First time mapper, yadda yadda yadda, ok, that's out of the way.
I've built an almost complete map through sheer stubborness and the power of Google, and unfortunately I can no longer avoid addressing this problem. I've looked through several tutorials and searches and can't find anyone with a similar problem and I'm at a complete loss of what to do. Point being I have no idea what is wrong with my control point.
It's an Arena map, so only one CP, but everytime I cap it the capturing icon shows just below the screen. Other than that it works just fine. Both sides can capture the point, the Announcer shrieks at all the right times, and the proper colours show on the point once captured. It's not just my computer either, because several guinea pigs- I mean friends, also see the same glitch.
I've run my compile log through the nifty tool at interlopers.net and fixed several known and unknown errors, but none fixed the CP. I have a few errors in the compile log that I don't understand as well. They read like this:
"**** leaked ****"
and
"make_triangles:calc_triangle_representation: cannot convert".
The first one is frustratingly vague, because my map and skybox both run fine, I don't think there are any leaks. For the second one the only triangles I have in my map are very small ramps which, again, work fine when I run the map. Any help with deciphering these errors would be greatly appreciated. I know about the can model errors and am working on fixing them. The skybox error doesn't seem to affect my map (I have cubemaps) as well as the leaked entity (which points to a tree cutout in my skybox).
Here's the log (hope it works right).
Additionally, if someone could tell me how or point me to a simple tutorial on how to make fog in your skybox, that'd be awesome.
Thanks for the help!
~Medkip
I've built an almost complete map through sheer stubborness and the power of Google, and unfortunately I can no longer avoid addressing this problem. I've looked through several tutorials and searches and can't find anyone with a similar problem and I'm at a complete loss of what to do. Point being I have no idea what is wrong with my control point.
It's an Arena map, so only one CP, but everytime I cap it the capturing icon shows just below the screen. Other than that it works just fine. Both sides can capture the point, the Announcer shrieks at all the right times, and the proper colours show on the point once captured. It's not just my computer either, because several guinea pigs- I mean friends, also see the same glitch.
I've run my compile log through the nifty tool at interlopers.net and fixed several known and unknown errors, but none fixed the CP. I have a few errors in the compile log that I don't understand as well. They read like this:
"**** leaked ****"
and
"make_triangles:calc_triangle_representation: cannot convert".
The first one is frustratingly vague, because my map and skybox both run fine, I don't think there are any leaks. For the second one the only triangles I have in my map are very small ramps which, again, work fine when I run the map. Any help with deciphering these errors would be greatly appreciated. I know about the can model errors and am working on fixing them. The skybox error doesn't seem to affect my map (I have cubemaps) as well as the leaked entity (which points to a tree cutout in my skybox).
Here's the log (hope it works right).
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\lordstratosphere\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\lordstratosphere\team fortress 2\tf" "C:\Documents and Settings\Red-Queen\Desktop\TF2\My Maps\Compactor\compactor_b16"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\lordstratosphere\team fortress 2\tf\materials
Loading C:\Documents and Settings\Red-Queen\Desktop\TF2\My Maps\Compactor\compactor_b16.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-247.73 -3413.00 -1687.52) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_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) (25241 bytes)
Error! prop_static using model "models/props_gameplay/can_crushed001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_gameplay/can_crushed001.mdl"!
Error! prop_static using model "models/props_gameplay/can_crushed002.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_gameplay/can_crushed002.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 64 texinfos to 55
Reduced 16 texdatas to 16 (350 bytes to 350)
Writing C:\Documents and Settings\Red-Queen\Desktop\TF2\My Maps\Compactor\compactor_b16.bsp
24 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\steam\steamapps\lordstratosphere\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\lordstratosphere\team fortress 2\tf" "C:\Documents and Settings\Red-Queen\Desktop\TF2\My Maps\Compactor\compactor_b16"
Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\documents and settings\red-queen\desktop\tf2\my maps\compactor\compactor_b16.bsp
reading c:\documents and settings\red-queen\desktop\tf2\my maps\compactor\compactor_b16.prt
LoadPortals: couldn't read c:\documents and settings\red-queen\desktop\tf2\my maps\compactor\compactor_b16.prt
** Executing...
** Command: "c:\program files\steam\steamapps\lordstratosphere\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\lordstratosphere\team fortress 2\tf" "C:\Documents and Settings\Red-Queen\Desktop\TF2\My Maps\Compactor\compactor_b16"
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:\documents and settings\red-queen\desktop\tf2\my maps\compactor\compactor_b16.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.49 seconds)
985 faces
731924 square feet [105397112.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.965926
sun extent from map=0.965926
50 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (20)
Build Patch/Sample Hash Table(s).....Done<0.0151 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (22)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 49/8192 588/98304 ( 0.6%)
brushsides 336/65536 2688/524288 ( 0.5%)
planes 536/65536 10720/1310720 ( 0.8%)
vertexes 1400/65536 16800/786432 ( 2.1%)
nodes 673/65536 21536/2097152 ( 1.0%)
texinfos 55/12288 3960/884736 ( 0.4%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 985/65536 55160/3670016 ( 1.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 149/65536 8344/3670016 ( 0.2%)
leaves 676/65536 21632/2097152 ( 1.0%)
leaffaces 1109/65536 2218/131072 ( 1.7%)
leafbrushes 401/65536 802/131072 ( 0.6%)
areas 3/256 24/2048 ( 1.2%)
surfedges 5137/512000 20548/2048000 ( 1.0%)
edges 2646/256000 10584/1024000 ( 1.0%)
LDR worldlights 49/8192 4312/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 79/32768 790/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1035/65536 2070/131072 ( 1.6%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 74/512 26048/180224 (14.5%)
LDR lightdata [variable] 905488/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 26298/393216 ( 6.7%)
LDR ambient table 676/65536 2704/262144 ( 1.0%)
HDR ambient table 676/65536 2704/262144 ( 1.0%)
LDR leaf ambient 2016/65536 56448/1835008 ( 3.1%)
HDR leaf ambient 676/65536 18928/1835008 ( 1.0%)
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] 1/52008 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 25241/4194304 ( 0.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2566
Writing c:\documents and settings\red-queen\desktop\tf2\my maps\compactor\compactor_b16.bsp
47 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Red-Queen\Desktop\TF2\My Maps\Compactor\compactor_b16.bsp" "c:\program files\steam\steamapps\lordstratosphere\team fortress 2\tf\maps\compactor_b16.bsp"
Additionally, if someone could tell me how or point me to a simple tutorial on how to make fog in your skybox, that'd be awesome.
Thanks for the help!
~Medkip