- May 14, 2009
- 248
- 17
I get this problem, but I can't figure it out.
Someone on a garry's mod thread said you have to enter +r_hunkalloclightmaps 0 into the console, but I don't want people to have to do that just so they can play my map.
Here's my compile. Doesn't have any major errors I can think of...
Any help is greatly appreciated. I made a lot of my texture surfaces lightmap 4. Is that too hardcore or something?
Someone on a garry's mod thread said you have to enter +r_hunkalloclightmaps 0 into the console, but I don't want people to have to do that just so they can play my map.
Here's my compile. Doesn't have any major errors I can think of...
Any help is greatly appreciated. I made a lot of my texture surfaces lightmap 4. Is that too hardcore or something?
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\xfunc_carter\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf\materials
Loading C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.vmf
Patching WVT material: maps/pl_industry_a8/nature/blendgroundtogravel005_wvt_patch
Patching WVT material: maps/pl_industry_a8/nature/blendgroundtograss006_wvt_patch
Patching WVT material: maps/pl_industry_a8/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/pl_industry_a8/nature/blendgroundtogravel004_wvt_patch
Patching WVT material: maps/pl_industry_a8/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (2)
Find Visible Detail Sides...
Merged 4844 detail faces...done (7)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (5)
writing C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_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 (14) (2098286 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 14727 texinfos to 6683
Reduced 306 texdatas to 272 (8820 bytes to 7540)
Writing C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.bsp
1 minute, 31 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\xfunc_carter\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8"
Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.bsp
reading c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.prt
3971 portalclusters
8929 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (16)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (393)
Optimized: 2092 visible clusters (0.00%)
Total clusters visible: 633513
Average clusters visible: 159
Building PAS...
Average clusters audible: 469
visdatasize:728861 compressed from 4002768
writing c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.bsp
6 minutes, 50 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\xfunc_carter\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8"
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 c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.bsp
Setting up ray-trace acceleration structure... Done (64.41 seconds)
23779 faces
25 degenerate faces
2469305 square feet [355580032.00 square inches]
907 Displacements
131143 Square Feet [18884674.00 Square Inches]
23754 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
506188 patches after subdivision
sun extent from map=0.087156
sun extent from map=0.087156
406 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (500)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (406)
transfers 55823585, max 908
transfer lists: 425.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (6)
Bounce #1 added RGB(2431526, 2153267, 1857442)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #2 added RGB(685449, 546105, 417232)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #3 added RGB(201829, 143598, 98696)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #4 added RGB(66729, 42838, 27174)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #5 added RGB(22391, 13160, 7952)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #6 added RGB(7801, 4247, 2506)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #7 added RGB(2758, 1409, 832)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #8 added RGB(993, 481, 290)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #9 added RGB(362, 168, 105)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #10 added RGB(133, 60, 39)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #11 added RGB(50, 22, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #12 added RGB(19, 8, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #13 added RGB(7, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #14 added RGB(3, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4)
Bounce #15 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #16 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.8952 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (138)
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 (230)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 165/1024 7920/49152 (16.1%)
brushes 6406/8192 76872/98304 (78.2%)
brushsides 60960/65536 487680/524288 (93.0%) VERY FULL!
planes 50836/65536 1016720/1310720 (77.6%)
vertexes 48501/65536 582012/786432 (74.0%)
nodes 8797/65536 281504/2097152 (13.4%)
texinfos 6683/12288 481176/884736 (54.4%)
texdata 272/2048 8704/65536 (13.3%)
dispinfos 907/0 159632/0 ( 0.0%)
disp_verts 130739/0 2614780/0 ( 0.0%)
disp_tris 223712/0 447424/0 ( 0.0%)
disp_lmsamples 406560/0 406560/0 ( 0.0%)
faces 23779/65536 1331624/3670016 (36.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14636/65536 819616/3670016 (22.3%)
leaves 8963/65536 286816/2097152 (13.7%)
leaffaces 36332/65536 72664/131072 (55.4%)
leafbrushes 14485/65536 28970/131072 (22.1%)
areas 78/256 624/2048 (30.5%)
surfedges 176178/512000 704712/2048000 (34.4%)
edges 117220/256000 468880/1024000 (45.8%)
LDR worldlights 405/8192 35640/720896 ( 4.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 3125/32768 31250/327680 ( 9.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 57483/65536 114966/131072 (87.7%) VERY FULL!
cubemapsamples 35/1024 560/16384 ( 3.4%)
overlays 196/512 68992/180224 (38.3%)
LDR lightdata [variable] 22407604/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 728861/16777216 ( 4.3%)
entdata [variable] 494945/393216 (125.9%) VERY FULL!
LDR ambient table 8963/65536 35852/262144 (13.7%)
HDR ambient table 8963/65536 35852/262144 (13.7%)
LDR leaf ambient 46785/65536 1309980/1835008 (71.4%)
HDR leaf ambient 8963/65536 250964/1835008 (13.7%)
occluders 3/0 120/0 ( 0.0%)
occluder polygons 18/0 216/0 ( 0.0%)
occluder vert ind 72/0 288/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/218148 ( 0.0%)
pakfile [variable] 3829270/0 ( 0.0%)
physics [variable] 2098286/4194304 (50.0%)
physics terrain [variable] 321527/1048576 (30.7%)
Level flags = 0
Total triangle count: 69420
Writing c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.bsp
23 minutes, 37 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.bsp" "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf\maps\pl_industry_a8.bsp"
** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf" +map "pl_industry_a8"