- Jan 6, 2008
- 2,289
- 1,372
Now this just baffles me completely. My map won't compile properly, as it skips large parts of the compile for some reason. I've been unable to get a solution from the chat, so I'll post my compile log here. Hopefully someone will be able to help.
By the way. Yes I have checked Interlopers.
Also, compile was run with fast VIS and RAD.
As I was told by Interlopers, this is the interesting part:
I've tried eliminating this problem by splitting displacements into tiny bits to make sure that pretty much all of them were only facing one other displacement on each side... I tried putting some of them in visgroups to see where the "bad" displacement was, but even when I had eliminated all possible offending displacements, "Found a displacement edge abutting multiple other edges." still remained (the latter line disappeared) and the compile still didn't complete. I'm in desperate need for some help now.
By the way. Yes I have checked Interlopers.
Also, compile was run with fast VIS and RAD.
Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kirderf22\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\kirderf22\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.vmf
Patching WVT material: maps/cp_blackgold_a1/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/cp_blackgold_a1/nature/blendgroundtograss007_wvt_patch
Patching WVT material: maps/cp_blackgold_a1/nature/blendgroundtogravel001_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 18 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.prt...Building visibility clusters...
done (0)
*** 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...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 7 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (220520 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 443 texinfos to 260
Reduced 42 texdatas to 37 (1110 bytes to 882)
Writing C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kirderf22\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1"
Valve Software - vvis.exe (May 19 2009)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.bsp
reading c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.prt
438 portalclusters
1041 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 8775 visible clusters (0.00%)
Total clusters visible: 111097
Average clusters visible: 253
Building PAS...
Average clusters audible: 422
visdatasize:48661 compressed from 49056
writing c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kirderf22\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.bsp
Setting up ray-trace acceleration structure... Done (1.94 seconds)
2055 faces
625545 square feet [90078592.00 square inches]
290 Displacements
145668 Square Feet [20976284.00 Square Inches]
2055 patches before subdivision
52375 patches after subdivision
41 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 3476313, max 349
transfer lists: 26.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(249584, 148409, 141083)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(35282, 11189, 12288)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(7807, 2046, 1916)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1907, 529, 400)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(531, 168, 104)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(159, 57, 30)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(52, 20, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(18, 7, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(6, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0306 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (9)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 25/1024 1200/49152 ( 2.4%)
brushes 606/8192 7272/98304 ( 7.4%)
brushsides 3925/65536 31400/524288 ( 6.0%)
planes 1476/65536 29520/1310720 ( 2.3%)
vertexes 3612/65536 43344/786432 ( 5.5%)
nodes 1243/65536 39776/2097152 ( 1.9%)
texinfos 260/12288 18720/884736 ( 2.1%)
texdata 37/2048 1184/65536 ( 1.8%)
dispinfos 290/0 51040/0 ( 0.0%)
disp_verts 7250/0 145000/0 ( 0.0%)
disp_tris 9280/0 18560/0 ( 0.0%)
disp_lmsamples 361524/0 361524/0 ( 0.0%)
faces 2055/65536 115080/3670016 ( 3.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1516/65536 84896/3670016 ( 2.3%)
leaves 1269/65536 40608/2097152 ( 1.9%)
leaffaces 2065/65536 4130/131072 ( 3.2%)
leafbrushes 1309/65536 2618/131072 ( 2.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 15468/512000 61872/2048000 ( 3.0%)
edges 9581/256000 38324/1024000 ( 3.7%)
LDR worldlights 41/8192 3608/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 198/32768 1980/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3204/65536 6408/131072 ( 4.9%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 37/512 13024/180224 ( 7.2%)
LDR lightdata [variable] 2313268/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 48661/16777216 ( 0.3%)
entdata [variable] 31914/393216 ( 8.1%)
LDR ambient table 1269/65536 5076/262144 ( 1.9%)
HDR ambient table 1269/65536 5076/262144 ( 1.9%)
LDR leaf ambient 6550/65536 183400/1835008 (10.0%)
HDR leaf ambient 1269/65536 35532/1835008 ( 1.9%)
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] 1/1441280 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/16138 ( 0.0%)
pakfile [variable] 1811/0 ( 0.0%)
physics [variable] 220520/4194304 ( 5.3%)
physics terrain [variable] 39564/1048576 ( 3.8%)
Level flags = 0
Total triangle count: 5361
Writing c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.bsp
44 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.bsp" "c:\program files (x86)\steam\steamapps\kirderf22\team fortress 2\tf\maps\cp_blackgold_a1.bsp"
As I was told by Interlopers, this is the interesting part:
Code:
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 7 displacement corner-neighbor lists.
I've tried eliminating this problem by splitting displacements into tiny bits to make sure that pretty much all of them were only facing one other displacement on each side... I tried putting some of them in visgroups to see where the "bad" displacement was, but even when I had eliminated all possible offending displacements, "Found a displacement edge abutting multiple other edges." still remained (the latter line disappeared) and the compile still didn't complete. I'm in desperate need for some help now.