Compile error

Discussion in 'Mapping Questions & Discussion' started by That's the plan, Oct 20, 2018.

  1. That's the plan

    That's the plan L4: Comfortable Member

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    Every since scream fortress X, every time I try to run a custom map through hammer, I get a engine error that says "map has no textures" despite there being textures. Any help would be appreciated.
     
  2. DrSquishy

    aa DrSquishy ???

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    Could you post the compile log please?
     
  3. That's the plan

    That's the plan L4: Comfortable Member

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    ** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.vmf"

    Valve Software - vbsp.exe (Aug 2 2018)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.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)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 102 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_island_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_island_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_island_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_island_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) (94131 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 169 texinfos to 90
    Reduced 12 texdatas to 10 (414 bytes to 221)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.bsp
    Wrote ZIP buffer, estimated size 1140, actual size 926
    0 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator"

    Valve Software - vvis.exe (Aug 2 2018)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.prt
    218 portalclusters
    533 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 (1)
    Optimized: 312 visible clusters (0.89%)
    Total clusters visible: 35164
    Average clusters visible: 161
    Building PAS...
    Average clusters audible: 218
    visdatasize:14026 compressed from 13952
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.bsp
    1 second elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator"

    Valve Software - vrad.exe SSE (Jul 18 2018)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.bsp
    Setting up ray-trace acceleration structure... Done (0.13 seconds)
    758 faces
    135923 square feet [19572924.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    758 patches before subdivision
    16032 patches after subdivision
    sun extent from map=0.000000
    23 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 1949795, max 488
    transfer lists: 14.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(431709, 158783, 56403)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(146337, 23386, 3467)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(48252, 3139, 234)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(16485, 458, 24)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(5638, 64, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1954, 9, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(680, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(239, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(84, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(30, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(11, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(4, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0046 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 2/1024 96/49152 ( 0.2%)
    brushes 286/8192 3432/98304 ( 3.5%)
    brushsides 1951/65536 15608/524288 ( 3.0%)
    planes 504/65536 10080/1310720 ( 0.8%)
    vertexes 1132/65536 13584/786432 ( 1.7%)
    nodes 498/65536 15936/2097152 ( 0.8%)
    texinfos 90/12288 6480/884736 ( 0.7%)
    texdata 10/2048 320/65536 ( 0.5%)
    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 758/65536 42448/3670016 ( 1.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 418/65536 23408/3670016 ( 0.6%)
    leaves 501/65536 16032/2097152 ( 0.8%)
    leaffaces 986/65536 1972/131072 ( 1.5%)
    leafbrushes 826/65536 1652/131072 ( 1.3%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 5282/512000 21128/2048000 ( 1.0%)
    edges 3226/256000 12904/1024000 ( 1.3%)
    LDR worldlights 23/8192 2024/720896 ( 0.3%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 63/32768 630/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1410/65536 2820/131072 ( 2.2%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 288896/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 14026/16777216 ( 0.1%)
    entdata [variable] 10696/393216 ( 2.7%)
    LDR ambient table 501/65536 2004/262144 ( 0.8%)
    HDR ambient table 501/65536 2004/262144 ( 0.8%)
    LDR leaf ambient 3092/65536 86576/1835008 ( 4.7%)
    HDR leaf ambient 501/65536 14028/1835008 ( 0.8%)
    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] 1/3832 ( 0.0%)
    pakfile [variable] 926/0 ( 0.0%)
    physics [variable] 94131/4194304 ( 2.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 2106
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.bsp
    5 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.bsp"
     
  4. That's the plan

    That's the plan L4: Comfortable Member

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    I know it mentions a skybox error, but that was there before, and the map still ran fine.
     
  5. DrSquishy

    aa DrSquishy ???

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    Have you tried using a shorter name? I've heard longer ones can cause issues. Do something like koth_waterfront_v2_a instead and try again
     
    • Thanks Thanks x 1
  6. That's the plan

    That's the plan L4: Comfortable Member

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    Thanks for the suggestion, the name change worked