840/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14712/65536 29424/131072 (22.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 40/512 14080/180224 ( 7.8%)
LDR lightdata [variable] 18355952/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 285712/16777216 ( 1.7%)
entdata [variable] 528165/393216 (134.3%) VERY FULL!
LDR ambient table 7801/65536 31204/262144 (11.9%)
HDR ambient table 7801/65536 31204/262144 (11.9%)
LDR leaf ambient 27452/65536 768656/1835008 (41.9%)
HDR leaf ambient 7801/65536 218428/1835008 (11.9%)
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] 1/34246 ( 0.0%)
pakfile [variable] 1507287/0 ( 0.0%)
physics [variable] 846882/4194304 (20.2%)
physics terrain [variable] 111/1048576 ( 0.0%)
Level flags = 1
Total triangle count: 32573
Writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp
2 minutes, 54 seconds elapsed
Valve Software - vrad.exe SSE (Oct 2 2021)
Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp
Setting up ray-trace acceleration structure... Done (3.76 seconds)
12206 faces
3237587 square feet [466212608.00 square inches]
1 Displacements
91 Square Feet [13150.97 Square Inches]
12206 patches before subdivision
250144 patches after subdivision
sun extent from map=0.008727
sun extent from map=0.000000
448 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (150)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 33613765, max 791
transfer lists: 256.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1118022, 864367, 875470)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(271328, 192523, 192968)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(73543, 45128, 43348)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(28393, 15935, 15218)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(9537, 4478, 4121)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(4050, 1729, 1576)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1538, 542, 489)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(687, 218, 198)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(290, 77, 71)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(135, 32, 31)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(62, 13, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(30, 6, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(14, 2, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(7, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(4, 1, 1)
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)
Build Patch/Sample Hash Table(s).....Done<0.0663 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 (5)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (2)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 427/1024 20496/49152 (41.7%)
brushes 1903/8192 22836/98304 (23.2%)
brushsides 14756/65536 118048/524288 (22.5%)
planes 18728/65536 374560/1310720 (28.6%)
vertexes 19246/65536 230952/786432 (29.4%)
nodes 7373/65536 235936/2097152 (11.3%)
texinfos 2222/12288 159984/884736 (18.1%)
texdata 144/2048 4608/65536 ( 7.0%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 336/0 336/0 ( 0.0%)
faces 12206/65536 683536/3670016 (18.6%)
hdr faces 12206/65536 683536/3670016 (18.6%)
origfaces 7180/65536 402080/3670016 (11.0%)
leaves 7801/65536 249632/2097152 (11.9%)
leaffaces 14212/65536 28424/131072 (21.7%)
leafbrushes 4522/65536 9044/131072 ( 6.9%)
areas 10/256 80/2048 ( 3.9%)
surfedges 86737/512000 346948/2048000 (16.9%)
edges 47428/256000 189712/1024000 (18.5%)
LDR worldlights 447/8192 39336/720896 ( 5.5%)
HDR worldlights 447/8192 39336/720896 ( 5.5%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 984/32768 9840/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14712/65536 29424/131072 (22.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 40/512 14080/180224 ( 7.8%)
LDR lightdata [variable] 18355952/0 ( 0.0%)
HDR lightdata [variable] 18355952/0 ( 0.0%)
visdata [variable] 285712/16777216 ( 1.7%)
entdata [variable] 528165/393216 (134.3%) VERY FULL!
LDR ambient table 7801/65536 31204/262144 (11.9%)
HDR ambient table 7801/65536 31204/262144 (11.9%)
LDR leaf ambient 27452/65536 768656/1835008 (41.9%)
HDR leaf ambient 27452/65536 768656/1835008 (41.9%)
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] 1/34246 ( 0.0%)
pakfile [variable] 2799899/0 ( 0.0%)
physics [variable] 846882/4194304 (20.2%)
physics terrain [variable] 111/1048576 ( 0.0%)
Level flags = 3
Total triangle count: 32573
Writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp
2 minutes, 58 seconds elapsed
D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp -> D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\jb_mall_test_v3.bsp
1 File(s) copied
CompilePal - Cubemap Generator
Detecting HDR levels...
Map requires two sets of cubemaps
Compiling LDR cubemaps...
Compiling HDR cubemaps...
Cubemaps compiled
CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\custom\
Found search path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf
Found search path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf
Found search path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\bin
Found search path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Copying packed bsp to vmf folder...
Finished!
---------------------
144 materials found
15 models found
0 particle files found
19 sounds found
---------------------
'Publish - Both' compile finished in 00:07:08
1 errors/warnings logged:
1 errors/warnings logged for jb_mall_test_v3:
● 1x: Warning: make_triangles:calc_triangle_representation: Cannot convert
Imm going change wall texture into something different. Otherwise, should I concern about this "make_triangles:calc_triangle_representation: Cannot convert"