Water isn't compiling, odd geometry errors

Shadow Tyrant

L69: Deviant Member
Aug 7, 2009
69
3
The above [title] sounds to me like a result of a leak, but after thoroughly searching my map for leaks and checking the compile log (below), there are no signs of any errors outside the norm. What I mean by the water isn't compiling is that I have it in the .vmf, but when I load the map in-game, there is no water period. Normally if I have a leak the water is still there and I just can't see it, but here it's gone entirely. The odd geometry errors are, again, stuff I fixed in the .vmf, but are un-fixed in the in-game map.

Here's the log...
Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.vmf
Patching WVT material: maps/arena_crater_a2/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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 24 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_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 (0) (119071 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 717 texinfos to 434
Reduced 54 texdatas to 44 (1682 bytes to 1338)
Writing C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.bsp
2 seconds elapsed
  -0.279400 -2.044524 0.000000
  0.355600 -1.986289 0.000000
  0.355600 -2.044524 0.000000
  -0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -0.279400 -2.044524 0.000000
  0.355600 -1.986289 0.000000
  0.355600 -2.044524 0.000000
  -0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.bsp
reading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.prt
 730 portalclusters
2041 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 (28)
Optimized: 1327 visible clusters (0.00%)
Total clusters visible: 120817
Average clusters visible: 165
Building PAS...
Average clusters audible: 632
visdatasize:118354  compressed from 140160
writing c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.bsp
28 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.bsp
Setting up ray-trace acceleration structure... Done (1.60 seconds)
2117 faces
2 degenerate faces
646445 square feet [93088144.00 square inches]
36 Displacements
24058 Square Feet [3464490.00 Square Inches]
2115 patches before subdivision
43091 patches after subdivision
sun extent from map=0.087156
34 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 3347472, max 457
transfer lists:  25.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(62764, 38225, 37958)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(6063, 3148, 3102)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(689, 282, 280)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(90, 29, 31)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(13, 3, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0282 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 (4)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   5/1024          240/49152    ( 0.5%) 
brushes                325/8192         3900/98304    ( 4.0%) 
brushsides            2375/65536       19000/524288   ( 3.6%) 
planes                1554/65536       31080/1310720  ( 2.4%) 
vertexes              3310/65536       39720/786432   ( 5.1%) 
nodes                 1433/65536       45856/2097152  ( 2.2%) 
texinfos               434/12288       31248/884736   ( 3.5%) 
texdata                 44/2048         1408/65536    ( 2.1%) 
dispinfos               36/0            6336/0        ( 0.0%) 
disp_verts            2132/0           42640/0        ( 0.0%) 
disp_tris             3264/0            6528/0        ( 0.0%) 
disp_lmsamples       58580/0           58580/0        ( 0.0%) 
faces                 2117/65536      118552/3670016  ( 3.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              942/65536       52752/3670016  ( 1.4%) 
leaves                1439/65536       46048/2097152  ( 2.2%) 
leaffaces             2594/65536        5188/131072   ( 4.0%) 
leafbrushes           1189/65536        2378/131072   ( 1.8%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges            13893/512000      55572/2048000  ( 2.7%) 
edges                 8013/256000      32052/1024000  ( 3.1%) 
LDR worldlights         34/8192         2992/720896   ( 0.4%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            142/32768        1420/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2655/65536        5310/131072   ( 4.1%) 
cubemapsamples          11/1024          176/16384    ( 1.1%) 
overlays                 2/512           704/180224   ( 0.4%) 
LDR lightdata         [variable]     1786756/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      118354/16777216 ( 0.7%) 
entdata               [variable]       20349/393216   ( 5.2%) 
LDR ambient table     1439/65536        5756/262144   ( 2.2%) 
HDR ambient table     1439/65536        5756/262144   ( 2.2%) 
LDR leaf ambient      6863/65536      192164/1835008  (10.5%) 
HDR leaf ambient      1439/65536       40292/1835008  ( 2.2%) 
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]           1/12042    ( 0.0%) 
pakfile               [variable]        5054/0        ( 0.0%) 
physics               [variable]      119071/4194304  ( 2.8%) 
physics terrain       [variable]       10268/1048576  ( 1.0%) 

Level flags = 0

Total triangle count: 5897
Writing c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.bsp
28 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.bsp" "c:\program files (x86)\steam\steamapps\\team fortress 2\tf\maps\arena_crater_a2.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\\team fortress 2\tf"  +map "arena_crater_a2"

The only thing I could see that might be causing something is the "make_triangles:calc_triangle_representation: Cannot convert" but that's never been an actual issue before.

Am I missing something?
 

Eternal

L69: Deviant Member
Jul 8, 2009
69
10
make_triangles:calc_triangle_representation: cannot convert

Description:
Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the "/wasteland/InteriorFence002d.mdl"-model. I've also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements.
If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not.

Solution:
You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn't seem to be a real error in the model itself though. In other words, leave it be, it won't hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error.
The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it.

From Interlopers.net

I suggest you do what they suggested and cordon off parts of the map and check your displacements
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Hate to be the "is it plugged in" guy, but the water visgroup isn't disabled, is it?

May want to check all the water is textured correctly and surfaces match up nicely. Also things like no func_viscluster on both sides, only one level of water in an area, etc.
 

Shadow Tyrant

L69: Deviant Member
Aug 7, 2009
69
3
Well, I was able to fix the gemoetry. Turns out it was invalid. A quick slice and reposition fixed it.

However, my water is still broken. I cordoned off the section that had the triangle errors, ran the map, and it still won't show. Here's the compile from that:

Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.vmf
Patching WVT material: maps/arena_crater_a2/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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 24 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_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 (0) (41140 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 264 texinfos to 114
Reduced 29 texdatas to 23 (781 bytes to 600)
Writing C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.bsp" "c:\program files (x86)\steam\steamapps\\team fortress 2\tf\maps\arena_crater_a2.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\\team fortress 2\tf"  +map "arena_crater_a2"

EDIT: ...Oopsie. Somehow I accidentally managed to make the water a func_detail...

Well, it's there, but I'm getting the typical "you can't see it from above" water now...
 
Last edited:

Eternal

L69: Deviant Member
Jul 8, 2009
69
10
Did you try turning it upside down? ;) j/k

Make sure that ONLY top face on the brush is textured as water, the other 5 faces should be no draw. Also it might not hurt to try setting up a cubemap over the water brush (just to test it)
 

zornor

L4: Comfortable Member
Jan 14, 2009
195
23
what Eternal said.

Also ensure that there is only ONE plane of water visible from your vvis cluster at a time. This can cause glitchy-looking water if you don't do so.
 

Kraftwerk

L2: Junior Member
Jul 10, 2009
86
4
How are your compile times? I had water in my map. With it, compile times were about 20 minutes. Without, they dropped down to 4.
 

Shadow Tyrant

L69: Deviant Member
Aug 7, 2009
69
3
How are your compile times? I had water in my map. With it, compile times were about 20 minutes. Without, they dropped down to 4.
About a minute, lighting, vvis and all. But I don't know what that has to do with anything.


My water shows up now (I don't know what I did to fix it) but the water in the small hallways is acting up. Here's some screenshots:



The water is there, but you can't see anything through it...And if you look at it wrong it disappears completely.

Here's the compile log:
Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.vmf
Patching WVT material: maps/arena_crater_a2/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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 24 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_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 (0) (119932 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 728 texinfos to 439
Reduced 57 texdatas to 46 (1814 bytes to 1388)
Writing C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.bsp
2 seconds elapsed
  -0.279400 -2.044524 0.000000
  0.355600 -1.986289 0.000000
  0.355600 -2.044524 0.000000
  -0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -0.279400 -2.044524 0.000000
  0.355600 -1.986289 0.000000
  0.355600 -2.044524 0.000000
  -0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert

//Just a note here, I've been to these coordinates and there's literally nothing there. No idea why there's an error

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.bsp
reading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.prt
 725 portalclusters
1982 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 (26)
Optimized: 1131 visible clusters (0.00%)
Total clusters visible: 114604
Average clusters visible: 158
Building PAS...
Average clusters audible: 620
visdatasize:114972  compressed from 139200
writing c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.bsp
26 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.bsp
Setting up ray-trace acceleration structure... Done (1.57 seconds)
2161 faces
2 degenerate faces
658150 square feet [94773640.00 square inches]
36 Displacements
24058 Square Feet [3464490.00 Square Inches]
2159 patches before subdivision
42939 patches after subdivision
sun extent from map=0.087156
34 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (12)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 3409426, max 461
transfer lists:  26.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(55601, 32295, 31943)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(5558, 2616, 2638)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(626, 225, 231)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(89, 27, 31)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(13, 3, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(2, 0, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0277 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
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   5/1024          240/49152    ( 0.5%) 
brushes                327/8192         3924/98304    ( 4.0%) 
brushsides            2391/65536       19128/524288   ( 3.6%) 
planes                1556/65536       31120/1310720  ( 2.4%) 
vertexes              3349/65536       40188/786432   ( 5.1%) 
nodes                 1443/65536       46176/2097152  ( 2.2%) 
texinfos               439/12288       31608/884736   ( 3.6%) 
texdata                 46/2048         1472/65536    ( 2.2%) 
dispinfos               36/0            6336/0        ( 0.0%) 
disp_verts            2132/0           42640/0        ( 0.0%) 
disp_tris             3264/0            6528/0        ( 0.0%) 
disp_lmsamples       58580/0           58580/0        ( 0.0%) 
faces                 2161/65536      121016/3670016  ( 3.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              955/65536       53480/3670016  ( 1.5%) 
leaves                1449/65536       46368/2097152  ( 2.2%) 
leaffaces             2632/65536        5264/131072   ( 4.0%) 
leafbrushes           1225/65536        2450/131072   ( 1.9%) 
areas                    4/256            32/2048     ( 1.6%) 
surfedges            14107/512000      56428/2048000  ( 2.8%) 
edges                 8192/256000      32768/1024000  ( 3.2%) 
LDR worldlights         34/8192         2992/720896   ( 0.4%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            126/32768        1260/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2409/65536        4818/131072   ( 3.7%) 
cubemapsamples          11/1024          176/16384    ( 1.1%) 
overlays                 2/512           704/180224   ( 0.4%) 
LDR lightdata         [variable]     1800780/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      114972/16777216 ( 0.7%) 
entdata               [variable]       20309/393216   ( 5.2%) 
LDR ambient table     1449/65536        5796/262144   ( 2.2%) 
HDR ambient table     1449/65536        5796/262144   ( 2.2%) 
LDR leaf ambient      7034/65536      196952/1835008  (10.7%) 
HDR leaf ambient      1449/65536       40572/1835008  ( 2.2%) 
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]           1/12008    ( 0.0%) 
pakfile               [variable]        5458/0        ( 0.0%) 
physics               [variable]      119932/4194304  ( 2.9%) 
physics terrain       [variable]       10268/1048576  ( 1.0%) 

Level flags = 0

Total triangle count: 5971
Writing c:\program files (x86)\steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.bsp
29 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\mapsrc\arena_crater_a2.bsp" "c:\program files (x86)\steam\steamapps\\team fortress 2\tf\maps\arena_crater_a2.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\\team fortress 2\tf"  +map "arena_crater_a2"
 

Shadow Tyrant

L69: Deviant Member
Aug 7, 2009
69
3
Well, I'm not entirely sure what I did, but it's fixed now. (At least until I try to compile my map again. It seems like it just randomly decides it won't work.)