KotH Green Hill A3fixed

A Sonic themed map set in Green Hill Zone

  1. Mystic Monkey

    Mystic Monkey L5: Dapper Member

    Messages:
    211
    Positive Ratings:
    23
    I redid the caves to be 3x displacements and it really doesn't look like the map has really updated at all. It's as if no matter how many times I run and compile it or what I add to the map, it ends up with this messy one.
    Another things that peculiar is that I replaced these info_overlays with reskinned streetsigns I made, I'm sure I replaced one after the other, in yet for some reason both are showing up (albeit the road signs are red ERROR message but I believe I can fix that with crowbar.)

    Which "spot" you mean?
     
  2. Mystic Monkey

    Mystic Monkey L5: Dapper Member

    Messages:
    211
    Positive Ratings:
    23
    Woah, maybe that ERROR prop which I figured was entirely unrelated to the problem, was realated?

    I figured "If I can't fix this big problem, I'll fix this little one". And once I fixed the little problem, it seemed to have fixed the bigger problem? Though I'll have to redo the Skycamera and sky again being it's technically a brand new map. Theres still some graphic distortions though, possibly skybox related.
     
  3. Mystic Monkey

    Mystic Monkey L5: Dapper Member

    Messages:
    211
    Positive Ratings:
    23
    I'm about to upload a long overdue updated version of this map. It's still not by my standards of perfection I wanted it (will explain on the description when I post it) but I believe I exceeded what I could do with this map and rather put it behind me.

    But before I do reupload it, I have a few questions...
    • In TF2, the map is named "GREENHILL" when it loads up on the TF2 blackboard, how do I put a space between it's name?
    • How do I make an icon image for it? (Like, when you load it in GMod, instead of a grey stripey square, it can have it's own image) It be cool to add some screenshot photos on it's "on your way to" loading.
    • When I compile and run it in hammer it looks fine. When I compile and run it in CompilePalX the lighting is brighter and flickers and some of the models T-pose while the displaced brushes have these shaded rims. It is suppose to do that?
     
  4. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
    1,115
    Positive Ratings:
    759
    • Thanks Thanks x 1
  5. Mystic Monkey

    Mystic Monkey L5: Dapper Member

    Messages:
    211
    Positive Ratings:
    23
    Heres my compile log from Hammer
    Code:
    
    ** Executing...
    ** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill.vmf"
    
    Valve Software - vbsp.exe (Aug  2 2018)
    4 threads
    materialPath: E:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_green_hill/map_textures/rock_sand_blend_wvt_patch
    Patching WVT material: maps/koth_green_hill/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
    Patching WVT material: maps/koth_green_hill/island/thatch_roof001_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 1156 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 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 (1) (419835 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1788 texinfos to 1109
    Reduced 107 texdatas to 100 (2797 bytes to 2517)
    Writing E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill.bsp
    Wrote ZIP buffer, estimated size 2943, actual size 2193
    2 seconds elapsed
    
    ** Executing...
    ** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill"
    
    Valve Software - vvis.exe (Aug  2 2018)
    4 threads
    reading e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
    reading e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.prt
    592 portalclusters
    1898 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 (37)
    Optimized: 2136 visible clusters (1.17%)
    Total clusters visible: 182552
    Average clusters visible: 308
    Building PAS...
    Average clusters audible: 586
    visdatasize:89753  compressed from 94720
    writing e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
    37 seconds elapsed
    
    ** Executing...
    ** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill"
    
    Valve Software - vrad.exe SSE (Jul 18 2018)
    
      Valve Radiosity Simulator  
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
    Setting up ray-trace acceleration structure... Done (1.30 seconds)
    7007 faces
    4 degenerate faces
    1582006 square feet [227808960.00 square inches]
    150 Displacements
    39079 Square Feet [5627470.00 Square Inches]
    7003 patches before subdivision
    98857 patches after subdivision
    sun extent from map=0.087156
    60 direct lights
    BuildFacelights:  0...1...2...3...4...5...6...7...8...9...10 (20)
    BuildVisLeafs:  0...1...2...3...4...5...6...7...8...9...10 (11)
    transfers 6931544, max 859
    transfer lists:  52.9 megs
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #1 added RGB(242378, 255593, 94770)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #2 added RGB(26697, 18582, 8183)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #3 added RGB(3038, 1756, 835)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #4 added RGB(401, 199, 122)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #5 added RGB(58, 26, 17)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #6 added RGB(9, 4, 3)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #7 added RGB(1, 1, 0)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #8 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0211 sec>
    FinalLightFace:  0...1...2...3...4...5...6...7...8...9...10 (4)
    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 (5)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models  106/1024  5088/49152  (10.4%)
    brushes  933/8192  11196/98304  (11.4%)
    brushsides  10684/65536  85472/524288  (16.3%)
    planes  12546/65536  250920/1310720  (19.1%)
    vertexes  11217/65536  134604/786432  (17.1%)
    nodes  3178/65536  101696/2097152  ( 4.8%)
    texinfos  1109/12288  79848/884736  ( 9.0%)
    texdata  100/2048  3200/65536  ( 4.9%)
    dispinfos  150/0  26400/0  ( 0.0%)
    disp_verts  10134/0  202680/0  ( 0.0%)
    disp_tris  15744/0  31488/0  ( 0.0%)
    disp_lmsamples  121604/0  121604/0  ( 0.0%)
    faces  7007/65536  392392/3670016  (10.7%)
    hdr faces  0/65536  0/3670016  ( 0.0%)
    origfaces  4521/65536  253176/3670016  ( 6.9%)
    leaves  3285/65536  105120/2097152  ( 5.0%)
    leaffaces  8098/65536  16196/131072  (12.4%)
    leafbrushes  2007/65536  4014/131072  ( 3.1%)
    areas  3/256  24/2048  ( 1.2%)
    surfedges  51427/512000  205708/2048000  (10.0%)
    edges  29395/256000  117580/1024000  (11.5%)
    LDR worldlights  60/8192  5280/720896  ( 0.7%)
    HDR worldlights  0/8192  0/720896  ( 0.0%)
    leafwaterdata  3/32768  36/393216  ( 0.0%)
    waterstrips  898/32768  8980/327680  ( 2.7%)
    waterverts  0/65536  0/786432  ( 0.0%)
    waterindices  14388/65536  28776/131072  (22.0%)
    cubemapsamples  0/1024  0/16384  ( 0.0%)
    overlays  97/512  34144/180224  (18.9%)
    LDR lightdata  [variable]  5886064/0  ( 0.0%)
    HDR lightdata  [variable]  0/0  ( 0.0%)
    visdata  [variable]  89753/16777216 ( 0.5%)
    entdata  [variable]  308663/393216  (78.5%)
    LDR ambient table  3285/65536  13140/262144  ( 5.0%)
    HDR ambient table  3285/65536  13140/262144  ( 5.0%)
    LDR leaf ambient  12666/65536  354648/1835008  (19.3%)
    HDR leaf ambient  3285/65536  91980/1835008  ( 5.0%)
    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]  1/30190  ( 0.0%)
    pakfile  [variable]  2193/0  ( 0.0%)
    physics  [variable]  419835/4194304  (10.0%)
    physics terrain  [variable]  44954/1048576  ( 4.3%)
    
    Level flags = 0
    
    Total triangle count: 19488
    Writing e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
    41 seconds elapsed
    Valve Software - vrad.exe SSE (Jul 18 2018)
    
      Valve Radiosity Simulator  
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
    Setting up ray-trace acceleration structure... Done (1.31 seconds)
    7007 faces
    4 degenerate faces
    1582006 square feet [227808960.00 square inches]
    150 Displacements
    39079 Square Feet [5627470.00 Square Inches]
    7003 patches before subdivision
    98857 patches after subdivision
    sun extent from map=0.087156
    60 direct lights
    BuildFacelights:  0...1...2...3...4...5...6...7...8...9...10 (20)
    BuildVisLeafs:  0...1...2...3...4...5...6...7...8...9...10 (10)
    transfers 6931544, max 859
    transfer lists:  52.9 megs
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #1 added RGB(242378, 255593, 94770)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #2 added RGB(26697, 18582, 8183)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #3 added RGB(3038, 1756, 835)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #4 added RGB(401, 199, 122)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #5 added RGB(58, 26, 17)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #6 added RGB(9, 4, 3)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #7 added RGB(1, 1, 0)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (1)
       Bounce #8 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0243 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 (5)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models  106/1024  5088/49152  (10.4%)
    brushes  933/8192  11196/98304  (11.4%)
    brushsides  10684/65536  85472/524288  (16.3%)
    planes  12546/65536  250920/1310720  (19.1%)
    vertexes  11217/65536  134604/786432  (17.1%)
    nodes  3178/65536  101696/2097152  ( 4.8%)
    texinfos  1109/12288  79848/884736  ( 9.0%)
    texdata  100/2048  3200/65536  ( 4.9%)
    dispinfos  150/0  26400/0  ( 0.0%)
    disp_verts  10134/0  202680/0  ( 0.0%)
    disp_tris  15744/0  31488/0  ( 0.0%)
    disp_lmsamples  121604/0  121604/0  ( 0.0%)
    faces  7007/65536  392392/3670016  (10.7%)
    hdr faces  7007/65536  392392/3670016  (10.7%)
    origfaces  4521/65536  253176/3670016  ( 6.9%)
    leaves  3285/65536  105120/2097152  ( 5.0%)
    leaffaces  8098/65536  16196/131072  (12.4%)
    leafbrushes  2007/65536  4014/131072  ( 3.1%)
    areas  3/256  24/2048  ( 1.2%)
    surfedges  51427/512000  205708/2048000  (10.0%)
    edges  29395/256000  117580/1024000  (11.5%)
    LDR worldlights  60/8192  5280/720896  ( 0.7%)
    HDR worldlights  60/8192  5280/720896  ( 0.7%)
    leafwaterdata  3/32768  36/393216  ( 0.0%)
    waterstrips  898/32768  8980/327680  ( 2.7%)
    waterverts  0/65536  0/786432  ( 0.0%)
    waterindices  14388/65536  28776/131072  (22.0%)
    cubemapsamples  0/1024  0/16384  ( 0.0%)
    overlays  97/512  34144/180224  (18.9%)
    LDR lightdata  [variable]  5886064/0  ( 0.0%)
    HDR lightdata  [variable]  5886064/0  ( 0.0%)
    visdata  [variable]  89753/16777216 ( 0.5%)
    entdata  [variable]  308663/393216  (78.5%)
    LDR ambient table  3285/65536  13140/262144  ( 5.0%)
    HDR ambient table  3285/65536  13140/262144  ( 5.0%)
    LDR leaf ambient  12666/65536  354648/1835008  (19.3%)
    HDR leaf ambient  12666/65536  354648/1835008  (19.3%)
    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]  1/30190  ( 0.0%)
    pakfile  [variable]  2193/0  ( 0.0%)
    physics  [variable]  419835/4194304  (10.0%)
    physics terrain  [variable]  44954/1048576  ( 4.3%)
    
    Level flags = 0
    
    Total triangle count: 19488
    Writing e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
    41 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill.bsp" "E:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_green_hill.bsp"
    
    
    ** Executing...
    ** Command: "E:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf"  +map "koth_green_hill" -steam
    
    
    
    How it appears:
    20190530123540_1.jpg
    20190530123551_1.jpg

    Heres my compile log from CompilePalX.
    Code:
    Starting a 'Fast' compile.
    Starting compilation of koth_green_hill
    Valve Software - vbsp.exe (Aug  2 2018)
    4 threads
    materialPath: E:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_green_hill/map_textures/rock_sand_blend_wvt_patch
    Patching WVT material: maps/koth_green_hill/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
    Patching WVT material: maps/koth_green_hill/island/thatch_roof001_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 1156 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 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) (419835 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1788 texinfos to 1109
    Reduced 107 texdatas to 100 (2797 bytes to 2517)
    Writing E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill.bsp
    Wrote ZIP buffer, estimated size 2943, actual size 2193
    2 seconds elapsed
    Valve Software - vvis.exe (Aug  2 2018)
    fastvis = true
    nosort = true
    4 threads
    reading e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
    reading e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.prt
    592 portalclusters
    1898 numportals
    BasePortalVis:  0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 4251 visible clusters (1.31%)
    Total clusters visible: 323913
    Average clusters visible: 547
    Building PAS...
    Average clusters audible: 589
    visdatasize:92163  compressed from 94720
    writing e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
    0 seconds elapsed
    Valve Software - vrad.exe SSE (Jul 18 2018)
    
      Valve Radiosity Simulator  
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
    Setting up ray-trace acceleration structure... Done (1.31 seconds)
    7007 faces
    4 degenerate faces
    1582006 square feet [227808960.00 square inches]
    150 Displacements
    39079 Square Feet [5627470.00 Square Inches]
    7003 patches before subdivision
    7003 patches after subdivision
    sun extent from map=0.087156
    60 direct lights
    BuildFacelights:  0...1...2...3...4...5...6...7...8...9...10 (25)
    BuildVisLeafs:  0...1...2...3...4...5...6...7...8...9...10 (2)
    transfers 561271, max 750
    transfer lists:  4.3 megs
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #1 added RGB(36902, 43503, 13094)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #2 added RGB(3193, 1994, 612)
    Build Patch/Sample Hash Table(s).....Done<0.0223 sec>
    FinalLightFace:  0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (5)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models  106/1024  5088/49152  (10.4%)
    brushes  933/8192  11196/98304  (11.4%)
    brushsides  10684/65536  85472/524288  (16.3%)
    planes  12546/65536  250920/1310720  (19.1%)
    vertexes  11217/65536  134604/786432  (17.1%)
    nodes  3178/65536  101696/2097152  ( 4.8%)
    texinfos  1109/12288  79848/884736  ( 9.0%)
    texdata  100/2048  3200/65536  ( 4.9%)
    dispinfos  150/0  26400/0  ( 0.0%)
    disp_verts  10134/0  202680/0  ( 0.0%)
    disp_tris  15744/0  31488/0  ( 0.0%)
    disp_lmsamples  121604/0  121604/0  ( 0.0%)
    faces  7007/65536  392392/3670016  (10.7%)
    hdr faces  0/65536  0/3670016  ( 0.0%)
    origfaces  4521/65536  253176/3670016  ( 6.9%)
    leaves  3285/65536  105120/2097152  ( 5.0%)
    leaffaces  8098/65536  16196/131072  (12.4%)
    leafbrushes  2007/65536  4014/131072  ( 3.1%)
    areas  3/256  24/2048  ( 1.2%)
    surfedges  51427/512000  205708/2048000  (10.0%)
    edges  29395/256000  117580/1024000  (11.5%)
    LDR worldlights  60/8192  5280/720896  ( 0.7%)
    HDR worldlights  0/8192  0/720896  ( 0.0%)
    leafwaterdata  3/32768  36/393216  ( 0.0%)
    waterstrips  898/32768  8980/327680  ( 2.7%)
    waterverts  0/65536  0/786432  ( 0.0%)
    waterindices  14388/65536  28776/131072  (22.0%)
    cubemapsamples  0/1024  0/16384  ( 0.0%)
    overlays  97/512  34144/180224  (18.9%)
    LDR lightdata  [variable]  5903996/0  ( 0.0%)
    HDR lightdata  [variable]  0/0  ( 0.0%)
    visdata  [variable]  92163/16777216 ( 0.5%)
    entdata  [variable]  308663/393216  (78.5%)
    LDR ambient table  3285/65536  13140/262144  ( 5.0%)
    HDR ambient table  3285/65536  13140/262144  ( 5.0%)
    LDR leaf ambient  12693/65536  355404/1835008  (19.4%)
    HDR leaf ambient  3285/65536  91980/1835008  ( 5.0%)
    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]  1/30190  ( 0.0%)
    pakfile  [variable]  2193/0  ( 0.0%)
    physics  [variable]  419835/4194304  (10.0%)
    physics terrain  [variable]  44954/1048576  ( 4.3%)
    
    Level flags = 0
    
    Total triangle count: 19488
    Writing e:\steam\steamapps\common\sourcesdk_content\custom maps\team fortress 2\green hill zone\koth_green_hill.bsp
    35 seconds elapsed
    E:\Steam\steamapps\common\sourcesdk_content\Custom maps\Team Fortress 2\Green Hill Zone\koth_green_hill.bsp -> E:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_green_hill.bsp
    1 File(s) copied
    'Fast' compile finished in 00:00:40
    3 errors/warnings logged:
      3 errors/warnings logged for koth_green_hill:
      ● 2x: Caution: Can't load skybox file [sub:1] to build the default cubemap!
      ● 1x: Info: fastvis = true
    
    How it appears:
    (Only this time the models appear to be animating properly, but the celing lighting is still flickering while the emerald light is gone. There is also some light flickering around the map.)
    20190530122722_1.jpg
    20190530122736_1.jpg

    And my CompilePal screen.
    Untitled.png
     
  6. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    759
    You're running CompilePal in fast mode. This makes the compile faster but sloppier; VVIS doesn't do any real visibility testing and VRAD produces sloppy lighting. Select one of the other modes on the far left (I would recommend "Publish" for when you're about to publish your map).
     
    • Thanks Thanks x 1
  7. Mystic Monkey

    Mystic Monkey L5: Dapper Member

    Messages:
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    OK, so now it looks like this.
    20190530213903_1.jpg
    20190530213912_1.jpg

    But thats OK, I remember this happening last time. (page 1 of this thread) so I think it's ready for posting.
     
  8. Mystic Monkey

    Mystic Monkey L5: Dapper Member

    Messages:
    211
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    23
    Last edited: May 30, 2019
  9. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    You've compiled your map with HDR lighting only, that means that the map will appear fullbright (what you have in the latest screenshots) to anybody with HDR disabled, which won't look good. Make sure under VRAD that LDR is listed as a parameter; if it isn't, add it.

    Additionally, your custom assets weren't packed.
     
    • Agree Agree x 1
  10. Mystic Monkey

    Mystic Monkey L5: Dapper Member

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    Well... F-word.

    But I thought I ticked all the right things?
    Untitled.png

    (I found the parameters on VRAD to add) but if I didn't pack it correctly, how do I do it?
     
    Last edited: May 30, 2019
  11. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    CompilePal can automatically pack custom assets for you. You need to add the Pack step to CompilePal by selecting "Add" in the second list from the right. You can test that assets are packed properly by putting sv_pure 2 into TF2's console before loading the map.
     
  12. Mystic Monkey

    Mystic Monkey L5: Dapper Member

    Messages:
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    23
    But didn't I already have the "Pack" step ticked before?

    I figured the issue could be the dated compiler so I got the latest. In VRAD it has "Both" which does HDR and LDR for me so it looks fine when I run it.
    Untitled.png

    However my map is now 317,861 KB and can't update the TF2maps page with it. My map layout is roughly the size of Harvest, why did it get chunky?

    EDIT:
    I ran it with "sv_pure 2" as you said (more specifically I added my own CompilePal parameter for it so it does it for me now whenever I compile) and by the looks of it, everything appears normal, so I guess the map itself is done right.

    I then put in the console command "bsp_repack maps/koth_green_hill.bsp maps/koth_green_hill.bsp" in hope to repack it so it would be at a more smaller, managable size but it is still hefty with it's 317,861KB size.
     
    Last edited: May 30, 2019
  13. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    I imagine the large file size is primarily due to the many, many custom assets that need to be packed.
     
  14. Mystic Monkey

    Mystic Monkey L5: Dapper Member

    Messages:
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    Yeah I went to town with the custom content.

    But I managed it before with A2 and way I figured should have less data to crunch on account of replacing deformed brushes and replacing func_brush made props with actual model props.

    Gonna try this "Repack" thing I found and hope that will chissle off some excess.

    EDIT: I released "A3fixed". It's now 89,566 KB. When I ran the map I had sv_pure 2 on and everything looked fine so it should be fine.
     
    Last edited: May 30, 2019
  15. Mystic Monkey

    Mystic Monkey L5: Dapper Member

    Messages:
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    So the lighting was off and the contents wern't properly packed.

    So I tried compiling with Compile Pal 26X given the previous compiler I used was a 25X. Hopefully this will fix the problems.

    If the content is still not packed properly please let me know so I can try to fix it ASAP.

    Read the rest of this update entry...