- Mar 27, 2010
- 99
- 15
hey if been useing a dirt to grass blend that is supposed to have detail objects to go with it but they are not showing in my compiled map and i got this error in my compile log
here is my full compile log if needed
EDIT:
ay i guess some info on my hammer setup would be good
well it 's just vanilla unmodded tf2 and just plain hammer with the ABS_Resource_Pack_10-04-15
Code:
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
here is my full compile log if needed
Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\eagles2000\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\eagles2000\team fortress 2\tf" "C:\Users\Chris\Desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.vmf"
Valve Software - vbsp.exe (May 7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\eagles2000\team fortress 2\tf\materials
Loading C:\Users\Chris\Desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.vmf
Patching WVT material: maps/ctf_razed_crossing_a2/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ctf_razed_crossing_a2/nature/blendrockgroundwallforest_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 1156 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Chris\Desktop\mapping\ctf razed crossing\ctf_razed_crossing_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 (1) (613567 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
.10
Compacting texture/material tables...
Reduced 2966 texinfos to 1692
Reduced 164 texdatas to 144 (6530 bytes to 5715)
Writing C:\Users\Chris\Desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.bsp
6 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\eagles2000\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\eagles2000\team fortress 2\tf" "C:\Users\Chris\Desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2"
Valve Software - vvis.exe (May 7 2010)
2 threads
reading c:\users\chris\desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.bsp
reading c:\users\chris\desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.prt
557 portalclusters
1400 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 (16)
Optimized: 190 visible clusters (0.00%)
Total clusters visible: 79081
Average clusters visible: 141
Building PAS...
Average clusters audible: 306
visdatasize:58100 compressed from 80208
writing c:\users\chris\desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.bsp
16 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\eagles2000\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\eagles2000\team fortress 2\tf" "C:\Users\Chris\Desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2"
Valve Software - vrad.exe SSE (May 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\chris\desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.bsp
Setting up ray-trace acceleration structure... Done (6.25 seconds)
5028 faces
559051 square feet [80503376.00 square inches]
84 Displacements
86409 Square Feet [12442995.00 Square Inches]
5028 patches before subdivision
66566 patches after subdivision
sun extent from map=0.087156
78 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (49)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
transfers 5188023, max 443
transfer lists: 39.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(413247, 266490, 224030)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(121950, 74342, 54757)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(45297, 25113, 15742)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(17237, 8641, 4678)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(6846, 3086, 1440)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2716, 1103, 446)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1097, 402, 141)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(444, 147, 45)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(181, 54, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(74, 20, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(31, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(13, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0488 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
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 (15)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 22/1024 1056/49152 ( 2.1%)
brushes 1722/8192 20664/98304 (21.0%)
brushsides 11356/65536 90848/524288 (17.3%)
planes 4234/65536 84680/1310720 ( 6.5%)
vertexes 10825/65536 129900/786432 (16.5%)
nodes 1487/65536 47584/2097152 ( 2.3%)
texinfos 1692/12288 121824/884736 (13.8%)
texdata 144/2048 4608/65536 ( 7.0%)
dispinfos 84/0 14784/0 ( 0.0%)
disp_verts 3684/0 73680/0 ( 0.0%)
disp_tris 5568/0 11136/0 ( 0.0%)
disp_lmsamples 235432/0 235432/0 ( 0.0%)
faces 5028/65536 281568/3670016 ( 7.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4098/65536 229488/3670016 ( 6.3%)
leaves 1510/65536 48320/2097152 ( 2.3%)
leaffaces 6402/65536 12804/131072 ( 9.8%)
leafbrushes 2833/65536 5666/131072 ( 4.3%)
areas 12/256 96/2048 ( 4.7%)
surfedges 42667/512000 170668/2048000 ( 8.3%)
edges 29256/256000 117024/1024000 (11.4%)
LDR worldlights 78/8192 6864/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 873/32768 8730/327680 ( 2.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16755/65536 33510/131072 (25.6%)
cubemapsamples 26/1024 416/16384 ( 2.5%)
overlays 60/512 21120/180224 (11.7%)
LDR lightdata [variable] 2556444/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 58100/16777216 ( 0.3%)
entdata [variable] 82561/393216 (21.0%)
LDR ambient table 1510/65536 6040/262144 ( 2.3%)
HDR ambient table 1510/65536 6040/262144 ( 2.3%)
LDR leaf ambient 7220/65536 202160/1835008 (11.0%)
HDR leaf ambient 1510/65536 42280/1835008 ( 2.3%)
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] 1/48222 ( 0.0%)
pakfile [variable] 27280/0 ( 0.0%)
physics [variable] 613567/4194304 (14.6%)
physics terrain [variable] 21690/1048576 ( 2.1%)
Level flags = 0
Total triangle count: 16212
Writing c:\users\chris\desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.bsp
1 minute, 50 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Chris\Desktop\mapping\ctf razed crossing\ctf_razed_crossing_a2.bsp" "c:\program files (x86)\steam\steamapps\eagles2000\team fortress 2\tf\maps\ctf_razed_crossing_a2.bsp"
EDIT:
ay i guess some info on my hammer setup would be good
well it 's just vanilla unmodded tf2 and just plain hammer with the ABS_Resource_Pack_10-04-15
Last edited: