Custom Assets not packing

Discussion in 'Mapping Questions & Discussion' started by XEnderFaceX, Nov 17, 2020.

  1. XEnderFaceX

    aa XEnderFaceX

    Messages:
    240
    Positive Ratings:
    70
    Hey Everyone,
    I always Compile my Maps with CompilePal, and ive had no Problems with it Packing custom assets.
    But for some reason, on my Halloween Map "Poison" it refuses to pack, even though i ticked the PACK and REPACK box in the Compiler.

    Heres the Compile Log:
    Starting a 'Test' compile.
    Starting compilation of koth_poison_a6b
    Valve Software - vbsp.exe (May 21 2020)
    8 threads
    materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\koth_poison_a6b.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_poison_a6b/koth_viaduct_event/blendgrasstodirt_viaduct001_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...material "water/nuclearwaste001_beneath" not found.
    done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1460 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\koth_poison_a6b.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_harvest_night_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 (1) (1221623 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 5514 texinfos to 3320
    Reduced 266 texdatas to 252 (6956 bytes to 6554)
    Writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\koth_poison_a6b.bsp
    Wrote ZIP buffer, estimated size 16648, actual size 12146
    20 seconds elapsed
    CMaterialDict::Shutdown m_MissingList count: 1
    Valve Software - vvis.exe (May 21 2020)
    8 threads
    reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\koth_poison_a6b.bsp
    reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\koth_poison_a6b.prt
    1996 portalclusters
    5801 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 (13683)
    Optimized: 20289 visible clusters (1.27%)
    Total clusters visible: 1592589
    Average clusters visible: 797
    Building PAS...
    Average clusters audible: 1816
    visdatasize:894158 compressed from 1021952
    writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\koth_poison_a6b.bsp
    3 hours, 48 minutes, 4 seconds elapsed
    Valve Software - vrad.exe SSE (May 21 2020)

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

    [56 texlights parsed from 'lights.rad']

    Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\koth_poison_a6b.bsp
    Setting up ray-trace acceleration structure... Done (2.63 seconds)
    8045 faces
    1325287 square feet [190841344.00 square inches]
    300 Displacements
    173394 Square Feet [24968738.00 Square Inches]
    8045 patches before subdivision
    32047 patches after subdivision
    light has _fifty_percent_distance of 35.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 35.000000 but _zero_percent_distance of 0.000000
    sun extent from map=0.052336
    303 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 (4)
    transfers 2853950, max 1363
    transfer lists: 21.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(60598, 45273, 50556)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(11117, 7354, 6888)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(2653, 1637, 1311)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(757, 453, 323)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(236, 137, 88)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(83, 47, 27)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(30, 17, 9)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(12, 6, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(5, 2, 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 (0)
    Bounce #11 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0103 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    89 of 211 (42% 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 103/1024 4944/49152 (10.1%)
    brushes 3602/8192 43224/98304 (44.0%)
    brushsides 23261/65536 186088/524288 (35.5%)
    planes 6864/65536 137280/1310720 (10.5%)
    vertexes 16921/65536 203052/786432 (25.8%)
    nodes 4489/65536 143648/2097152 ( 6.8%)
    texinfos 3320/12288 239040/884736 (27.0%)
    texdata 252/2048 8064/65536 (12.3%)
    dispinfos 300/0 52800/0 ( 0.0%)
    disp_verts 24300/0 486000/0 ( 0.0%)
    disp_tris 38400/0 76800/0 ( 0.0%)
    disp_lmsamples 131040/0 131040/0 ( 0.0%)
    faces 8045/65536 450520/3670016 (12.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6530/65536 365680/3670016 (10.0%)
    leaves 4593/65536 146976/2097152 ( 7.0%)
    leaffaces 10756/65536 21512/131072 (16.4%)
    leafbrushes 9554/65536 19108/131072 (14.6%)
    areas 11/256 88/2048 ( 4.3%)
    surfedges 67026/512000 268104/2048000 (13.1%)
    edges 44643/256000 178572/1024000 (17.4%)
    LDR worldlights 303/8192 26664/720896 ( 3.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 1330/32768 13300/327680 ( 4.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 25251/65536 50502/131072 (38.5%)
    cubemapsamples 12/1024 192/16384 ( 1.2%)
    overlays 103/512 36256/180224 (20.1%)
    LDR lightdata [variable] 2201524/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 894158/16777216 ( 5.3%)
    entdata [variable] 209986/393216 (53.4%)
    LDR ambient table 4593/65536 18372/262144 ( 7.0%)
    HDR ambient table 4593/65536 18372/262144 ( 7.0%)
    LDR leaf ambient 22048/65536 617344/1835008 (33.6%)
    HDR leaf ambient 4593/65536 128604/1835008 ( 7.0%)
    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] 1/260152 ( 0.0%)
    dtl prp lght [variable] 1/26214 ( 0.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/51032 ( 0.0%)
    pakfile [variable] 12146/0 ( 0.0%)
    physics [variable] 1221623/4194304 (29.1%)
    physics terrain [variable] 96094/1048576 ( 9.2%)

    Level flags = 0

    Total triangle count: 24815
    Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\koth_poison_a6b.bsp
    28 seconds elapsed
    CompilePal - Nav Generator
    Generating...
    nav file complete!

    CompilePal - Automated Packaging
    Finding sources of game content...
    Found search paths...
    Found wildcard path: D:\Steam\steamapps\common\Team Fortress 2\tf\custom\
    Found search path: D:\Steam\steamapps\common\Team Fortress 2\tf
    Found search path: D:\Steam\steamapps\common\Team Fortress 2\tf
    Found search path: D:\Steam\steamapps\common\Team Fortress 2\tf\bin
    Found search path: D:\Steam\steamapps\common\Team Fortress 2\tf\download
    Reading BSP...
    Something broke:
    System.IO.IOException: Der Prozess kann nicht auf die Datei "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_poison_a6b.bsp" zugreifen, da sie von einem anderen Prozess verwendet wird.
    bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
    bei System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
    bei System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)
    bei System.IO.FileStream..ctor(String path, FileMode mode)
    bei CompilePalX.Compilers.BSPPack.BSP..ctor(FileInfo file) in C:\Users\10zil\OneDrive\Documents\Projects\C Sharp\CompilePal\CompilePalX\Compilers\BSPPack\BSP.cs:Zeile 58.
    bei CompilePalX.Compilers.BSPPack.BSPPack.Run(CompileContext context) in C:\Users\10zil\OneDrive\Documents\Projects\C Sharp\CompilePal\CompilePalX\Compilers\BSPPack\Pack.cs:Zeile 147.

    Valve Software - bspzip.exe (Sep 18 2020)
    Repacking D:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_poison_a6b.bsp
    Successfully repacked D:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_poison_a6b.bsp -- 9314692 -> 2526832 bytes
     
  2. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

    Messages:
    1,269
    Positive Ratings:
    851
    Looks like an error with Compilepal itself, probably something @Exactol would be able to help you with.
     
  3. Exactol

    aa Exactol Certified Hammer Hacker

    Messages:
    415
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    505
    What version of Compile Pal is this? Can you try the latest pre release
     
  4. XEnderFaceX

    aa XEnderFaceX

    Messages:
    240
    Positive Ratings:
    70
    The Version is 27X