DieHard_x3a

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
here is buildlog
Code:
** Executing...
** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "H:\games\tf2\tf" "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: H:\games\tf2\tf\materials
Loading E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.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 30 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_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) (25344 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 160 texinfos to 112
Reduced 10 texdatas to 10 (221 bytes to 221)
Writing E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
0 seconds elapsed

** Executing...
** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vvis.exe"
** Parameters: -game "H:\games\tf2\tf" "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
reading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.prt
  64 portalclusters
 148 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 3974
Average clusters visible: 62
Building PAS...
Average clusters audible: 64
visdatasize:1540  compressed from 1024
writing e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
0 seconds elapsed

** Executing...
** Command: "E:\SourceSDKSP4\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "H:\games\tf2\tf" "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp
Setting up ray-trace acceleration structure... Done (0.60 seconds)
5924 faces
664049 square feet [95623128.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5924 patches before subdivision
670156 patches after subdivision
1 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (34)
BuildVisLeafs:       0...1...2...3...4...5..
** Executing...
** Command: Copy File
** Parameters: "E:\sourcesdk_content\tf\mapsrc\cp_DieHard_x3b.bsp" "H:\games\tf2\tf\maps\cp_DieHard_x3b.bsp"
 
Aug 10, 2009
1,240
399
Those skybox errors look pretty nominal. That said, what's your computer like? Also, make sure not to touch hammer when it compiles, just let it do its thing. Sorry if you're doing all of that, just got to get the basics out of the way :p

Another screenshot note: you have three large ammo boxes right next to each other. I don't know what you plan for this map, but with all those crates that screams spy and engy heaven.
 

6opoDuJIo

L1: Registered
Apr 22, 2010
46
0
thx man, but im have created new version already
no any problems with VRAD, all works normal
new release was smaller and maybe better that last ^_^