Fun!
Can we get a new compile log for it?
Starting a 'Fast' compile.
Starting compilation of pl_upward_event
Valve Software - vbsp.exe (Jun 14 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_upward_event.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_upward_event/koth_viaduct_event/blendgrasstodirt_viaduct001_nosprites_wvt_patch
Patching WVT material: maps/pl_upward_event/cp_mountainlab/nature/groundtograss001_nodetail_wvt_patch
Patching WVT material: maps/pl_upward_event/coalmines/blendgroundtograss_coalmines_wvt_patch
Patching WVT material: maps/pl_upward_event/nature/blendcobblestone_underworld001_wvt_patch
Patching WVT material: maps/pl_upward_event/pl_barnblitz/blendsnowtodirt001_wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (170, 4106, 585)
env_cubemap pointing at deleted brushside near (170, 4106, 585)
env_cubemap pointing at deleted brushside near (312, 5592, 541)
env_cubemap pointing at deleted brushside near (312, 5592, 541)
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 (1)
Find Visible Detail Sides...
Merged 1370 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_upward_event.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_frankenstorm_02 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_frankenstorm_02 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_frankenstorm_02 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_frankenstorm_02 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (7) (2305731 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 11318 texinfos to 5598
Reduced 312 texdatas to 270 (11020 bytes to 9347)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_upward_event.bsp
Wrote ZIP buffer, estimated size 56100, actual size 40878
1 minute, 1 second elapsed
-74.828400 155.828995 0.000000
-74.828400 193.039993 0.000000
-74.828400 178.155594 0.000000
-74.066399 178.155594 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Valve Software - vvis.exe (Jun 14 2017)
fastvis = true
nosort = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_upward_event.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_upward_event.prt
2676 portalclusters
7367 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
Optimized: 253533 visible clusters (8.65%)
Total clusters visible: 2931399
Average clusters visible: 1095
Building PAS...
Average clusters audible: 1957
visdatasize:1333971 compressed from 1798272
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_upward_event.bsp
6 seconds elapsed
Valve Software - vrad.exe SSE (Jun 14 2017)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_upward_event.bsp
Loaded alpha texture materials\models\props_foliage\shrub_03.vtf
Loaded alpha texture materials\models\props_foliage\shrub_03_snow.vtf
Error! Unable to load file "models/props_facemovie/boxes/cardboardbox_closed.dx80.vtx"
Loaded alpha texture materials\models\props_foliage\shrub_01a.vtf
Loaded alpha texture materials\models\props_foliage\bramble01a.vtf
Error! Unable to load file "models/props_facemovie/beercrate001/beercrate001_stack001.dx80.vtx"
Loaded alpha texture materials\models\props_foliage\deadtree01.vtf
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (25.14 seconds)
33129 faces
30 degenerate faces
19166600 square feet [2759990272.00 square inches]
681 Displacements
1452564 Square Feet [209169232.00 Square Inches]
33099 patches before subdivision
879777 patches after subdivision
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
sun extent from map=0.087156
light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
468 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (531)
BuildVisLeafs: 0...1...2...3...4...5...6..Out of memory or address space. Texture quality setting may be too high.
CompilePal - Cubemap Generator
Detecting HDR levels...
Map requires one set of cubemaps
Compiling cubemaps...
Compile forcefully ended.
'Fast' compile finished in 00:15:44
Something broke:
System.Threading.ThreadAbortException: Поток находился в процессе прерывания.
в System.Threading.WaitHandle.WaitOneNative(SafeHandle waitableSafeHandle, UInt32 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)
в System.Threading.WaitHandle.InternalWaitOne(SafeHandle waitableSafeHandle, Int64 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)
в System.Threading.WaitHandle.WaitOne(Int32 millisecondsTimeout, Boolean exitContext)
в System.Diagnostics.Process.WaitForExit(Int32 milliseconds)
в System.Diagnostics.Process.WaitForExit()
в CompilePalX.Compilers.CubemapProcess.RunCubemaps(String gameEXE, String args)
в CompilePalX.Compilers.CubemapProcess.Run(CompileContext context)
PS: I stopped the compile after the message appeared,since after that Compile Pal started making cubemaps.