I created something that doesn't want to compile but can't figure out what. I'm sure this is common but whenever I make something in hammer thats screwed up nothing I make afterwards thats ok will compile when testing. Here is my compile log...
** Executing...
** Command: "d:\valve\steam\steamapps\louie174\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\valve\steam\steamapps\louie174\team fortress 2\tf" "D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity"
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: d:\valve\steam\steamapps\louie174\team fortress 2\tf\materials
Loading D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity.vmf
Patching WVT material: maps/cubecity/nature/blendgroundtograss002_wvt_patch
Patching WVT material: maps/cubecity/nature/blendgroundtograss003_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 (1)
Find Visible Detail Sides...
Merged 15980 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (3501 prims, max 32768 :: 65562 indices, max 65536)
** Executing...
** Command: "d:\valve\steam\steamapps\louie174\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\valve\steam\steamapps\louie174\team fortress 2\tf" -fast "D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity"
Valve Software - vvis.exe (Mar 11 2008)
fastvis = true
2 threads
reading d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.bsp
reading d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.prt
LoadPortals: couldn't read d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.prt
** Executing...
** Command: "d:\valve\steam\steamapps\louie174\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\valve\steam\steamapps\louie174\team fortress 2\tf" -noextra "D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.bsp
Setting up ray-trace acceleration structure... Done (4.54 seconds)
25950 faces
2 degenerate faces
6022669 square feet [867264384.00 square inches]
6 Displacements
4580 Square Feet [659538.50 Square Inches]
25948 patches before subdivision
303338 patches after subdivision
67 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (36)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (374)
transfers 92771902, max 3417
transfer lists: 707.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (47)
Bounce #1 added RGB(595580, 602388, 541398)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #2 added RGB(121951, 110689, 84819)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(34608, 29618, 20721)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #4 added RGB(10495, 7997, 4962)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(3885, 2618, 1487)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1419, 827, 421)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #7 added RGB(582, 293, 136)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(229, 99, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(97, 37, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #10 added RGB(39, 13, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(17, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(7, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #13 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<16.5049 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (67)
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 (73)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 227/1024 10896/49152 (22.2%)
brushes 8065/8192 96780/98304 (98.4%) VERY FULL!
brushsides 57094/65536 456752/524288 (87.1%) VERY FULL!
planes 21786/65536 435720/1310720 (33.2%)
vertexes 39417/65536 473004/786432 (60.1%)
nodes 6182/65536 197824/2097152 ( 9.4%)
texinfos 4782/12288 344304/884736 (38.9%)
texdata 87/2048 2784/65536 ( 4.2%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 486/0 9720/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 13320/0 13320/0 ( 0.0%)
faces 25950/65536 1453200/3670016 (39.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 20421/65536 1143576/3670016 (31.2%)
leaves 6410/65536 205120/2097152 ( 9.8%)
leaffaces 32920/65536 65840/131072 (50.2%)
leafbrushes 11541/65536 23082/131072 (17.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 211868/512000 847472/2048000 (41.4%)
edges 128990/256000 515960/1024000 (50.4%)
LDR worldlights 67/8192 5896/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 3481/32768 34810/327680 (10.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 65424/65536 130848/131072 (99.8%) VERY FULL!
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 12954596/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1493169/16777216 ( 8.9%)
entdata [variable] 180574/393216 (45.9%)
LDR ambient table 6410/65536 25640/262144 ( 9.8%)
HDR ambient table 6410/65536 25640/262144 ( 9.8%)
LDR leaf ambient 26978/65536 755384/1835008 (41.2%)
HDR leaf ambient 6410/65536 179480/1835008 ( 9.8%)
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] 1/12 ( 8.3%)
pakfile [variable] 434758/0 ( 0.0%)
physics [variable] 2768137/4194304 (66.0%)
physics terrain [variable] 1566/1048576 ( 0.1%)
Level flags = 0
Total triangle count: 78287
Writing d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.bsp
11 minutes, 15 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity.bsp" "d:\valve\steam\steamapps\louie174\team fortress 2\tf\maps\cubecity.bsp"
** Executing...
** Command: "d:\valve\steam\steamapps\louie174\team fortress 2\hl2.exe"
** Parameters: -game "d:\valve\steam\steamapps\louie174\team fortress 2\tf" +map "cubecity"
anyone know what it might be? i'm just about finished with my map, just touching things up abit.
This in particular stands out
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 (1)
Find Visible Detail Sides...
Merged 15980 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (3501 prims, max 32768 :: 65562 indices, max 65536)
** Executing...
** Command: "d:\valve\steam\steamapps\louie174\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\valve\steam\steamapps\louie174\team fortress 2\tf" "D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity"
Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: d:\valve\steam\steamapps\louie174\team fortress 2\tf\materials
Loading D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity.vmf
Patching WVT material: maps/cubecity/nature/blendgroundtograss002_wvt_patch
Patching WVT material: maps/cubecity/nature/blendgroundtograss003_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 (1)
Find Visible Detail Sides...
Merged 15980 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (3501 prims, max 32768 :: 65562 indices, max 65536)
** Executing...
** Command: "d:\valve\steam\steamapps\louie174\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\valve\steam\steamapps\louie174\team fortress 2\tf" -fast "D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity"
Valve Software - vvis.exe (Mar 11 2008)
fastvis = true
2 threads
reading d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.bsp
reading d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.prt
LoadPortals: couldn't read d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.prt
** Executing...
** Command: "d:\valve\steam\steamapps\louie174\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\valve\steam\steamapps\louie174\team fortress 2\tf" -noextra "D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.bsp
Setting up ray-trace acceleration structure... Done (4.54 seconds)
25950 faces
2 degenerate faces
6022669 square feet [867264384.00 square inches]
6 Displacements
4580 Square Feet [659538.50 Square Inches]
25948 patches before subdivision
303338 patches after subdivision
67 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (36)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (374)
transfers 92771902, max 3417
transfer lists: 707.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (47)
Bounce #1 added RGB(595580, 602388, 541398)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #2 added RGB(121951, 110689, 84819)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(34608, 29618, 20721)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #4 added RGB(10495, 7997, 4962)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(3885, 2618, 1487)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1419, 827, 421)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #7 added RGB(582, 293, 136)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(229, 99, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(97, 37, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #10 added RGB(39, 13, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(17, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(7, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #13 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<16.5049 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (67)
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 (73)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 227/1024 10896/49152 (22.2%)
brushes 8065/8192 96780/98304 (98.4%) VERY FULL!
brushsides 57094/65536 456752/524288 (87.1%) VERY FULL!
planes 21786/65536 435720/1310720 (33.2%)
vertexes 39417/65536 473004/786432 (60.1%)
nodes 6182/65536 197824/2097152 ( 9.4%)
texinfos 4782/12288 344304/884736 (38.9%)
texdata 87/2048 2784/65536 ( 4.2%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 486/0 9720/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 13320/0 13320/0 ( 0.0%)
faces 25950/65536 1453200/3670016 (39.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 20421/65536 1143576/3670016 (31.2%)
leaves 6410/65536 205120/2097152 ( 9.8%)
leaffaces 32920/65536 65840/131072 (50.2%)
leafbrushes 11541/65536 23082/131072 (17.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 211868/512000 847472/2048000 (41.4%)
edges 128990/256000 515960/1024000 (50.4%)
LDR worldlights 67/8192 5896/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 3481/32768 34810/327680 (10.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 65424/65536 130848/131072 (99.8%) VERY FULL!
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 12954596/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1493169/16777216 ( 8.9%)
entdata [variable] 180574/393216 (45.9%)
LDR ambient table 6410/65536 25640/262144 ( 9.8%)
HDR ambient table 6410/65536 25640/262144 ( 9.8%)
LDR leaf ambient 26978/65536 755384/1835008 (41.2%)
HDR leaf ambient 6410/65536 179480/1835008 ( 9.8%)
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] 1/12 ( 8.3%)
pakfile [variable] 434758/0 ( 0.0%)
physics [variable] 2768137/4194304 (66.0%)
physics terrain [variable] 1566/1048576 ( 0.1%)
Level flags = 0
Total triangle count: 78287
Writing d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.bsp
11 minutes, 15 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity.bsp" "d:\valve\steam\steamapps\louie174\team fortress 2\tf\maps\cubecity.bsp"
** Executing...
** Command: "d:\valve\steam\steamapps\louie174\team fortress 2\hl2.exe"
** Parameters: -game "d:\valve\steam\steamapps\louie174\team fortress 2\tf" +map "cubecity"
anyone know what it might be? i'm just about finished with my map, just touching things up abit.
This in particular stands out
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 (1)
Find Visible Detail Sides...
Merged 15980 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (3501 prims, max 32768 :: 65562 indices, max 65536)
Last edited: