Map failing to load the right version.

Discussion in 'Mapping Questions & Discussion' started by Kazagin, Feb 14, 2010.

  1. Kazagin

    Kazagin L3: Member

    Messages:
    130
    Positive Ratings:
    9
    I've been trying to do a quick compile of my map to see how the layout feels, but it keeps on loading an older version of it.

    I ran the compile log through Interlopers and it only pointed out something was wrong with the Granary skybox texture, that I have a displacement abutting multiple edges, and that "zero patch child area" jargon.

    The thing with the Granary sky texture hasn't given me grief in the past, and the other two errors can be ignored.

    What else could be causing this to happen? There nothing is outside my skybox (as it is just a temporary hollowed out cube surrounding the entire map.)

    Here's my compile log:



    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\kazagin\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental"

    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.vmf
    Patching WVT material: maps/cp_elemental/nature/blendgrass_canyon02_wvt_patch
    Patching WVT material: maps/cp_elemental/harvest/ground_to_green_grass_002_wvt_patch
    Patching WVT material: maps/cp_elemental/nature/blendrockground001_wvt_patch
    Patching WVT material: maps/cp_elemental/egypt/sky_sand_grass_01_wvt_patch
    Patching WVT material: maps/cp_elemental/nature/blendground_canyon_wvt_patch
    Patching WVT material: maps/cp_elemental/lava/rockwall001cave_wvt_patch
    Patching WVT material: maps/cp_elemental/lava/rockwall001cave2_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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.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...
    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...
    Displacement 165 has bad geometry near 3244.50 -2007.00 -671.00
    Can't compile displacement physics, exiting. Texture is LAVA/ROCKWALL001CAVE2


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\kazagin\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental"

    Valve Software - vvis.exe (May 19 2009)
    fastvis = true
    2 threads
    reading c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.bsp
    reading c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.prt
    1422 portalclusters
    4575 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Optimized: 11721 visible clusters (0.00%)
    Total clusters visible: 1984013
    Average clusters visible: 1395
    Building PAS...
    Average clusters audible: 1422
    visdatasize:517150 compressed from 523296
    writing c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.bsp
    3 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\kazagin\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental"

    Valve Software - vrad.exe SSE (May 19 2009)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.bsp
    Error! To use model "models/props_mining/rock004.mdl"
    as a static prop, it must be compiled with $staticprop!
    Error! To use model "models/props_mining/rock003.mdl"
    as a static prop, it must be compiled with $staticprop!
    Error! To use model "models/props_mining/rock001.mdl"
    as a static prop, it must be compiled with $staticprop!
    Error! To use model "models/props_mining/rock002.mdl"
    as a static prop, it must be compiled with $staticprop!
    Error! To use model "models/props_mining/rock005.mdl"
    as a static prop, it must be compiled with $staticprop!
    Setting up ray-trace acceleration structure... Done (12.65 seconds)
    3348 faces
    1 degenerate faces
    10891451 square feet [1568369024.00 square inches]
    129 Displacements
    516432 Square Feet [74366304.00 Square Inches]
    3347 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    62387 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (33)
    transfers 2624010, max 462
    transfer lists: 20.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0592 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
    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 (27)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 12/1024 576/49152 ( 1.2%)
    brushes 186/8192 2232/98304 ( 2.3%)
    brushsides 1641/65536 13128/524288 ( 2.5%)
    planes 2528/65536 50560/1310720 ( 3.9%)
    vertexes 4501/65536 54012/786432 ( 6.9%)
    nodes 3208/65536 102656/2097152 ( 4.9%)
    texinfos 551/12288 39672/884736 ( 4.5%)
    texdata 40/2048 1280/65536 ( 2.0%)
    dispinfos 129/0 22704/0 ( 0.0%)
    disp_verts 37073/0 741460/0 ( 0.0%)
    disp_tris 65664/0 131328/0 ( 0.0%)
    disp_lmsamples 428869/0 428869/0 ( 0.0%)
    faces 3348/65536 187488/3670016 ( 5.1%)
    hdr faces 3348/65536 187488/3670016 ( 5.1%)
    origfaces 845/65536 47320/3670016 ( 1.3%)
    leaves 3221/65536 103072/2097152 ( 4.9%)
    leaffaces 3614/65536 7228/131072 ( 5.5%)
    leafbrushes 2148/65536 4296/131072 ( 3.3%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 18417/512000 73668/2048000 ( 3.6%)
    edges 9898/256000 39592/1024000 ( 3.9%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 187/32768 1870/327680 ( 0.6%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 2715/65536 5430/131072 ( 4.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 5/512 1760/180224 ( 1.0%)
    LDR lightdata [variable] 4371332/0 ( 0.0%)
    HDR lightdata [variable] 4371332/0 ( 0.0%)
    visdata [variable] 517150/16777216 ( 3.1%)
    entdata [variable] 16213/393216 ( 4.1%)
    LDR ambient table 3221/65536 12884/262144 ( 4.9%)
    HDR ambient table 3221/65536 12884/262144 ( 4.9%)
    LDR leaf ambient 1475/65536 41300/1835008 ( 2.3%)
    HDR leaf ambient 1475/65536 41300/1835008 ( 2.3%)
    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] 1/41610 ( 0.0%)
    pakfile [variable] 3154/0 ( 0.0%)
    physics [variable] 78031/4194304 ( 1.9%)
    physics terrain [variable] 92549/1048576 ( 8.8%)

    Level flags = 0

    Total triangle count: 8213
    Writing c:\program files (x86)\steam\steamapps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.bsp
    1 minute, 21 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\kazagin\sourcesdk_content\tf\mapsrc\cp_elemental.bsp" "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf\maps\cp_elemental.bsp"


    ** Executing...
    ** Command: c:\program files (x86)\steam\steam.exe
    ** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\kazagin\team fortress 2\tf" +map "cp_elemental"
     
  2. Cynick

    Cynick L4: Comfortable Member

    Messages:
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    Positive Ratings:
    144
    Two things I would check:
    - All displacements must be quadrilaterals (e.g. must have 4 sides). No triangular displacements! This includes ones with two or more points in one place.
    - Never tie a displacement to an entity (func_detail, etc.). All displacements must be world brushes

    EDIT: Look for displacements near 3244.50 -2007.00 -671.00
     
    • Thanks Thanks x 1
    Last edited: Feb 14, 2010
  3. FaTony

    FaTony Banned

    Messages:
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    Positive Ratings:
    160
    Displacement 165 has bad geometry near 3244.50 -2007.00 -671.00
    Can't compile displacement physics, exiting. Texture is LAVA/ROCKWALL001CAVE2
     
    • Thanks Thanks x 1
  4. Kazagin

    Kazagin L3: Member

    Messages:
    130
    Positive Ratings:
    9
    Alright, I checked out that area and saw one displacement.
    I killed said displacement, and everything is good. (It was part of my ceiling for a cave with a hole in the top. I will be removing said hole and all that necessitates the hole's existence.)

    I don't think making a separate topic would be a good idea, so I have another question.
    Why are all my overlays showing up black?
    They look fine in Hammer, but when I compile, they show up as a black shape of what they would normally be.
     
  5. Cynick

    Cynick L4: Comfortable Member

    Messages:
    153
    Positive Ratings:
    144
    I've heard of this happening when fullbright is enabled. Try putting some lights in.
     
    • Thanks Thanks x 1
  6. Kazagin

    Kazagin L3: Member

    Messages:
    130
    Positive Ratings:
    9
    Ah, that was it. Thanks. :D