Frontline compiling issue

Discussion in 'Mapping Questions & Discussion' started by Turnip, Nov 9, 2016.

  1. Turnip

    aa Turnip The 80s Vegetable

    Messages:
    1,430
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    795
    I am trying to use sky_triage_01
    I have the folder (with the mapsrc parts in their proper place) in my custom folder, but when I try to compile, it refuses to render default cubemaps.
    upload_2016-11-9_17-46-51.png

    Starting a 'Normal' compile.
    Starting compilation of G:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.vmf
    Valve Software - vbsp.exe (Nov 2 2016)
    4 threads
    materialPath: G:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
    Loading G:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_normanndy_pro_b1/nature/blendgrassground001_wvt_patch
    Patching WVT material: maps/koth_normanndy_pro_b1/nature/blendwetmudground004b_wvt_patch
    Patching WVT material: maps/koth_normanndy_pro_b1/nature/blendrockgroundwallforest_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...Wrote G:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.lin
    Areaportal leak ! File: G:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.lin
    Brush 60397: areaportal brush doesn't touch two areas

    Brush 60395: areaportal brush doesn't touch two areas

    Brush 60393: areaportal brush doesn't touch two areas
    done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 284 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing G:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_triage_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_triage_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_triage_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_triage_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) (456108 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 1425 texinfos to 908
    Reduced 162 texdatas to 150 (3907 bytes to 3405)
    Writing G:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.bsp
    Wrote ZIP buffer, estimated size 6207, actual size 4787
    7 seconds elapsed
    Valve Software - vvis.exe (Nov 2 2016)
    4 threads
    reading g:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.bsp
    reading g:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.prt
    311 portalclusters
    693 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: 333 visible clusters (1.09%)
    Total clusters visible: 30522
    Average clusters visible: 98
    Building PAS...
    Average clusters audible: 253
    visdatasize:23685 compressed from 24880
    writing g:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.bsp
    0 seconds elapsed
    Valve Software - vrad.exe SSE (Nov 2 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading g:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.bsp
    Setting up ray-trace acceleration structure... Done (3.74 seconds)
    3595 faces
    988392 square feet [142328464.00 square inches]
    123 Displacements
    71247 Square Feet [10259619.00 Square Inches]
    3595 patches before subdivision
    75083 patches after subdivision
    sun extent from map=0.087156
    66 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (26)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
    transfers 5414365, max 410
    transfer lists: 41.3 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(278200, 205915, 165144)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(33476, 22946, 16970)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(4798, 3029, 2087)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(757, 443, 290)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(131, 71, 45)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(24, 12, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(5, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0200 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
    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 (3)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 49/1024 2352/49152 ( 4.8%)
    brushes 1267/8192 15204/98304 (15.5%)
    brushsides 8524/65536 68192/524288 (13.0%)
    planes 2974/65536 59480/1310720 ( 4.5%)
    vertexes 6974/65536 83688/786432 (10.6%)
    nodes 1153/65536 36896/2097152 ( 1.8%)
    texinfos 908/12288 65376/884736 ( 7.4%)
    texdata 150/2048 4800/65536 ( 7.3%)
    dispinfos 123/0 21648/0 ( 0.0%)
    disp_verts 7163/0 143260/0 ( 0.0%)
    disp_tris 10944/0 21888/0 ( 0.0%)
    disp_lmsamples 185544/0 185544/0 ( 0.0%)
    faces 3595/65536 201320/3670016 ( 5.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 2815/65536 157640/3670016 ( 4.3%)
    leaves 1203/65536 38496/2097152 ( 1.8%)
    leaffaces 4233/65536 8466/131072 ( 6.5%)
    leafbrushes 2158/65536 4316/131072 ( 3.3%)
    areas 5/256 40/2048 ( 2.0%)
    surfedges 29984/512000 119936/2048000 ( 5.9%)
    edges 20513/256000 82052/1024000 ( 8.0%)
    LDR worldlights 66/8192 5808/720896 ( 0.8%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 559/32768 5590/327680 ( 1.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 11544/65536 23088/131072 (17.6%)
    cubemapsamples 4/1024 64/16384 ( 0.4%)
    overlays 70/512 24640/180224 (13.7%)
    LDR lightdata [variable] 4794880/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 23685/16777216 ( 0.1%)
    entdata [variable] 64490/393216 (16.4%)
    LDR ambient table 1203/65536 4812/262144 ( 1.8%)
    HDR ambient table 1203/65536 4812/262144 ( 1.8%)
    LDR leaf ambient 6206/65536 173768/1835008 ( 9.5%)
    HDR leaf ambient 1203/65536 33684/1835008 ( 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] 1/68532 ( 0.0%)
    pakfile [variable] 4787/0 ( 0.0%)
    physics [variable] 456108/4194304 (10.9%)
    physics terrain [variable] 22173/1048576 ( 2.1%)

    Level flags = 0

    Total triangle count: 11465
    Writing g:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.bsp
    47 seconds elapsed
    Finding sources of game content...
    Found search paths...
    Found wildcard path: G:\SteamLibrary\steamapps\common\Team Fortress 2\tf\custom\
    Found search path: G:\SteamLibrary\steamapps\common\Team Fortress 2\tf
    Found search path: G:\SteamLibrary\steamapps\common\Team Fortress 2\tf\bin
    Found search path: G:\SteamLibrary\steamapps\common\Team Fortress 2\tf\download
    Reading BSP...
    Initializing pak file...
    Writing file list...
    Running bspzip...
    Finished packing!
    ---------------------
    134 materials added
    71 models added
    0 particle files added
    0 sounds added
    additional files:
    ---------------------
    File koth_normanndy_pro_b1.bsp copied to G:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps
    'Normal' compile finished in 00:00:58
    3 errors/warnings logged:
    (1) - (Warning)
    (2) - (Caution)
    (3) - (Caution)
     
  2. Necrσ

    aa Necrσ

    Messages:
    201
    Positive Ratings:
    465
    the error regarding default cubemaps shouldnt affect anything and as far as I know it always shows up. It looks like the real problem is
    looks like your areaportals arent sealing off an area, this should generate a pointfile you can use to find the problem
     
  3. Turnip

    aa Turnip The 80s Vegetable

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    Positive Ratings:
    795
    Normally I'd ignore it too, but all the textures with reflections are showing up checker board'd
     
  4. Necrσ

    aa Necrσ

    Messages:
    201
    Positive Ratings:
    465
    try building cubemaps and reload the map?