- 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:
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.
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]!