DREADFORT Payload-Race - Final Compile Exceeded Brush-Limit [ !! Solved !! ]

The Prof. Z

L1: Registered
Jan 7, 2024
28
0
Ready To Play
32 Player Fast-Respawn Payload Race, or 3 Point King of the Hill, or Medieval

[ !! Solved !! Model Brush-Limit = 40]
Dreadfort Preview Front.jpg

Dreadfort Preview.jpg

Dreadfort Team Fortress 2 MiniMap 2.jpg

dreadfort blender.jpg

****Re-uploaded .vmf

Code:
** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort.vmf"

Valve Software - vbsp.exe (Jan  4 2023)
8 threads
materialPath: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 556901: MAX_MAP_PLANES
Side 5
Texture: METAL/METALWALL052B


** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort"

Valve Software - vvis.exe (Jan  4 2023)
8 threads
reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort.bsp
reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort.prt
LoadPortals: couldn't read d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort.prt


** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort"

Valve Software - vrad.exe SSE (Jan  4 2023)

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

[56 texlights parsed from 'lights.rad']

Loading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.58 seconds)
35709 faces
numplanes + fakeplanes >= MAX_MAP_PLANES

** Executing...
** Command: Copy File
** Parameters: "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort.bsp" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\Dreadfort.bsp"
[Code]
 

Attachments

  • Dreadfort.vmf
    11.8 MB · Views: 11
Last edited:

Midlou

L5: Dapper Member
Jan 12, 2016
208
239
The log is pointing out that you are providing the wrong parameters to propper. See the "common options"? The log/output is showing this because the current parameter setting is wrong.

Double check if the current parameters are configured like this:

Code:
-game $gamedir $path\$file

Check this thread:
[GUIDE] Getting Propper working nowdays

The current command line looks like a mess, so there is some configuration problems.

Code:
Command line: "propper" "-game"
 "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf"
 "D:\SteamLibrary\steamapps\common\Team" 
"Fortress" "2\tf" "test/d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc"
 

The Prof. Z

L1: Registered
Jan 7, 2024
28
0
Thanks kindly sir, i seem to have an entirely new error message, despite previously using the simple prompt youve referred, as another source suggested manually pasting directory if simple prompt didnt work.
Seems like System is Jerry-Rigged between 2007 and 2013 or something.
Code:
** Executing...
** Command: propper
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dreadfort"

Propper 0.34. Originally written by Carl Foust, fixed and compiled for SDK Base 2013 by tuxxi. Raised limits + TF2 compatibility by ficool2. Adapted from vbsp.exe by Valve Software. (Jul 20 2020)
8 threads
materialPath: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\dreadfort.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 735575: MAX_MAP_PLANES
Side 4
Texture: TILE/TILEFLOOR020A
 

The Prof. Z

L1: Registered
Jan 7, 2024
28
0
Previous advice suggested individually compiling groupings in a new Hammer session, and voila i think it just worked!
So brb.
 

The Prof. Z

L1: Registered
Jan 7, 2024
28
0
I think my propper_models had not been correctly directoried on doublecheck, maybe a failure to save correct config..
 

The Prof. Z

L1: Registered
Jan 7, 2024
28
0
If people are offering live advice here, i have obtained the mythical .qc file ability, but i ran a test session with one grouping instead of Hide All Command, and no object ingame..
I actually forgot what to do from here since i focused on the .qc too hard.

I thought i needed a .mdl model but blender doesnt export .mdl under any circumstances? :/

Its a building with doorways so doesnt it need to be a physics prop or something?
thats a simple command line, but i forgot if thats what im supposed to do.

In meantime, anyone with proper Propper can use Hide All to individually compile and release Dreadfort now. :)
 

The Prof. Z

L1: Registered
Jan 7, 2024
28
0
Update -
.qc file is simply compiled in Crowbar & now have a Static_Prop .mdl that appears in ingame test-session, although without player-collisions - so like Noclip, i will probably resolve that shortly.

Secondly, replacing most groupings with Static_Props will be somewhat tedious,
whereas Plumber-Blender seems to offer an option to compile map into single object, although setting Plumber up is a whole nother story, i might just do the tedious route since in future i will compile as i go with Propper now.

But somebody else with Plumber should be able to compile it instantly?
 

The Prof. Z

L1: Registered
Jan 7, 2024
28
0
Ok, ive copy-pasted the grouping on itself as clip-texture function_brush and linked to the physics-mesh, then recompiled,
but now arms dont appear ingame and player cant move..
 

The Prof. Z

L1: Registered
Jan 7, 2024
28
0
Piecing back together so many Props - basically replace the entire map - just got exponentially more tedious, unless theres an easier solution to the Collision Model

I will just set up the Plumber and compile map as single object, if nobody else runs it for me before i finish.
 

The Prof. Z

L1: Registered
Jan 7, 2024
28
0
Hi Professor.
I stopped using Propper because it never worked. Try Plumber!
Thanks, although Props did not load into Blender, Plumber is installed, and now all brushes have been merged, but Plumber cannot export back to .vmf

exporting to .obj then using Crafty object-viewer to export .vmf did not show any results back in Hammer


I think a programmer could just add an additional zero to the brush limit and save everyone a lot of time, like Y2k..
 

Attachments

  • dreadfort blender.jpg
    dreadfort blender.jpg
    397 KB · Views: 16

The Prof. Z

L1: Registered
Jan 7, 2024
28
0
All New Error on compiling Func_Detail Dreadfort - File Not Found
Code:
** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort Detail.vmf"

Valve Software - vbsp.exe (Jan  4 2023)
8 threads
materialPath: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort Detail.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 557358: MAX_MAP_BRUSHSIDES
Side 3
Texture: NATURE/ROCKWALL006A


** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort Detail"

Valve Software - vvis.exe (Jan  4 2023)
8 threads
reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort Detail.bsp
Error opening d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort Detail.bsp

** Executing...
** Command: "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort Detail"

Valve Software - vrad.exe SSE (Jan  4 2023)

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

[56 texlights parsed from 'lights.rad']

Loading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort Detail.bsp
Error opening d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort Detail.bsp

** Executing...
** Command: Copy File
** Parameters: "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Dreadfort Detail.bsp" "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\Dreadfort Detail.bsp"

The command failed. Windows reported the error:
  "The system cannot find the file specified."
[Code]
 
Last edited:

The Prof. Z

L1: Registered
Jan 7, 2024
28
0
The common little Redoubts are almost all identical & easiest detail to replace, unfortunately Propper also does not output a hollow collision model for the simpler grouping, which would bring the brush limit almost all the way back.
 

Cyberen

L3: Member
Mar 30, 2021
143
30
Thanks, although Props did not load into Blender, Plumber is installed, and now all brushes have been merged, but Plumber cannot export back to .vmf

exporting to .obj then using Crafty object-viewer to export .vmf did not show any results back in Hammer


I think a programmer could just add an additional zero to the brush limit and save everyone a lot of time, like Y2k..
Plumber is for converting vmf files into props. Then you put the prop into a map. I don't know why you would need to export and import if you want it to still be a VMF. Might as well just make it a func_detail.
 

Cyberen

L3: Member
Mar 30, 2021
143
30
How about you just pack everything you need into a zip file and then tell me if you want it to be a func_detail or a prop?
 

The Prof. Z

L1: Registered
Jan 7, 2024
28
0
How about you just pack everything you need into a zip file and then tell me if you want it to be a func_detail or a prop?
Ok, thanks, im not sure how to export .mdl directly from Blender, with a collision mesh, and apparently extensions just do not do that in particular..
The problem is i went ahead and finished the map before making sure Hammer could handle it, rookie mistake.

Func_Detail and Func_lod did not nearly reduce brush limit enough, so was hoping Blender Merge would solve, but cant get back to into Hammer.

So the little Redoubts are all identical and flip mirrored, except for the Centre-Bastion and Rear-Wall, so one or two Collision Props there would be nearly enough.
It would probably be enough to Prop one or two more Bastions which are also flip mirrored.

Since i recall even half the map is too much.

I cant upload WinZip, but "everything" is in the .vmf and grouped..

& seems i cant even post a real compile log now for some reason :/
 

The Prof. Z

L1: Registered
Jan 7, 2024
28
0
Use Blender Source Tools, take .smd files, make a .qc file, and use Crowbar to compile it into a model.

Here's how
Thanks this is a good link, I did not know where to begin for this specific implementation of Blender, however Blender has still exported a non-hollow collision model whether Merged, Func_Detail, or World-Brushes, although only Merge exports a .mdl that has not imploded.
So maybe there are additional .qc commands for hollow, or referring to Crowbar Compile, the Collision Mesh may be too complex to Chunk.

I copy-pasted the Brush onto itself and converted to Mesh & Shaded Smooth

Propper has been more successful in outputting an autocompiled texture .mdl, although also non-hollow collision, but texture can easily be included with Blender export.
Attached is a Proppered Redoubt.mdl in .vmf skybox

Testing Redoubt Merge
Code:
Compiling with Crowbar 0.74: "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\Blender Export\Redoubt.qc" ...

  Compiling "Redoubt.qc" ...
    Output from compiler "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\studiomdl.exe": 
      all paths:d:\steamlibrary\steamapps\common\team fortress 2\tf\custom\abs_mrp\;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\custom\ABS_MRP_Improved_FGD.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\custom\ABS_MRP_Material_Browser.vpk;d:\steamlibrary\steamapps\common\team fortress 2\tf\custom\workshop\;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\tf2_textures.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\tf2_sound_vo_english.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\tf2_sound_misc.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\tf2_misc.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2\hl2_textures.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2\hl2_sound_vo_english.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2\hl2_sound_misc.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2\hl2_misc.vpk;d:\steamlibrary\steamapps\common\team fortress 2\tf\;d:\steamlibrary\steamapps\common\team fortress 2\hl2\;d:\steamlibrary\steamapps\common\team f
      qdir:    "d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\blender export\"
      gamedir: "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\"
      g_path:  "Redoubt.qc"
      Building binary model files...
      Working on "Redoubt.qc"
      SMD MODEL Redoubt.smd
      SMD MODEL Redoubt_Collision.smd
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Error with convex elements of Redoubt_Collision.smd, building single convex!!!!
      Model has 17 convex sub-parts
      Collision model completed.
      Computed Mass: 1.19 kg
      ---------------------
      writing D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt.mdl:
      Loading preexisting model: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt.mdl
         Found 1 preexisting sequences.
      bones          964 bytes (1)
         animation       x       y       ips    angle
             @idle    0.00    0.00 :     inf (  90.00) 0.0
      animations     112 bytes (1 anims) (1 frames) [0:00]
      Building sequence index remapping table...
      No re-ordering required.
      sequences      220 bytes (1 seq) 
      ik/pose        164 bytes
      eyeballs         0 bytes (0 eyeballs)
      flexes           0 bytes (0 flexes)
      textures       268 bytes
      keyvalues        0 bytes
      bone transforms        0 bytes
      bone flex driver       0 bytes
      Collision model volume 100.95 in^3
      collision        0 bytes
      total         2412
      ---------------------
      writing D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt.vvd:
      vertices     79824 bytes (1663 vertices)
      tangents     26608 bytes (1663 vertices)
      total       106496 bytes
      ---------------------
      Generating optimized mesh "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt.sw.vtx":
      body parts:         8 bytes
      models:            20 bytes
      model LODs:        12 bytes
      meshes:            36 bytes
      strip groups:     100 bytes
      strips:           108 bytes
      verts:          14967 bytes
      indices:         5220 bytes
      bone changes:      40 bytes
      everything:     20535 bytes
      ---------------------
      Generating optimized mesh "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt.dx80.vtx":
      body parts:         8 bytes
      models:            20 bytes
      model LODs:        12 bytes
      meshes:            36 bytes
      strip groups:     100 bytes
      strips:           108 bytes
      verts:          14967 bytes
      indices:         5220 bytes
      bone changes:      40 bytes
      everything:     20535 bytes
      ---------------------
      Generating optimized mesh "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt.dx90.vtx":
      body parts:         8 bytes
      models:            20 bytes
      model LODs:        12 bytes
      meshes:            36 bytes
      strip groups:     100 bytes
      strips:           108 bytes
      verts:          14967 bytes
      indices:         5220 bytes
      bone changes:      40 bytes
      everything:     20535 bytes
      
      Completed "Redoubt.qc"
  ... Compiling "Redoubt.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.74: "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\Blender Export\Redoubt.qc" finished.

[Code]
Testing Redoubt Func_Detail
[Code]
Compiling with Crowbar 0.74: "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\Blender Export\Redoubt_Detail.qc" ...

  Compiling "Redoubt_Detail.qc" ...
    Output from compiler "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\studiomdl.exe": 
      all paths:d:\steamlibrary\steamapps\common\team fortress 2\tf\custom\abs_mrp\;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\custom\ABS_MRP_Improved_FGD.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\custom\ABS_MRP_Material_Browser.vpk;d:\steamlibrary\steamapps\common\team fortress 2\tf\custom\workshop\;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\tf2_textures.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\tf2_sound_vo_english.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\tf2_sound_misc.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\tf2_misc.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2\hl2_textures.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2\hl2_sound_vo_english.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2\hl2_sound_misc.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2\hl2_misc.vpk;d:\steamlibrary\steamapps\common\team fortress 2\tf\;d:\steamlibrary\steamapps\common\team fortress 2\hl2\;d:\steamlibrary\steamapps\common\team f
      qdir:    "d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\blender export\"
      gamedir: "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\"
      g_path:  "Redoubt_Detail.qc"
      Building binary model files...
      Working on "Redoubt_Detail.qc"
      SMD MODEL Redoubt_Detail.smd
      SMD MODEL Redoubt_Collision_Detail.smd
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!
      WARNING: COSTLY COLLISION MODEL!!!! (48 parts - 40 allowed)
      WARNING: Error with convex elements of Redoubt_Collision_Detail.smd, building single convex!!!!
      Model has 35 convex sub-parts
      Collision model completed.
      Computed Mass: 0.77 kg
      ---------------------
      writing D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt_Detail.mdl:
      Loading preexisting model: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt_Detail.mdl
         Found 1 preexisting sequences.
      bones          964 bytes (1)
         animation       x       y       ips    angle
             @idle    0.00    0.00 :     inf (  90.00) 0.0
      animations     112 bytes (1 anims) (1 frames) [0:00]
      Building sequence index remapping table...
      No re-ordering required.
      sequences      220 bytes (1 seq) 
      ik/pose        164 bytes
      eyeballs         0 bytes (0 eyeballs)
      flexes           0 bytes (0 flexes)
      textures       268 bytes
      keyvalues        0 bytes
      bone transforms        0 bytes
      bone flex driver       0 bytes
      Collision model volume 20.21 in^3
      collision        0 bytes
      total         2420
      ---------------------
      writing D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt_Detail.vvd:
      vertices     76896 bytes (1602 vertices)
      tangents     25632 bytes (1602 vertices)
      total       102592 bytes
      ---------------------
      Generating optimized mesh "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt_Detail.sw.vtx":
      body parts:         8 bytes
      models:            20 bytes
      model LODs:        12 bytes
      meshes:            36 bytes
      strip groups:     100 bytes
      strips:           108 bytes
      verts:          14418 bytes
      indices:         4848 bytes
      bone changes:      40 bytes
      everything:     19614 bytes
      ---------------------
      Generating optimized mesh "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt_Detail.dx80.vtx":
      body parts:         8 bytes
      models:            20 bytes
      model LODs:        12 bytes
      meshes:            36 bytes
      strip groups:     100 bytes
      strips:           108 bytes
      verts:          14418 bytes
      indices:         4848 bytes
      bone changes:      40 bytes
      everything:     19614 bytes
      ---------------------
      Generating optimized mesh "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt_Detail.dx90.vtx":
      body parts:         8 bytes
      models:            20 bytes
      model LODs:        12 bytes
      meshes:            36 bytes
      strip groups:     100 bytes
      strips:           108 bytes
      verts:          14418 bytes
      indices:         4848 bytes
      bone changes:      40 bytes
      everything:     19614 bytes
      
      Completed "Redoubt_Detail.qc"
  ... Compiling "Redoubt_Detail.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.74: "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\Blender Export\Redoubt_Detail.qc" finished.
[Code]
Testing Redoubt World
[Code]
Compiling with Crowbar 0.74: "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\Blender Export\Redoubt_World.qc" ...

  Compiling "Redoubt_World.qc" ...
    Output from compiler "D:\SteamLibrary\steamapps\common\Team Fortress 2\bin\studiomdl.exe": 
      all paths:d:\steamlibrary\steamapps\common\team fortress 2\tf\custom\abs_mrp\;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\custom\ABS_MRP_Improved_FGD.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\custom\ABS_MRP_Material_Browser.vpk;d:\steamlibrary\steamapps\common\team fortress 2\tf\custom\workshop\;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\tf2_textures.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\tf2_sound_vo_english.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\tf2_sound_misc.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\tf2_misc.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2\hl2_textures.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2\hl2_sound_vo_english.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2\hl2_sound_misc.vpk;D:\SteamLibrary\steamapps\common\Team Fortress 2\hl2\hl2_misc.vpk;d:\steamlibrary\steamapps\common\team fortress 2\tf\;d:\steamlibrary\steamapps\common\team fortress 2\hl2\;d:\steamlibrary\steamapps\common\team f
      qdir:    "d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\blender export\"
      gamedir: "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\"
      g_path:  "Redoubt_World.qc"
      Building binary model files...
      Working on "Redoubt_World.qc"
      SMD MODEL Redoubt_World.smd
      SMD MODEL Redoubt_Collision_World.smd
      WARNING: COSTLY COLLISION MODEL!!!! (63 parts - 40 allowed)
      WARNING: Error with convex elements of Redoubt_Collision_World.smd, building single convex!!!!
      Model has 64 convex sub-parts
      Collision model completed.
      Computed Mass: 11380.13 kg
      ---------------------
      writing D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt_World.mdl:
      Loading preexisting model: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt_World.mdl
         Found 1 preexisting sequences.
      bones          964 bytes (1)
         animation       x       y       ips    angle
             @idle    0.00    0.00 :     inf (  90.00) 0.0
      animations     112 bytes (1 anims) (1 frames) [0:00]
      Building sequence index remapping table...
      No re-ordering required.
      sequences      220 bytes (1 seq) 
      ik/pose        164 bytes
      eyeballs         0 bytes (0 eyeballs)
      flexes           0 bytes (0 flexes)
      textures       268 bytes
      keyvalues        0 bytes
      bone transforms        0 bytes
      bone flex driver       0 bytes
      Collision model volume 35770768.00 in^3
      collision        0 bytes
      total         2416
      ---------------------
      writing D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt_World.vvd:
      vertices     76896 bytes (1602 vertices)
      tangents     25632 bytes (1602 vertices)
      total       102592 bytes
      ---------------------
      Generating optimized mesh "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt_World.sw.vtx":
      body parts:         8 bytes
      models:            20 bytes
      model LODs:        12 bytes
      meshes:            36 bytes
      strip groups:     100 bytes
      strips:           108 bytes
      verts:          14418 bytes
      indices:         4848 bytes
      bone changes:      40 bytes
      everything:     19614 bytes
      ---------------------
      Generating optimized mesh "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt_World.dx80.vtx":
      body parts:         8 bytes
      models:            20 bytes
      model LODs:        12 bytes
      meshes:            36 bytes
      strip groups:     100 bytes
      strips:           108 bytes
      verts:          14418 bytes
      indices:         4848 bytes
      bone changes:      40 bytes
      everything:     19614 bytes
      ---------------------
      Generating optimized mesh "D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\models/props/Redoubt_World.dx90.vtx":
      body parts:         8 bytes
      models:            20 bytes
      model LODs:        12 bytes
      meshes:            36 bytes
      strip groups:     100 bytes
      strips:           108 bytes
      verts:          14418 bytes
      indices:         4848 bytes
      bone changes:      40 bytes
      everything:     19614 bytes
      
      Completed "Redoubt_World.qc"
  ... Compiling "Redoubt_World.qc" finished. Check above for any errors.

... Compiling with Crowbar 0.74: "D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\Blender Export\Redoubt_World.qc" finished.
[Code]
 

Attachments

  • Redoubt Propper.vmf
    11.9 KB · Views: 17