Hammer seems to compile an old version of map

Discussion in 'Mapping Questions & Discussion' started by Nijin, Jul 25, 2010.

  1. Nijin

    Nijin L1: Registered

    Messages:
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    Positive Ratings:
    0
    Hello everyone!

    Glad i finally joined your community after only reading some topics.
    Im currently trying to create a PL-Map for TF2.

    Everythink worked fine for a while. But if I try to compile the Map now (using the "run" button) the process takes a way longer time than before and the map in the game is not the map i created in Hammer.
    It seems the in-game-map is an older version of my Hammer-map with some problems. (Walls are invisible if the player is no very close to them.)

    This is what i created in Hammer:
    [​IMG]

    This is the result:
    [​IMG]

    And this is the compiler log:
    Code:
    ** Executing...
    ** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.vmf"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    2 threads
    materialPath: d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf\materials
    Loading D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/pl_cargo_halls/brick/blendcobbletocobblesnow001_wvt_patch
    Patching WVT material: maps/pl_cargo_halls/dev/dev_blendmeasure2_wvt_patch
    Patching WVT material: maps/pl_cargo_halls/egypt/sand_floor_blend_04_with_grass_wvt_patch
    Patching WVT material: maps/pl_cargo_halls/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 (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 70 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_hydro_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_hydro_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
    Overlay touching too many faces (touching 72, max 64)
    Overlay overlays/concrete_track_overlay001 at 0.0 -3200.0 64.0
    
    ** Executing...
    ** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls"
    
    Valve Software - vvis.exe (Jul  7 2010)
    2 threads
    reading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
    reading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.prt
     466 portalclusters
    1389 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 (80)
    Optimized: 249 visible clusters (0.00%)
    Total clusters visible: 122921
    Average clusters visible: 263
    Building PAS...
    Average clusters audible: 457
    visdatasize:57586  compressed from 59648
    writing d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
    1 minute, 20 seconds elapsed
    
    ** Executing...
    ** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
    Setting up ray-trace acceleration structure... Done (1.35 seconds)
    1282 faces
    1265100 square feet [182174416.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1282 patches before subdivision
    59664 patches after subdivision
    sun extent from map=0.087156
    2 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (30)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (12)
    transfers 4194729, max 698
    transfer lists:  32.0 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(373014, 261239, 221023)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(26371, 16362, 12275)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(2865, 1449, 822)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(303, 138, 70)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(45, 18, 8)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(7, 3, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(2, 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<0.0614 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                   5/1024          240/49152    ( 0.5%) 
    brushes                158/8192         1896/98304    ( 1.9%) 
    brushsides             955/65536        7640/524288   ( 1.5%) 
    planes                 484/65536        9680/1310720  ( 0.7%) 
    vertexes              1822/65536       21864/786432   ( 2.8%) 
    nodes                  575/65536       18400/2097152  ( 0.9%) 
    texinfos                60/12288        4320/884736   ( 0.5%) 
    texdata                 12/2048          384/65536    ( 0.6%) 
    dispinfos                0/0               0/0        ( 0.0%) 
    disp_verts               0/0               0/0        ( 0.0%) 
    disp_tris                0/0               0/0        ( 0.0%) 
    disp_lmsamples           0/0               0/0        ( 0.0%) 
    faces                 1282/65536       71792/3670016  ( 2.0%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              466/65536       26096/3670016  ( 0.7%) 
    leaves                 581/65536       18592/2097152  ( 0.9%) 
    leaffaces             1359/65536        2718/131072   ( 2.1%) 
    leafbrushes            457/65536         914/131072   ( 0.7%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             7848/512000      31392/2048000  ( 1.5%) 
    edges                 4525/256000      18100/1024000  ( 1.8%) 
    LDR worldlights          2/8192          176/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips             73/32768         730/327680   ( 0.2%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          1314/65536        2628/131072   ( 2.0%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     2046068/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]       57586/16777216 ( 0.3%) 
    entdata               [variable]       30770/393216   ( 7.8%) 
    LDR ambient table      581/65536        2324/262144   ( 0.9%) 
    HDR ambient table      581/65536        2324/262144   ( 0.9%) 
    LDR leaf ambient      2800/65536       78400/1835008  ( 4.3%) 
    HDR leaf ambient       581/65536       16268/1835008  ( 0.9%) 
    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]           1/5606     ( 0.0%) 
    pakfile               [variable]      213104/0        ( 0.0%) 
    physics               [variable]       57549/4194304  ( 1.4%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 3420
    Writing d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
    54 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp" "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf\maps\pl_cargo_halls.bsp"
    
    
    ** Executing...
    ** Command: d:\program files (x86)\steam\steam.exe
    ** Parameters: -applaunch 440 -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" -toconsole -dev -console +sv_lan 1 +map "pl_cargo_halls"
    

    I hope you can tell me, how to fix this problem.

    Thank you. :)
     
  2. jpr

    aa jpr

    Messages:
    1,095
    Positive Ratings:
    507
    There's a fatal error that prevents compiling, in this case, an overlay that's touching 72 faces, when the maximum amount is 64


    ...what? 72?
    anyway, fix that and it should compile properly
     
    • Thanks Thanks x 1
  3. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,684
    Just dropped the log into http://www.interlopers.net/errors/ and this got spat out:

     
    • Thanks Thanks x 1
  4. Nijin

    Nijin L1: Registered

    Messages:
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    0
    Thanks for the fast answers - and for the compile-check-link.

    Problem solved. :D
     
  5. Nijin

    Nijin L1: Registered

    Messages:
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    0
    Damn, I now got a new problem with my map:
    Its fullbright.

    I have absolutly no idea what could be the problem. There is a light_environment, tested with default properties and the ones from http://developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List

    No leaks, when I try to open a pointlist, it just shows me a open-file-window.

    Using "mat_fullbright 0" has no effect.

    Checking the compiler log was not usefull too.
    Code:
    
    ** Executing...
    ** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.vmf"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    2 threads
    materialPath: d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf\materials
    Loading D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/pl_cargo_halls/brick/blendcobbletocobblesnow001_wvt_patch
    Patching WVT material: maps/pl_cargo_halls/dev/dev_blendmeasure2_wvt_patch
    Patching WVT material: maps/pl_cargo_halls/egypt/sand_floor_blend_04_with_grass_wvt_patch
    Patching WVT material: maps/pl_cargo_halls/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 (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 96 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_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) (143755 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 375 texinfos to 186
    Reduced 34 texdatas to 28 (967 bytes to 814)
    Writing D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
    6 seconds elapsed
    
    ** Executing...
    ** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls"
    
    Valve Software - vvis.exe (Jul  7 2010)
    2 threads
    reading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
    reading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.prt
     311 portalclusters
     791 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 (13)
    Optimized: 227 visible clusters (0.00%)
    Total clusters visible: 65088
    Average clusters visible: 209
    Building PAS...
    Average clusters audible: 306
    visdatasize:26164  compressed from 24880
    writing d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
    13 seconds elapsed
    
    ** Executing...
    ** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
    Setting up ray-trace acceleration structure... Done (2.04 seconds)
    2261 faces
    2 degenerate faces
    1466388 square feet [211159904.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    Stack overflow in neighbors
    
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp" "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf\maps\pl_cargo_halls.bsp"
    
    Well, i guess i forgoth something. Might you help me again? :)
     
  6. Exist

    Exist L6: Sharp Member

    Messages:
    306
    Positive Ratings:
    112
    I might be wrong, but you might have a brush thats off the grid. Like, way off. I'm guessing this causes a stack overflow
     
  7. Nijin

    Nijin L1: Registered

    Messages:
    7
    Positive Ratings:
    0
    i checked for that - but there is nothing outside.

    Might the ingame-console-log help? There is a line saying: "Level unlit, setting 'mat_fullbright 1'"
    Code:
    ---- Host_NewGame ----
    Network: IP 192.168.2.104, mode MP, dedicated No, ports 27015 SV / 27005 CL
    Spawn Server: pl_cargo_halls
    env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow001a
    "materials/maps/pl_cargo_halls/cubemapdefault.vtf": can't be found on disk
    Texture 'maps/pl_cargo_halls/cubemapdefault' not found.
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_45degree.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_45degree.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_y_joint_s_curve_96.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_y_joint_s_curve_96.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    Executing listen server config file
    Set Gravity 800.0 (0.250 tolerance)
    Created class baseline: 16 classes, 5317 bytes.
    24 player server started
    exec: couldn't exec listenserver.cfg
    exec: couldn't exec pl_cargo_halls.cfg
     0:Stopped sound *#ui\gamestartup10.mp3
    Node Graph out of Date. Rebuilding... (0, 1, 0)
    
    Team Fortress
    Map: pl_cargo_halls
    Players: 1 / 24
    Build: 4274
    Server Number: 1
    
    Attemped to precache unknown particle system "blood_decap"!
    No pure server whitelist. sv_pure = 0
    Initializing renderer...
    Level unlit, setting 'mat_fullbright 1'
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_night_01rt)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_night_01bk)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_night_01lf)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_night_01ft)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_night_01up)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_night_01dn)
    Couldn't find customization file 'materials/vgui/logos/spray.vtf'.
    Compressing fragments (8105 -> 6441 bytes)
       VAC secure mode disabled.
    
     
  8. J4CK8

    J4CK8 L11: Posh Member

    Messages:
    820
    Positive Ratings:
    223
    This has been happening to me recently, really annoying, however recompiling seems to fix it.
    Would be nice to know what's causing this though.

    Post #500 :D
     
  9. Nijin

    Nijin L1: Registered

    Messages:
    7
    Positive Ratings:
    0
    Very strange. When i try to convert now, i recieve an error. This didn't happened yesterday:

    I tried diffrent skyboxes, all result in the same error. I don't think, that I deleated the skyboxes - but - where can I control if they are still where they should be.
    [​IMG]
     
  10. Swordz

    Swordz L5: Dapper Member

    Messages:
    224
    Positive Ratings:
    37
    This skybox error happens with everyone. It doesn't do anything.
     
  11. Nijin

    Nijin L1: Registered

    Messages:
    7
    Positive Ratings:
    0
    But it doesn't allow me to compile the map. How could I repair it then?

    EDIT: If you need the complete log:
    Code:
    
    ** Executing...
    ** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.vmf"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    2 threads
    materialPath: d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf\materials
    Loading D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/pl_cargo_halls/brick/blendcobbletocobblesnow001_wvt_patch
    Patching WVT material: maps/pl_cargo_halls/dev/dev_blendmeasure2_wvt_patch
    Patching WVT material: maps/pl_cargo_halls/egypt/sand_floor_blend_04_with_grass_wvt_patch
    Patching WVT material: maps/pl_cargo_halls/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 (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 108 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_granary_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) (146315 bytes)
    Error! To use model "models/weapons/w_models/w_toolbox.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/weapons/w_models/w_toolbox.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 386 texinfos to 195
    Reduced 37 texdatas to 31 (1069 bytes to 916)
    Writing D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
    6 seconds elapsed
    
    ** Executing...
    ** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls"
    
    Valve Software - vvis.exe (Jul  7 2010)
    2 threads
    reading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
    reading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.prt
     314 portalclusters
     810 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 (15)
    Optimized: 193 visible clusters (0.00%)
    Total clusters visible: 66607
    Average clusters visible: 212
    Building PAS...
    Average clusters audible: 309
    visdatasize:27058  compressed from 25120
    writing d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
    15 seconds elapsed
    
    ** Executing...
    ** Command: "d:\program files (x86)\steam\steamapps\nijin\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf" "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading d:\program files (x86)\steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp
    Setting up ray-trace acceleration structure... Done (2.04 seconds)
    2299 faces
    2 degenerate faces
    1475490 square feet [212470672.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    Stack overflow in neighbors
    
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Program Files (x86)\Steam\steamapps\nijin\sourcesdk_content\tf\mapsrc\pl_cargo_halls.bsp" "d:\program files (x86)\steam\steamapps\nijin\team fortress 2\tf\maps\pl_cargo_halls.bsp"
    
    
     
    Last edited: Jul 27, 2010
  12. Bockagon

    Bockagon L3: Member

    Messages:
    147
    Positive Ratings:
    72
    The skybox error isn't the issue, it happens every time with every skybox and can safely be ignored.

    It looks like VRAD isn't running for some reason only I can't tell why. Try checking for problems (alt+P) in hammer and see if anything other than "there is no player start" comes up (that can be ignored).

    Also you can get rid of the "SOLID_VPHYSICS static prop with no vphysics model!" console spam by disabling the collisions on your tracks.
     
    • Thanks Thanks x 1
  13. FaTony

    FaTony Banned

    Messages:
    902
    Positive Ratings:
    160
    Stack overflow is the bad coding of VRAD most likely caused by bad geometry (or lights, less likely). Try using the cordon tool.
     
    • Thanks Thanks x 1
    Last edited: Jul 27, 2010
  14. Nijin

    Nijin L1: Registered

    Messages:
    7
    Positive Ratings:
    0
    Yeah! I finally found the problem. Some stairs converted into a "func_detail" didn't worked corectly.

    Thanks to everyone helping me :)
     
    Last edited: Jul 29, 2010