- Sep 23, 2011
- 3
- 0
Hi all, here is my problem...
I'm doing some testing with the vmf of lumberyard provided in the source sdk, but when I compiled the map to see if the vmf is working, all the texture of the maps are black? An idea?
Thanks
Screenshot :
Compile log (Normal mode + HDR) :
I'm doing some testing with the vmf of lumberyard provided in the source sdk, but when I compiled the map to see if the vmf is working, all the texture of the maps are black? An idea?
Thanks
Screenshot :
Compile log (Normal mode + HDR) :
Code:
** Executing...
** Command: "d:\jeux\steam\steamapps\reiste\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\jeux\steam\steamapps\reiste\team fortress 2\tf" "D:\Jeux\Steam\SteamApps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.vmf"
Valve Software - vbsp.exe (Oct 31 2012)
4 threads
materialPath: d:\jeux\steam\steamapps\reiste\team fortress 2\tf\materials
Loading D:\Jeux\Steam\SteamApps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/sdk_arena_lumberyard/nature/blendgroundtograss007_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 1284 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Jeux\Steam\SteamApps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_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) (813536 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4227 texinfos to 2891
Reduced 104 texdatas to 100 (2463 bytes to 2339)
Writing D:\Jeux\Steam\SteamApps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp
7 seconds elapsed
** Executing...
** Command: "d:\jeux\steam\steamapps\reiste\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\jeux\steam\steamapps\reiste\team fortress 2\tf" "D:\Jeux\Steam\SteamApps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard"
Valve Software - vvis.exe (Oct 31 2012)
4 threads
reading d:\jeux\steam\steamapps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp
reading d:\jeux\steam\steamapps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.prt
913 portalclusters
3005 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 (258)
Optimized: 4713 visible clusters (1.18%)
Total clusters visible: 399316
Average clusters visible: 437
Building PAS...
Average clusters audible: 910
visdatasize:209140 compressed from 219120
writing d:\jeux\steam\steamapps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp
4 minutes, 18 seconds elapsed
** Executing...
** Command: "d:\jeux\steam\steamapps\reiste\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "d:\jeux\steam\steamapps\reiste\team fortress 2\tf" "D:\Jeux\Steam\SteamApps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard"
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\jeux\steam\steamapps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp
Setting up ray-trace acceleration structure... Done (2.96 seconds)
9110 faces
6 degenerate faces
1320124 square feet [190097888.00 square inches]
64 Displacements
171409 Square Feet [24682952.00 Square Inches]
9104 patches before subdivision
101462 patches after subdivision
52 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (18)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (55)
transfers 9933947, max 1192
transfer lists: 75.8 megs
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Build Patch/Sample Hash Table(s).....Done<0.0271 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
12 of 12 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (13)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 2281/8192 27372/98304 (27.8%)
brushsides 16787/65536 134296/524288 (25.6%)
planes 8926/65536 178520/1310720 (13.6%)
vertexes 17515/65536 210180/786432 (26.7%)
nodes 2070/65536 66240/2097152 ( 3.2%)
texinfos 2891/12288 208152/884736 (23.5%)
texdata 100/2048 3200/65536 ( 4.9%)
dispinfos 64/0 11264/0 ( 0.0%)
disp_verts 3504/0 70080/0 ( 0.0%)
disp_tris 5312/0 10624/0 ( 0.0%)
disp_lmsamples 384440/0 384440/0 ( 0.0%)
faces 9110/65536 510160/3670016 (13.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7053/65536 394968/3670016 (10.8%)
leaves 2086/65536 66752/2097152 ( 3.2%)
leaffaces 13098/65536 26196/131072 (20.0%)
leafbrushes 7950/65536 15900/131072 (12.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 76037/512000 304148/2048000 (14.9%)
edges 49165/256000 196660/1024000 (19.2%)
LDR worldlights 52/8192 4576/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1342/32768 13420/327680 ( 4.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 31155/65536 62310/131072 (47.5%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 143/512 50336/180224 (27.9%)
LDR lightdata [variable] 4548032/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 209140/16777216 ( 1.2%)
entdata [variable] 63112/393216 (16.1%)
LDR ambient table 2086/65536 8344/262144 ( 3.2%)
HDR ambient table 2086/65536 8344/262144 ( 3.2%)
LDR leaf ambient 13647/65536 382116/1835008 (20.8%)
HDR leaf ambient 2086/65536 58408/1835008 ( 3.2%)
occluders 12/0 480/0 ( 0.0%)
occluder polygons 18/0 216/0 ( 0.0%)
occluder vert ind 78/0 312/0 ( 0.0%)
detail props [variable] 1/1717972 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/55856 ( 0.0%)
pakfile [variable] 4635/0 ( 0.0%)
physics [variable] 813536/4194304 (19.4%)
physics terrain [variable] 15826/1048576 ( 1.5%)
Level flags = 0
Total triangle count: 29583
Writing d:\jeux\steam\steamapps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp
1 minute, 59 seconds elapsed
Valve Software - vrad.exe SSE (Oct 31 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\jeux\steam\steamapps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp
Setting up ray-trace acceleration structure... Done (2.91 seconds)
9110 faces
6 degenerate faces
1320124 square feet [190097888.00 square inches]
64 Displacements
171409 Square Feet [24682952.00 Square Inches]
9104 patches before subdivision
101462 patches after subdivision
52 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (54)
transfers 9933992, max 1192
transfer lists: 75.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
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Build Patch/Sample Hash Table(s).....Done<0.0321 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
12 of 12 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 2281/8192 27372/98304 (27.8%)
brushsides 16787/65536 134296/524288 (25.6%)
planes 8926/65536 178520/1310720 (13.6%)
vertexes 17515/65536 210180/786432 (26.7%)
nodes 2070/65536 66240/2097152 ( 3.2%)
texinfos 2891/12288 208152/884736 (23.5%)
texdata 100/2048 3200/65536 ( 4.9%)
dispinfos 64/0 11264/0 ( 0.0%)
disp_verts 3504/0 70080/0 ( 0.0%)
disp_tris 5312/0 10624/0 ( 0.0%)
disp_lmsamples 384440/0 384440/0 ( 0.0%)
faces 9110/65536 510160/3670016 (13.9%)
hdr faces 9110/65536 510160/3670016 (13.9%)
origfaces 7053/65536 394968/3670016 (10.8%)
leaves 2086/65536 66752/2097152 ( 3.2%)
leaffaces 13098/65536 26196/131072 (20.0%)
leafbrushes 7950/65536 15900/131072 (12.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 76037/512000 304148/2048000 (14.9%)
edges 49165/256000 196660/1024000 (19.2%)
LDR worldlights 52/8192 4576/720896 ( 0.6%)
HDR worldlights 52/8192 4576/720896 ( 0.6%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1342/32768 13420/327680 ( 4.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 31155/65536 62310/131072 (47.5%)
cubemapsamples 11/1024 176/16384 ( 1.1%)
overlays 143/512 50336/180224 (27.9%)
LDR lightdata [variable] 4548032/0 ( 0.0%)
HDR lightdata [variable] 4548032/0 ( 0.0%)
visdata [variable] 209140/16777216 ( 1.2%)
entdata [variable] 63112/393216 (16.1%)
LDR ambient table 2086/65536 8344/262144 ( 3.2%)
HDR ambient table 2086/65536 8344/262144 ( 3.2%)
LDR leaf ambient 13647/65536 382116/1835008 (20.8%)
HDR leaf ambient 13689/65536 383292/1835008 (20.9%)
occluders 12/0 480/0 ( 0.0%)
occluder polygons 18/0 216/0 ( 0.0%)
occluder vert ind 78/0 312/0 ( 0.0%)
detail props [variable] 1/1717972 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/55856 ( 0.0%)
pakfile [variable] 4635/0 ( 0.0%)
physics [variable] 813536/4194304 (19.4%)
physics terrain [variable] 15826/1048576 ( 1.5%)
Level flags = 0
Total triangle count: 29583
Writing d:\jeux\steam\steamapps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp
1 minute, 58 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Jeux\Steam\SteamApps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp" "d:\jeux\steam\steamapps\reiste\team fortress 2\tf\maps\sdk_arena_lumberyard.bsp"
** Executing...
** Command: d:\jeux\steam\steam.exe
** Parameters: -applaunch 440 -game "d:\jeux\steam\steamapps\reiste\team fortress 2\tf" +map "sdk_arena_lumberyard"