CompilePalX Problem

Discussion in 'Mapping Questions & Discussion' started by TMB, Jun 3, 2016.

  1. TMB

    TMB Banned

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    My vmf dont get compile, always stcuk in 60%, here the log:

    Starting a 'Normal' compile.
    Starting compilation of C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.vmf
    Valve Software - vbsp.exe (Mar 2 2016)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_ixem_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_ixem_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) (173314 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 67 texinfos to 52
    Reduced 33 texdatas to 27 (936 bytes to 666)
    Writing C:\Users\Alex\Desktop\TMB\Hammer Maps\Maps\arena_ixem (2CP)\Project\arena_ixem_a13.bsp
    Wrote ZIP buffer, estimated size 872744, actual size 869314
    0 seconds elapsed
    Valve Software - vvis.exe (Mar 2 2016)
    8 threads
    reading c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
    reading c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.prt
    636 portalclusters
    2046 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 (62)
    Optimized: 748 visible clusters (0.30%)
    Total clusters visible: 250018
    Average clusters visible: 393
    Building PAS...
    Average clusters audible: 635
    visdatasize:105421 compressed from 101760
    writing c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
    1 minute, 2 seconds elapsed
    Valve Software - vrad.exe SSE (Mar 2 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
    Setting up ray-trace acceleration structure... Done (0.19 seconds)
    2899 faces
    812846 square feet [117049904.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    2899 patches before subdivision
    49743 patches after subdivision
    sun extent from map=0.000000
    17 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 (2)
    transfers 4294870, max 937
    transfer lists: 32.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(330947, 186814, 138135)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(71012, 25312, 12860)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(23015, 5366, 2189)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(9035, 1454, 464)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(3941, 421, 110)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1900, 140, 30)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(972, 47, 8)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(520, 17, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(287, 6, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(161, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(92, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(53, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(30, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(18, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(10, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #16 added RGB(6, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #18 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #19 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #20 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0079 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 (2)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 7/1024 336/49152 ( 0.7%)
    brushes 462/8192 5544/98304 ( 5.6%)
    brushsides 3503/65536 28024/524288 ( 5.3%)
    planes 1716/65536 34320/1310720 ( 2.6%)
    vertexes 3494/65536 41928/786432 ( 5.3%)
    nodes 1155/65536 36960/2097152 ( 1.8%)
    texinfos 52/12288 3744/884736 ( 0.4%)
    texdata 27/2048 864/65536 ( 1.3%)
    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 2899/65536 162344/3670016 ( 4.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1423/65536 79688/3670016 ( 2.2%)
    leaves 1163/65536 37216/2097152 ( 1.8%)
    leaffaces 3250/65536 6500/131072 ( 5.0%)
    leafbrushes 1202/65536 2404/131072 ( 1.8%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 19332/512000 77328/2048000 ( 3.8%)
    edges 10971/256000 43884/1024000 ( 4.3%)
    LDR worldlights 17/8192 1496/720896 ( 0.2%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 229/32768 2290/327680 ( 0.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 3660/65536 7320/131072 ( 5.6%)
    cubemapsamples 9/1024 144/16384 ( 0.9%)
    overlays 6/512 2112/180224 ( 1.2%)
    LDR lightdata [variable] 1390848/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 105421/16777216 ( 0.6%)
    entdata [variable] 29846/393216 ( 7.6%)
    LDR ambient table 1163/65536 4652/262144 ( 1.8%)
    HDR ambient table 1163/65536 4652/262144 ( 1.8%)
    LDR leaf ambient 7425/65536 207900/1835008 (11.3%)
    HDR leaf ambient 1163/65536 32564/1835008 ( 1.8%)
    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] 1/4338 ( 0.0%)
    pakfile [variable] 869314/0 ( 0.0%)
    physics [variable] 173314/4194304 ( 4.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 7740
    Writing c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\arena_ixem_a13.bsp
    8 seconds elapsed
    Finding sources of game content...
    Found search paths...
    Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
    Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
    Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
    Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
    Reading BSP...
     
  2. Viperi

    aa Viperi 100% might be snake

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    The log seems fine, but have you tried compiling just in hammer, without compilepal or anything else?
     
  3. takabuschik

    aa takabuschik

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    I believe that's a full compile. Did you try to open the map from in-game?
     
  4. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    the packing portion is definitely not supposed to stop there, but otherwise things look okay. It did not copy the map to your /tf/maps folder but it is compiled and complete in c:\users\alex\desktop\tmb\hammer maps\maps\arena_ixem (2cp)\project\

    anyways, paking seems to be having issues here. So don't use it guess
     
  5. TMB

    TMB Banned

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    I compilet it in hammer and its fine but with compilepalx doesnt work...
     
  6. Yrr

    aa Yrr An Actual Deer

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    something is wrong with the content you're trying to pack
     
  7. TMB

    TMB Banned

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    its the same content that the las update, the only things i made was put cubemaps an add some textures...
     
  8. Nicky

    aa Nicky Lets try something new!

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    Maybe your version of compile pal is corrupted or missing necessary files?
     
  9. TMB

    TMB Banned

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    i dont, if someone find a solutions please tell me, i cant map more if i cant fix that
     
  10. sevin

    aa sevin

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    Redownload CompilePal.
     
  11. TMB

    TMB Banned

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    i made that, still not working
     
  12. iiboharz

    aa iiboharz Meme Queen

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    Have you tried packing without using compilepal?
     
  13. Viperi

    aa Viperi 100% might be snake

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    VIDE ftw









    had to
     
  14. TMB

    TMB Banned

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    in hammer? yes, and i can
     
  15. iiboharz

    aa iiboharz Meme Queen

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    You can't pack with Hammer. I mean - compile with Hammer or VBCT and then pack with Pakrat or VIDE and tell me if you're still having problems.

    As fubar outlined here, it's likely an issue with CompilePal.
     
  16. Viperi

    aa Viperi 100% might be snake

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    @iiboharz meant packing custom content without compilepal, not compiling in hammer. Now the other option for packing (there are more ofc) would be VIDE's modification of Pakrat.

    Edit: iibo got meeee
     
  17. TMB

    TMB Banned

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    can you put links?
     
  18. iiboharz

    aa iiboharz Meme Queen

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  19. TMB

    TMB Banned

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  20. TMB

    TMB Banned

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    Ok, i think i get it but im not sure, waht was the command for see if i pack it in game?