Compile cuts from "BuildFacelights" to "Copy File"

Discussion in 'Mapping Questions & Discussion' started by trainRiderJ, Apr 22, 2008.

  1. trainRiderJ

    trainRiderJ L5: Dapper Member

    Messages:
    203
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    31
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\XXX\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\XXX\team fortress 2\tf" "c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2"

    Valve Software - vbsp.exe (Mar 11 2008)
    1 threads
    materialPath: c:\program files\steam\steamapps\XXX\team fortress 2\tf\materials
    Loading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (1)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1254 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    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) (1173465 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 7420 texinfos to 3011
    Reduced 195 texdatas to 144 (8888 bytes to 6281)
    Writing c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
    13 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\XXX\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\XXX\team fortress 2\tf" "c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2"

    Valve Software - vvis.exe (Mar 11 2008)
    1 threads
    reading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
    reading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.prt
    272 portalclusters
    501 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 (0)
    Optimized: 42 visible clusters (0.00%)
    Total clusters visible: 11406
    Average clusters visible: 41
    Building PAS...
    Average clusters audible: 111
    visdatasize:13774 compressed from 21760
    writing c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\XXX\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -both -final -game "c:\program files\steam\steamapps\XXX\team fortress 2\tf" "c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2"

    Valve Software - vrad.exe SSE (Mar 11 2008)

    Valve Radiosity Simulator
    1 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
    Setting up ray-trace acceleration structure... Done (5.58 seconds)
    8622 faces
    8 degenerate faces
    520279 square feet [74920256.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8614 patches before subdivision
    79650 patches after subdivision
    sun extent from map=0.052336
    118 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1234)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (97)
    transfers 11091410, max 881
    transfer lists: 84.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(387531, 302064, 220802)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(101917, 68272, 41596)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(27032, 15710, 8385)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(7872, 3961, 1847)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(2367, 1031, 424)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(744, 282, 104)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(240, 79, 26)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(79, 23, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(27, 7, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(9, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(3, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #13 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0772 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (37)
    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 (26)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 29/1024 1392/49152 ( 2.8%)
    brushes 3300/8192 39600/98304 (40.3%)
    brushsides 22739/65536 181912/524288 (34.7%)
    planes 4018/65536 80360/1310720 ( 6.1%)
    vertexes 13106/65536 157272/786432 (20.0%)
    nodes 1450/65536 46400/2097152 ( 2.2%)
    texinfos 3011/12288 216792/884736 (24.5%)
    texdata 144/2048 4608/65536 ( 7.0%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 8622/65536 482832/3670016 (13.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 7686/65536 430416/3670016 (11.7%)
    leaves 1480/65536 47360/2097152 ( 2.3%)
    leaffaces 10080/65536 20160/131072 (15.4%)
    leafbrushes 4662/65536 9324/131072 ( 7.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 72918/512000 291672/2048000 (14.2%)
    edges 45779/256000 183116/1024000 (17.9%)
    LDR worldlights 118/8192 10384/720896 ( 1.4%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 4/32768 48/393216 ( 0.0%)
    waterstrips 800/32768 8000/327680 ( 2.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 18345/65536 36690/131072 (28.0%)
    cubemapsamples 29/1024 464/16384 ( 2.8%)
    overlays 21/512 7392/180224 ( 4.1%)
    LDR lightdata [variable] 3341188/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 13774/16777216 ( 0.1%)
    entdata [variable] 65337/393216 (16.6%)
    LDR ambient table 1480/65536 5920/262144 ( 2.3%)
    HDR ambient table 1480/65536 5920/262144 ( 2.3%)
    LDR leaf ambient 3976/65536 111328/1835008 ( 6.1%)
    HDR leaf ambient 1480/65536 41440/1835008 ( 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] 1/14242 ( 0.0%)
    pakfile [variable] 3214182/0 ( 0.0%)
    physics [variable] 1173465/4194304 (28.0%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 24791
    Writing c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
    23 minutes, 31 seconds elapsed
    Valve Software - vrad.exe SSE (Mar 11 2008)

    Valve Radiosity Simulator
    1 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp
    Setting up ray-trace acceleration structure... Done (5.59 seconds)
    8622 faces
    8 degenerate faces
    520279 square feet [74920256.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8614 patches before subdivision
    79650 patches after subdivision
    sun extent from map=0.052336
    118 direct lights
    BuildFacelights: 0...1...2...3...4...5...6.
    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files\steam\steamapps\XXX\sourcesdk_content\tf\mapsrc\ctf_machine_b2.bsp" "c:\program files\steam\steamapps\XXX\team fortress 2\tf\maps\ctf_machine_b2.bsp"
     
    Last edited: Apr 22, 2008
  2. trainRiderJ

    trainRiderJ L5: Dapper Member

    Messages:
    203
    Positive Ratings:
    31
    Thread title says it all pretty much. Above is my compile log (I had to put this stuff in a seperate post, apparently there's a 10000 character limit). I was attempting the HDR full compile option on the "advanced" tab or whatever, minus the run-game option. The first pass went just fine, but as you can see, the second pass ended prematurely, even though no error was given. The only error shown on interlopers is the "degenerate faces" error, and I can't see any other errors in the log.
     
  3. Foreverkul

    Foreverkul L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    14
    What happens when you compile and run the game? That way you can tell whats wrong, the compile log doesn't really tell people anything.
     
  4. trainRiderJ

    trainRiderJ L5: Dapper Member

    Messages:
    203
    Positive Ratings:
    31
    Well, I had compiled the map previously just using a plain-old normal compile, and that goes fine. I'm not convinced the new compile actually did anything, and I can't really tell because I didn't actually make any changes between compiles. Could that be the problem?