I edited arena_ravine using the recently released offical .vmf to remove the arena logic, making it a map that can be played properly with the tf2dm plugin. I removed the 2 entities I saw that had the words "arena" and "logic" in them. These are the only changes I have made. Running buildcubemaps (in 1024x768 fullscreen, also tried 1280x1024) causes a crash. Here is the compile log:
Any ideas on what can be done to fix this?
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\zeratul114\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\zeratul114\team fortress 2\tf" "C:\Program Files\Steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\zeratul114\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.vmf
Patching WVT material: maps/dm_ravine/nature/blendrockground006_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 (0)
Processing areas...done (0)
Building Faces...done (0)
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1064 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
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 (2) (839105 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6820 texinfos to 3725
Reduced 151 texdatas to 140 (2987 bytes to 2676)
Writing C:\Program Files\Steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp
18 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\steam\steamapps\zeratul114\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\zeratul114\team fortress 2\tf" "C:\Program Files\Steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine"
Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp
reading c:\program files\steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.prt
608 portalclusters
1500 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 (80)
Optimized: 691 visible clusters (0.00%)
Total clusters visible: 226797
Average clusters visible: 373
Building PAS...
Average clusters audible: 597
visdatasize:94239 compressed from 97280
writing c:\program files\steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp
1 minute, 20 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\zeratul114\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\zeratul114\team fortress 2\tf" "C:\Program Files\Steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp
Setting up ray-trace acceleration structure... Done (9.01 seconds)
7054 faces
637945 square feet [91864160.00 square inches]
291 Displacements
132498 Square Feet [19079718.00 Square Inches]
7054 patches before subdivision
72498 patches after subdivision
sun extent from map=0.087156
76 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (72)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (80)
transfers 6215238, max 1014
transfer lists: 47.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(243435, 150045, 106562)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(33255, 16636, 10743)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(5685, 2473, 1466)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1106, 437, 237)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(240, 88, 44)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(56, 19, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(14, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0708 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (31)
FinalLightFace Done
0 of 4 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (27)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 2360/8192 28320/98304 (28.8%)
brushsides 16286/65536 130288/524288 (24.9%)
planes 6612/65536 132240/1310720 (10.1%)
vertexes 14963/65536 179556/786432 (22.8%)
nodes 1188/65536 38016/2097152 ( 1.8%)
texinfos 3725/12288 268200/884736 (30.3%)
texdata 140/2048 4480/65536 ( 6.8%)
dispinfos 291/0 51216/0 ( 0.0%)
disp_verts 10915/0 218300/0 ( 0.0%)
disp_tris 15552/0 31104/0 ( 0.0%)
disp_lmsamples 350480/0 350480/0 ( 0.0%)
faces 7054/65536 395024/3670016 (10.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6053/65536 338968/3670016 ( 9.2%)
leaves 1204/65536 38528/2097152 ( 1.8%)
leaffaces 9897/65536 19794/131072 (15.1%)
leafbrushes 5551/65536 11102/131072 ( 8.5%)
areas 9/256 72/2048 ( 3.5%)
surfedges 62066/512000 248264/2048000 (12.1%)
edges 42688/256000 170752/1024000 (16.7%)
LDR worldlights 76/8192 6688/720896 ( 0.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 1204/32768 12040/327680 ( 3.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 26031/65536 52062/131072 (39.7%)
cubemapsamples 52/1024 832/16384 ( 5.1%)
overlays 129/512 45408/180224 (25.2%)
LDR lightdata [variable] 3580028/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 94239/16777216 ( 0.6%)
entdata [variable] 72299/393216 (18.4%)
LDR ambient table 1204/65536 4816/262144 ( 1.8%)
HDR ambient table 1204/65536 4816/262144 ( 1.8%)
LDR leaf ambient 7692/65536 215376/1835008 (11.7%)
HDR leaf ambient 1204/65536 33712/1835008 ( 1.8%)
occluders 10/0 400/0 ( 0.0%)
occluder polygons 30/0 360/0 ( 0.0%)
occluder vert ind 120/0 480/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/62102 ( 0.0%)
pakfile [variable] 3219/0 ( 0.0%)
physics [variable] 839105/4194304 (20.0%)
physics terrain [variable] 59595/1048576 ( 5.7%)
Level flags = 0
Total triangle count: 23759
Writing c:\program files\steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp
3 minutes, 43 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp
Setting up ray-trace acceleration structure... Done (8.97 seconds)
7054 faces
637945 square feet [91864160.00 square inches]
291 Displacements
132498 Square Feet [19079718.00 Square Inches]
7054 patches before subdivision
72498 patches after subdivision
sun extent from map=0.087156
76 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (70)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (74)
transfers 6215238, max 1014
transfer lists: 47.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(236158, 143913, 101668)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(32155, 15847, 10194)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(5503, 2358, 1393)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1075, 419, 227)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(234, 85, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(55, 19, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(13, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0728 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (31)
FinalLightFace Done
0 of 4 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (25)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 2360/8192 28320/98304 (28.8%)
brushsides 16286/65536 130288/524288 (24.9%)
planes 6612/65536 132240/1310720 (10.1%)
vertexes 14963/65536 179556/786432 (22.8%)
nodes 1188/65536 38016/2097152 ( 1.8%)
texinfos 3725/12288 268200/884736 (30.3%)
texdata 140/2048 4480/65536 ( 6.8%)
dispinfos 291/0 51216/0 ( 0.0%)
disp_verts 10915/0 218300/0 ( 0.0%)
disp_tris 15552/0 31104/0 ( 0.0%)
disp_lmsamples 350480/0 350480/0 ( 0.0%)
faces 7054/65536 395024/3670016 (10.8%)
hdr faces 7054/65536 395024/3670016 (10.8%)
origfaces 6053/65536 338968/3670016 ( 9.2%)
leaves 1204/65536 38528/2097152 ( 1.8%)
leaffaces 9897/65536 19794/131072 (15.1%)
leafbrushes 5551/65536 11102/131072 ( 8.5%)
areas 9/256 72/2048 ( 3.5%)
surfedges 62066/512000 248264/2048000 (12.1%)
edges 42688/256000 170752/1024000 (16.7%)
LDR worldlights 76/8192 6688/720896 ( 0.9%)
HDR worldlights 76/8192 6688/720896 ( 0.9%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 1204/32768 12040/327680 ( 3.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 26031/65536 52062/131072 (39.7%)
cubemapsamples 52/1024 832/16384 ( 5.1%)
overlays 129/512 45408/180224 (25.2%)
LDR lightdata [variable] 3580028/0 ( 0.0%)
HDR lightdata [variable] 3580028/0 ( 0.0%)
visdata [variable] 94239/16777216 ( 0.6%)
entdata [variable] 72299/393216 (18.4%)
LDR ambient table 1204/65536 4816/262144 ( 1.8%)
HDR ambient table 1204/65536 4816/262144 ( 1.8%)
LDR leaf ambient 7692/65536 215376/1835008 (11.7%)
HDR leaf ambient 7692/65536 215376/1835008 (11.7%)
occluders 10/0 400/0 ( 0.0%)
occluder polygons 30/0 360/0 ( 0.0%)
occluder vert ind 120/0 480/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/62102 ( 0.0%)
pakfile [variable] 3219/0 ( 0.0%)
physics [variable] 839105/4194304 (20.0%)
physics terrain [variable] 59595/1048576 ( 5.7%)
Level flags = 0
Total triangle count: 23759
Writing c:\program files\steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp
3 minutes, 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
-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\Steam\steamapps\zeratul114\sourcesdk_content\tf\mapsrc\dm_ravine.bsp" "c:\program files\steam\steamapps\zeratul114\team fortress 2\tf\maps\dm_ravine.bsp"
** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files\steam\steamapps\zeratul114\team fortress 2\tf" +map "dm_ravine"
Any ideas on what can be done to fix this?