Cant Compile :(

Discussion in 'Mapping Questions & Discussion' started by Umbya Shpee, Jan 27, 2016.

  1. Umbya Shpee

    Umbya Shpee L1: Registered

    Messages:
    14
    Positive Ratings:
    1
    So I was compiling a map and then when I opened the compiled map I couldn't access my map even though the game opened up :(. See My compile full list

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\umbya_000\Music\Texas.vmf"

    Valve Software - vbsp.exe (Jan 19 2016)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\umbya_000\Music\Texas.vmf
    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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\umbya_000\Music\Texas.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_goldrush_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...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (0) (1054123 bytes)
    Error! To use model "models/open_crate/open_crate.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/open_crate/open_crate.mdl"!
    Error! To use model "models/anim_rocks/anim_rocks02.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/anim_rocks/anim_rocks02.mdl"!
    Error! To use model "models/bots/skeleton_sniper_boss/skeleton_sniper_boss_animations.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/bots/skeleton_sniper_boss/skeleton_sniper_boss_animations.mdl"!
    Error! To use model "models/mtt_engineer_crate/mtt_engineer_crate.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/mtt_engineer_crate/mtt_engineer_crate.mdl"!
    Error! To use model "models/props_2fort/chimney007.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/props_2fort/chimney007.mdl"!
    Static prop models/props_teaser/update_invasion_poster002.mdl outside the map (-8807.00, 8166.00, 150.10)
    Error! To use model "models/anim_rocks/anim_rocks.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/anim_rocks/anim_rocks.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 108 texinfos to 89
    Reduced 8 texdatas to 8 (169 bytes to 169)
    Writing C:\Users\umbya_000\Music\Texas.bsp
    3 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\umbya_000\Music\Texas"

    Valve Software - vvis.exe (Jan 19 2016)
    fastvis = true
    4 threads
    reading c:\users\umbya_000\music\Texas.bsp
    reading c:\users\umbya_000\music\Texas.prt
    536 portalclusters
    1307 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 618 visible clusters (0.22%)
    Total clusters visible: 284628
    Average clusters visible: 531
    Building PAS...
    Average clusters audible: 536
    visdatasize:76089 compressed from 77184
    writing c:\users\umbya_000\music\Texas.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Users\umbya_000\Music\Texas"

    Valve Software - vrad.exe SSE (Jan 19 2016)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\umbya_000\music\Texas.bsp
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Setting up ray-trace acceleration structure... Done (1.48 seconds)
    1364 faces
    7085289 square feet [1020281600.00 square inches]
    18 Displacements
    4992589 Square Feet [718932864.00 Square Inches]
    1364 patches before subdivision
    24548 patches after subdivision
    sun extent from map=0.087156
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
    transfers 383989, max 333
    transfer lists: 2.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(35446, 12644, 5638)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(1392, 311, 107)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(367, 34, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(8, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(10, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0398 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 (9)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 33/8192 396/98304 ( 0.4%)
    brushsides 285/65536 2280/524288 ( 0.4%)
    planes 492/65536 9840/1310720 ( 0.8%)
    vertexes 1595/65536 19140/786432 ( 2.4%)
    nodes 1511/65536 48352/2097152 ( 2.3%)
    texinfos 89/12288 6408/884736 ( 0.7%)
    texdata 8/2048 256/65536 ( 0.4%)
    dispinfos 18/0 3168/0 ( 0.0%)
    disp_verts 5202/0 104040/0 ( 0.0%)
    disp_tris 9216/0 18432/0 ( 0.0%)
    disp_lmsamples 243029/0 243029/0 ( 0.0%)
    faces 1364/65536 76384/3670016 ( 2.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 147/65536 8232/3670016 ( 0.2%)
    leaves 1513/65536 48416/2097152 ( 2.3%)
    leaffaces 1427/65536 2854/131072 ( 2.2%)
    leafbrushes 937/65536 1874/131072 ( 1.4%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 6348/512000 25392/2048000 ( 1.2%)
    edges 3222/256000 12888/1024000 ( 1.3%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 52/32768 520/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 645/65536 1290/131072 ( 1.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 1593652/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 76089/16777216 ( 0.5%)
    entdata [variable] 1552/393216 ( 0.4%)
    LDR ambient table 1513/65536 6052/262144 ( 2.3%)
    HDR ambient table 1513/65536 6052/262144 ( 2.3%)
    LDR leaf ambient 7129/65536 199612/1835008 (10.9%)
    HDR leaf ambient 1513/65536 42364/1835008 ( 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] 1/25168 ( 0.0%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 1054123/4194304 (25.1%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 3038
    Writing c:\users\umbya_000\music\Texas.bsp
    33 seconds elapsed
    Valve Software - vrad.exe SSE (Jan 19 2016)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\umbya_000\music\Texas.bsp
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Setting up ray-trace acceleration structure... Done (1.63 seconds)
    1364 faces
    7085289 square feet [1020281600.00 square inches]
    18 Displacements
    4992589 Square Feet [718932864.00 Square Inches]
    1364 patches before subdivision
    24548 patches after subdivision
    sun extent from map=0.087156
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
    transfers 383989, max 333
    transfer lists: 2.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(35446, 12644, 5638)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(1392, 311, 107)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(367, 34, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(8, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(10, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0313 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 (8)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 33/8192 396/98304 ( 0.4%)
    brushsides 285/65536 2280/524288 ( 0.4%)
    planes 492/65536 9840/1310720 ( 0.8%)
    vertexes 1595/65536 19140/786432 ( 2.4%)
    nodes 1511/65536 48352/2097152 ( 2.3%)
    texinfos 89/12288 6408/884736 ( 0.7%)
    texdata 8/2048 256/65536 ( 0.4%)
    dispinfos 18/0 3168/0 ( 0.0%)
    disp_verts 5202/0 104040/0 ( 0.0%)
    disp_tris 9216/0 18432/0 ( 0.0%)
    disp_lmsamples 243029/0 243029/0 ( 0.0%)
    faces 1364/65536 76384/3670016 ( 2.1%)
    hdr faces 1364/65536 76384/3670016 ( 2.1%)
    origfaces 147/65536 8232/3670016 ( 0.2%)
    leaves 1513/65536 48416/2097152 ( 2.3%)
    leaffaces 1427/65536 2854/131072 ( 2.2%)
    leafbrushes 937/65536 1874/131072 ( 1.4%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 6348/512000 25392/2048000 ( 1.2%)
    edges 3222/256000 12888/1024000 ( 1.3%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 2/8192 176/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 52/32768 520/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 645/65536 1290/131072 ( 1.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 1593652/0 ( 0.0%)
    HDR lightdata [variable] 1593652/0 ( 0.0%)
    visdata [variable] 76089/16777216 ( 0.5%)
    entdata [variable] 1552/393216 ( 0.4%)
    LDR ambient table 1513/65536 6052/262144 ( 2.3%)
    HDR ambient table 1513/65536 6052/262144 ( 2.3%)
    LDR leaf ambient 7129/65536 199612/1835008 (10.9%)
    HDR leaf ambient 7129/65536 199612/1835008 (10.9%)
    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] 1/25168 ( 0.0%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 1054123/4194304 (25.1%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 3038
    Writing c:\users\umbya_000\music\Texas.bsp
    31 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\umbya_000\Music\Texas.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Texas.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "Texas" -steam

    And see how I compiled it Hammer - [C__Users_umbya_000_Music_Texas.vmf - Textured Shaded] 2016-01-27 7_24_32 PM.png
     
  2. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    337
    -Don't use power 4 displacements. Casues issues
    -Fast compiles, especially fast vis can sometimes cause minor errors. Just saying.
    -You have prop_static with a model that can only be prop_dynamic
    -There is a pointless prop compleetly inside a brush at -8807.00, 8166.00, 150.10
    -multiple models for props in your map can't be found

    I don't think any of these causes your map to fail compiling but you should fix them.

    That seems to be the problem here, but idk what it means.
     
  3. sooshey

    aa sooshey :3c

    Messages:
    522
    Positive Ratings:
    418
    You can run your compile log through this site in the future to tell you exactly what went wrong.
     
  4. Hyperion

    aa Hyperion L16: Grid Member

    Messages:
    810
    Positive Ratings:
    618
    I recommend you to use spoiler for compile. Makes everything cleaner