Fullbright: No errors

Collaide

L2: Junior Member
Oct 14, 2015
58
3
Bought a new pc in june, and just recently discovered I cannot compile the same way.

I always used the "Publish" option in CompilePal, however it seems to not work for me anymore!

I've tried changing around with the settings a little bit, and lighting seems to work fine when put on the "fast" preset. What's more is that I know these maps have no leaks: I compiled them with the same settings on my old pc and it's all good.

The file size is way smaller than it used to be though (due to no lighting obviously).

Compiling time is also shorter than it used to be.

Here I am compiling two different maps, neither gets any lighting:
Any help would be appreciated!

Log:
Code:
Starting a 'Publish' compile.
Starting compilation of cp_prolands_rc1
Valve Software - vbsp.exe (Aug  2 2018)
12 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Pelle\Desktop\CUSTOM TF2\cp_prolands_rc1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_prolands_rc1/nature/blendrockground007_wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (505, 4416, 0)
env_cubemap pointing at deleted brushside near (505, 4416, 0)
env_cubemap pointing at deleted brushside near (505, 4416, 0)
env_cubemap pointing at deleted brushside near (505, 4416, 0)
env_cubemap pointing at deleted brushside near (505, 4416, 0)
env_cubemap pointing at deleted brushside near (505, 4416, 0)
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 6232 detail faces...done (1)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Pelle\Desktop\CUSTOM TF2\cp_prolands_rc1.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (8263858 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8897 texinfos to 6047
Reduced 165 texdatas to 152 (4884 bytes to 4357)
Writing C:\Users\Pelle\Desktop\CUSTOM TF2\cp_prolands_rc1.bsp
Wrote ZIP buffer, estimated size 23534651, actual size 23468643
11 seconds elapsed
Valve Software - vvis.exe (Aug  2 2018)
12 threads
reading c:\users\pelle\desktop\custom tf2\cp_prolands_rc1.bsp
reading c:\users\pelle\desktop\custom tf2\cp_prolands_rc1.prt
2790 portalclusters
7779 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 (470)
Optimized: 9754 visible clusters (0.80%)
Total clusters visible: 1222596
Average clusters visible: 438
Building PAS...
Average clusters audible: 1552
visdatasize:1107077  compressed from 1964160
writing c:\users\pelle\desktop\custom tf2\cp_prolands_rc1.bsp
7 minutes, 50 seconds elapsed
Valve Software - vrad.exe SSE (Jul 18 2018)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\pelle\desktop\custom tf2\cp_prolands_rc1.bsp
Setting up ray-trace acceleration structure... Done (19.94 seconds)
14822 faces
11 degenerate faces
1739792 square feet [250530112.00 square inches]
1067 Displacements
549397 Square Feet [79113248.00 Square Inches]
14811 patches before subdivision
167585 patches after subdivision
243 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (244)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (26)
transfers 13086966, max 897
transfer lists:  99.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(502068, 345525, 263706)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(105240, 64085, 42421)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(24145, 12790, 7229)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(6314, 2893, 1390)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(1682, 664, 271)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(467, 158, 55)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(131, 38, 11)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(37, 9, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(11, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(3, 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<0.0483 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
8 of 95 (8% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (17)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 183/1024         8784/49152    (17.9%)
brushes               5470/8192        65640/98304    (66.8%)
brushsides           43009/65536      344072/524288   (65.6%)
planes               27960/65536      559200/1310720  (42.7%)
vertexes             31503/65536      378036/786432   (48.1%)
nodes                 6628/65536      212096/2097152  (10.1%)
texinfos              6047/12288      435384/884736   (49.2%)
texdata                152/2048         4864/65536    ( 7.4%)
dispinfos             1067/0          187792/0        ( 0.0%)
disp_verts           39315/0          786300/0        ( 0.0%)
disp_tris            56416/0          112832/0        ( 0.0%)
disp_lmsamples     1549356/0         1549356/0        ( 0.0%)
faces                14822/65536      830032/3670016  (22.6%)
hdr faces            14822/65536      830032/3670016  (22.6%)
origfaces            12094/65536      677264/3670016  (18.5%)
leaves                6812/65536      217984/2097152  (10.4%)
leaffaces            20616/65536       41232/131072   (31.5%)
leafbrushes          15305/65536       30610/131072   (23.4%)
areas                   34/256           272/2048     (13.3%)
surfedges           125058/512000     500232/2048000  (24.4%)
edges                83146/256000     332584/1024000  (32.5%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights        243/8192        21384/720896   ( 3.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           3084/32768       30840/327680   ( 9.4%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         61689/65536      123378/131072   (94.1%) VERY FULL!
cubemapsamples         225/1024         3600/16384    (22.0%)
overlays               124/512         43648/180224   (24.2%)
LDR lightdata         [variable]           0/0        ( 0.0%)
HDR lightdata         [variable]    10419132/0        ( 0.0%)
visdata               [variable]     1107077/16777216 ( 6.6%)
entdata               [variable]      195143/393216   (49.6%)
LDR ambient table     6812/65536       27248/262144   (10.4%)
HDR ambient table     6812/65536       27248/262144   (10.4%)
LDR leaf ambient      6812/65536      190736/1835008  (10.4%)
HDR leaf ambient     30922/65536      865816/1835008  (47.2%)
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]           1/104832   ( 0.0%)
pakfile               [variable]    23468643/0        ( 0.0%)
physics               [variable]     8263858/4194304  (197.0%) VERY FULL!
physics terrain       [variable]           0/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 47067
Writing c:\users\pelle\desktop\custom tf2\cp_prolands_rc1.bsp
5 minutes, 16 seconds elapsed
C:\Users\Pelle\Desktop\CUSTOM TF2\cp_prolands_rc1.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_prolands_rc1.bsp
1 File(s) copied
CompilePal - Cubemap Generator
Detecting HDR levels...
Map requires one set of cubemaps
Compiling cubemaps...
Cubemaps compiled

CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Finished!
---------------------
6 materials found
0 models found
0 particle files found
0 sounds found
additional files:
---------------------
Starting compilation of cp_windfall_a4wip1
Valve Software - vbsp.exe (Aug  2 2018)
12 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Pelle\Desktop\CUSTOM TF2\MAPS\cp_windfall_a4wip1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_windfall_a4wip1/cp_mountainlab/nature/blendrocktograss002_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...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1284 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Pelle\Desktop\CUSTOM TF2\MAPS\cp_windfall_a4wip1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_coastal_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_coastal_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_coastal_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_coastal_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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (1864847 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDROCKGROUNDWALLFOREST_REDUCEDETAIL uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDROCKGROUNDWALLFOREST_REDUCEDETAIL uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDROCKGROUNDWALLFOREST_REDUCEDETAIL uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDROCKGROUNDWALLFOREST_REDUCEDETAIL uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDROCKGROUNDWALLFOREST_REDUCEDETAIL uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDROCKGROUNDWALLFOREST_REDUCEDETAIL uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDROCKGROUNDWALLFOREST_REDUCEDETAIL uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDROCKGROUNDWALLFOREST_REDUCEDETAIL uses unknown detail object type tf_forest_grass!
9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 994 texinfos to 476
Reduced 115 texdatas to 105 (2755 bytes to 2362)
Writing C:\Users\Pelle\Desktop\CUSTOM TF2\MAPS\cp_windfall_a4wip1.bsp
Wrote ZIP buffer, estimated size 2069, actual size 1587
3 seconds elapsed
Valve Software - vvis.exe (Aug  2 2018)
12 threads
reading c:\users\pelle\desktop\custom tf2\maps\cp_windfall_a4wip1.bsp
reading c:\users\pelle\desktop\custom tf2\maps\cp_windfall_a4wip1.prt
1039 portalclusters
2634 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 (6)
Optimized: 1777 visible clusters (1.00%)
Total clusters visible: 177756
Average clusters visible: 171
Building PAS...
Average clusters audible: 521
visdatasize:157803  compressed from 282608
writing c:\users\pelle\desktop\custom tf2\maps\cp_windfall_a4wip1.bsp
6 seconds elapsed
Valve Software - vrad.exe SSE (Jul 18 2018)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\pelle\desktop\custom tf2\maps\cp_windfall_a4wip1.bsp
Setting up ray-trace acceleration structure... Done (10.06 seconds)
6226 faces
6 degenerate faces
2111120 square feet [304001312.00 square inches]
70 Displacements
144992 Square Feet [20878960.00 Square Inches]
6220 patches before subdivision
115838 patches after subdivision
sun extent from map=0.008727
sun extent from map=0.008727
291 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (155)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 8325555, max 552
transfer lists:  63.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(1028257, 817518, 781788)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(236115, 175322, 143161)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(60969, 41181, 28106)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(18947, 11869, 6808)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(6179, 3506, 1666)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(2182, 1122, 445)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(793, 365, 121)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(299, 123, 34)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(115, 42, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(45, 15, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(18, 5, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(7, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(3, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0257 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 (6)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  60/1024         2880/49152    ( 5.9%)
brushes               2374/8192        28488/98304    (29.0%)
brushsides           16415/65536      131320/524288   (25.0%)
planes                6316/65536      126320/1310720  ( 9.6%)
vertexes             11924/65536      143088/786432   (18.2%)
nodes                 2755/65536       88160/2097152  ( 4.2%)
texinfos               476/12288       34272/884736   ( 3.9%)
texdata                105/2048         3360/65536    ( 5.1%)
dispinfos               70/0           12320/0        ( 0.0%)
disp_verts            6086/0          121720/0        ( 0.0%)
disp_tris             9728/0           19456/0        ( 0.0%)
disp_lmsamples      358856/0          358856/0        ( 0.0%)
faces                 6226/65536      348656/3670016  ( 9.5%)
hdr faces             6226/65536      348656/3670016  ( 9.5%)
origfaces             4224/65536      236544/3670016  ( 6.4%)
leaves                2816/65536       90112/2097152  ( 4.3%)
leaffaces             7556/65536       15112/131072   (11.5%)
leafbrushes           4608/65536        9216/131072   ( 7.0%)
areas                   32/256           256/2048     (12.5%)
surfedges            48439/512000     193756/2048000  ( 9.5%)
edges                31564/256000     126256/1024000  (12.3%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights        290/8192        25520/720896   ( 3.5%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips            939/32768        9390/327680   ( 2.9%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         19002/65536       38004/131072   (29.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays               210/512         73920/180224   (41.0%)
LDR lightdata         [variable]           0/0        ( 0.0%)
HDR lightdata         [variable]     6824316/0        ( 0.0%)
visdata               [variable]      157803/16777216 ( 0.9%)
entdata               [variable]      232535/393216   (59.1%)
LDR ambient table     2816/65536       11264/262144   ( 4.3%)
HDR ambient table     2816/65536       11264/262144   ( 4.3%)
LDR leaf ambient      2816/65536       78848/1835008  ( 4.3%)
HDR leaf ambient     14939/65536      418292/1835008  (22.8%)
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]           1/50154    ( 0.0%)
pakfile               [variable]        1587/0        ( 0.0%)
physics               [variable]     1864847/4194304  (44.5%)
physics terrain       [variable]           0/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 19134
Writing c:\users\pelle\desktop\custom tf2\maps\cp_windfall_a4wip1.bsp
3 minutes, 2 seconds elapsed
C:\Users\Pelle\Desktop\CUSTOM TF2\MAPS\cp_windfall_a4wip1.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_windfall_a4wip1.bsp
1 File(s) copied
CompilePal - Cubemap Generator
Detecting HDR levels...
Map requires one set of cubemaps
Compiling cubemaps...
Cubemaps compiled

CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Finished!
---------------------
42 materials found
16 models found
0 particle files found
0 sounds found
additional files:
---------------------
'Publish' compile finished in 00:18:21
42 errors/warnings logged:
  No errors/warnings logged for cp_prolands_rc1
  42 errors/warnings logged for cp_windfall_a4wip1:
    ● 2x: Caution: Can't load skybox file [sub:1] to build the default cubemap!
    ● 40x: Caution: Material [sub:1] uses unknown detail object type [sub:2]!
The 2x caution 40x caution there never used to be a problem on my old pc. It's just that I'm using custom textures I think. There are NO errors for prolands so it shouldn't affect that map either way.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
If using the publish compile, that is intended for CSGO. CSGO is HDR locked, so Publish will not include LDR in the compile, meaning if LDR is enabled you will get fullbright. Try using the Both - full compile, or add -both into your VRAD compile settings
 

Collaide

L2: Junior Member
Oct 14, 2015
58
3
If using the publish compile, that is intended for CSGO. CSGO is HDR locked, so Publish will not include LDR in the compile, meaning if LDR is enabled you will get fullbright. Try using the Both - full compile, or add -both into your VRAD compile settings
Thanks, I'll definately try it. I didn't actually realise you even could use it with cs:go, I just assumed when I chose "Team Fortress 2" it sort of adapted.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Thanks, I'll definately try it. I didn't actually realise you even could use it with cs:go, I just assumed when I chose "Team Fortress 2" it sort of adapted.
Yeah, it's an odd thing that trips a lot of people up when using compilepal