Hello,
I have a problem (again) with areaportals: when I compile the map, as you will see, it reports no relevant errors. But when I play it some areaportals (and only some of them) act as if there's a leak somewhere, by not showing what's behind them for example. I don't think it's anything reported in the log because info about those errors says they can be left alone, and they don't seem related with areaportals anyway. They're all Open and unlinked to any door.
Another problem with the same map is that the water reflects those pink and black textures you're familiar with. I've searched around and the problem should either be related with the texture of the water or the cubemap, but I've checked both and found nothing.
Below the compile log, I compile with Compilepal in Normal:
Thanks to all of you who are willing to help!
I have a problem (again) with areaportals: when I compile the map, as you will see, it reports no relevant errors. But when I play it some areaportals (and only some of them) act as if there's a leak somewhere, by not showing what's behind them for example. I don't think it's anything reported in the log because info about those errors says they can be left alone, and they don't seem related with areaportals anyway. They're all Open and unlinked to any door.
Another problem with the same map is that the water reflects those pink and black textures you're familiar with. I've searched around and the problem should either be related with the texture of the water or the cubemap, but I've checked both and found nothing.
Below the compile log, I compile with Compilepal in Normal:
Code:
Starting a 'Normal' compile.
Starting compilation of cp_washed_b5
Valve Software - vbsp.exe (Jun 18 2021)
2 threads
MSG_FILEWRITE - Filesystem was asked to write to 'D:\Steam\cp_washed_b5.log', but we don't own that location. Allowing.
materialPath: D:\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\Steam\cp_washed_b5.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_washed_b5/nature/blendgroundtograss008_wvt_patch
Patching WVT material: maps/cp_washed_b5/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/cp_washed_b5/nature/blendgroundtograss008_nodetail_wvt_patch
Patching WVT material: maps/cp_washed_b5/coalmines/blendgroundtograss_coalmines_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 3890 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Steam\cp_washed_b5.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (3) (1605569 bytes)
Static prop models/props_gameplay/sewer_door01.mdl outside the map (-2832.00, 2048.00, -215.75)
Static prop models/props_gameplay/sewer_door01.mdl outside the map (3888.00, -1632.00, -215.75)
Static prop models/props_farm/doorframe002c.mdl outside the map (-2428.00, 2744.00, -100.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 13149 texinfos to 6838
Reduced 238 texdatas to 226 (5471 bytes to 4951)
Writing D:\Steam\cp_washed_b5.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'D:\Steam\cp_washed_b5.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 11265, actual size 8371
24 seconds elapsed
99.974396 -11.099800 0.000000
98.145599 -11.099800 0.000000
99.288597 -9.728200 0.000000
99.517197 -11.099800 0.000000
make_triangles:calc_triangle_representation: Cannot convert
99.974396 -11.099800 0.000000
98.145599 -11.099800 0.000000
99.288597 -9.728200 0.000000
99.517197 -11.099800 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Valve Software - vvis.exe (Jun 18 2021)
MSG_FILEWRITE - Filesystem was asked to write to 'd:\steam\cp_washed_b5.log', but we don't own that location. Allowing.
2 threads
reading d:\steam\cp_washed_b5.bsp
reading d:\steam\cp_washed_b5.prt
1998 portalclusters
5443 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (277)
Optimized: 3928 visible clusters (0.74%)
Total clusters visible: 534158
Average clusters visible: 267
Building PAS...
Average clusters audible: 687
visdatasize:431520 compressed from 1022976
writing d:\steam\cp_washed_b5.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'd:\steam\cp_washed_b5.bsp', but we don't own that location. Allowing.
4 minutes, 40 seconds elapsed
Valve Software - vrad.exe SSE (Jun 18 2021)
Valve Radiosity Simulator
2 threads
MSG_FILEWRITE - Filesystem was asked to write to 'd:\steam\cp_washed_b5.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\steam\cp_washed_b5.bsp
Setting up ray-trace acceleration structure... Done (18.69 seconds)
14810 faces
1 degenerate faces
2548228 square feet [366944832.00 square inches]
1374 Displacements
462207 Square Feet [66557868.00 Square Inches]
14809 patches before subdivision
190111 patches after subdivision
sun extent from map=0.052336
159 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (145)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (99)
transfers 12058439, max 582
transfer lists: 92.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(635001, 465456, 350323)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(121783, 82468, 57516)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(29711, 19557, 12657)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(9009, 5740, 3365)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2963, 1789, 941)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1075, 606, 281)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(400, 207, 84)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(156, 74, 26)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(61, 26, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(25, 10, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(10, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1042 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (28)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (64)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 153/1024 7344/49152 (14.9%)
brushes 4444/8192 53328/98304 (54.2%)
brushsides 29878/65536 239024/524288 (45.6%)
planes 24950/65536 499000/1310720 (38.1%)
vertexes 31629/65536 379548/786432 (48.3%)
nodes 6494/65536 207808/2097152 ( 9.9%)
texinfos 6838/12288 492336/884736 (55.6%)
texdata 226/2048 7232/65536 (11.0%)
dispinfos 1374/0 241824/0 ( 0.0%)
disp_verts 109558/0 2191160/0 ( 0.0%)
disp_tris 172896/0 345792/0 ( 0.0%)
disp_lmsamples 875312/0 875312/0 ( 0.0%)
faces 14810/65536 829360/3670016 (22.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 10797/65536 604632/3670016 (16.5%)
leaves 6648/65536 212736/2097152 (10.1%)
leaffaces 17482/65536 34964/131072 (26.7%)
leafbrushes 11079/65536 22158/131072 (16.9%)
areas 39/256 312/2048 (15.2%)
surfedges 117995/512000 471980/2048000 (23.0%)
edges 75011/256000 300044/1024000 (29.3%)
LDR worldlights 159/8192 13992/720896 ( 1.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 2432/32768 24320/327680 ( 7.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 45885/65536 91770/131072 (70.0%)
cubemapsamples 32/1024 512/16384 ( 3.1%)
overlays 327/512 115104/180224 (63.9%)
LDR lightdata [variable] 10552540/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 431520/16777216 ( 2.6%)
entdata [variable] 235884/393216 (60.0%)
LDR ambient table 6648/65536 26592/262144 (10.1%)
HDR ambient table 6648/65536 26592/262144 (10.1%)
LDR leaf ambient 32133/65536 899724/1835008 (49.0%)
HDR leaf ambient 6648/65536 186144/1835008 (10.1%)
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] 1/841876 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/152162 ( 0.0%)
pakfile [variable] 8371/0 ( 0.0%)
physics [variable] 1605569/4194304 (38.3%)
physics terrain [variable] 169051/1048576 (16.1%)
Level flags = 0
Total triangle count: 45231
Writing d:\steam\cp_washed_b5.bsp
6 minutes, 13 seconds elapsed
D:\Steam\cp_washed_b5.bsp -> D:\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_washed_b5.bsp
1 File copiati
'Normal' compile finished in 00:11:23
8 errors/warnings logged:
8 errors/warnings logged for cp_washed_b5:
● 2x: Caution: Can't load skybox file skybox/sky_well_01 to build the default cubemap!
● 1x: Info: Found a displacement edge abutting multiple other edges.
● 3x: Info: Static prop models/props_gameplay/sewer_door01.mdl outside the map (-2832.00, 2048.00, -215.75)
● 2x: Warning: make_triangles:calc_triangle_representation: Cannot convert
Thanks to all of you who are willing to help!