- Jun 11, 2009
- 84
- 9
I have been working on this map for a little while, I have compiled fine before, but this time all of a sudden I start getting errors.
I compiled the map fine before I complied but this time all I did was go In and change the cap times, but this time I got a ton of overlay errors, I fixed those errors.
After that It would just stop half way through at the build visleafs part. Sometimes at 6 sometimes at 9, It even got past that and then stopped at Build Patch/Sample Hash Tables. I don't know whats wrong I'm guessing It's something wrong with the lighting?
Here is the comp log If It Helps:
This part makes me wonder, but I really have no idea:
I compiled the map fine before I complied but this time all I did was go In and change the cap times, but this time I got a ton of overlay errors, I fixed those errors.
After that It would just stop half way through at the build visleafs part. Sometimes at 6 sometimes at 9, It even got past that and then stopped at Build Patch/Sample Hash Tables. I don't know whats wrong I'm guessing It's something wrong with the lighting?
Here is the comp log If It Helps:
Code:
[SIZE="3"]materialPath: d:\steam\steamapps\alinay\team fortress 2\tf\materials
Loading D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.vmf
Patching WVT material: maps/cp_orange_n_final2/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1360 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.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
Overlay touching too many faces (touching 138, max 64)
Overlay signs/hazard_yellow001 at 2200.0 1343.2 -87.0
2 threads
reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
Error opening d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
Error opening d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
materialPath: d:\steam\steamapps\alinay\team fortress 2\tf\materials
Loading D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.vmf
Patching WVT material: maps/cp_orange_n_final2/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1360 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.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
Overlay touching too many faces (touching 71, max 64)
Overlay overlays/logo_blue_white at -679.0 466.0 -419.0
2 threads
reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
Error opening d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
Error opening d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
materialPath: d:\steam\steamapps\alinay\team fortress 2\tf\materials
Loading D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.vmf
Patching WVT material: maps/cp_orange_n_final2/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1360 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.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 (0) (378142 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 460 texinfos to 151
Reduced 73 texdatas to 57 (3051 bytes to 2064)
Writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
15 seconds elapsed
2 threads
reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.prt
349 portalclusters
849 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 201 visible clusters (0.00%)
Total clusters visible: 75040
Average clusters visible: 215
Building PAS...
Average clusters audible: 347
visdatasize:32689 compressed from 33504
writing d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
12 seconds elapsed
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
9018 faces
1220092 square feet [175693280.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9018 patches before subdivision
626094 patches after subdivision
43 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...
materialPath: d:\steam\steamapps\alinay\team fortress 2\tf\materials
Loading D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.vmf
Patching WVT material: maps/cp_orange_n_final2/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1360 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.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 (0) (352283 bytes)
Error! To use model "models/ichthyosaur.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/ichthyosaur.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 404 texinfos to 155
Reduced 74 texdatas to 58 (3066 bytes to 2080)
Writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
15 seconds elapsed
2 threads
reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.prt
470 portalclusters
1276 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 770 visible clusters (0.00%)
Total clusters visible: 133176
Average clusters visible: 283
Building PAS...
Average clusters audible: 468
visdatasize:58890 compressed from 60160
writing d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
34 seconds elapsed
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
8895 faces
1645647 square feet [236973248.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8895 patches before subdivision
625919 patches after subdivision
43 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 121872923, max 2725
transfer lists: 929.8 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(3614830, 1768805, 2008651)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(494121, 136908, 153879)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(100458, 12964, 14765)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(26075, 1427, 1747)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(8006, 172, 230)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2673, 22, 33)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(938, 3, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(338, 0, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(124, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(46, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(17, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(6, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....
materialPath: d:\steam\steamapps\alinay\team fortress 2\tf\materials
Loading D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.vmf
Patching WVT material: maps/cp_orange_n_final2/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1360 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.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) (352283 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 404 texinfos to 155
Reduced 74 texdatas to 58 (3066 bytes to 2080)
Writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
16 seconds elapsed
2 threads
reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.prt
470 portalclusters
1276 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 770 visible clusters (0.00%)
Total clusters visible: 133176
Average clusters visible: 283
Building PAS...
Average clusters audible: 468
visdatasize:58890 compressed from 60160
writing d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
35 seconds elapsed
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
8895 faces
1645647 square feet [236973248.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8895 patches before subdivision
625919 patches after subdivision
43 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...[/SIZE]
This part makes me wonder, but I really have no idea:
Code:
[SIZE="3"]8895 faces
1645647 square feet [236973248.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8895 patches before subdivision
625919 patches after subdivision
43 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 121872923, max 2725
transfer lists: 929.8 megs[/SIZE]