map is having weird error

Discussion in 'Mapping Questions & Discussion' started by Kobolite, Sep 25, 2017.

  1. Kobolite

    Kobolite L7: Fancy Member

    Messages:
    438
    Positive Ratings:
    271
    i'm making a farm themed map and while making the second point i added some props and other stuff. when i compile it and play the map the changes aren't there and weird chunks of my map disapear.
    in the console it says: Warning: vis decompression run. what does this mean
    heres the compile log


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.vmf"

    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\sourcesdk_content\tf\mapsrc\cp_hayday_a1.vmf
    Patching WVT material: maps/cp_hayday_a1/nature/blendgrassground001_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 26 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Warning: overflowed 40 displacement corner-neighbor lists.Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (96834 bytes)
    Error! To use model "models/player/hwm/heavy.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/player/hwm/heavy.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9..Error! Too many detail props emitted on this map! (64K max!)n

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1"

    Valve Software - vvis.exe (Jun 14 2017)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.prt
    756 portalclusters
    2105 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 14036 visible clusters (2.75%)
    Total clusters visible: 511082
    Average clusters visible: 676
    Building PAS...
    Average clusters audible: 755
    visdatasize:149256 compressed from 145152
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1"

    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\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp
    Setting up ray-trace acceleration structure... Done (0.88 seconds)
    2913 faces
    3190678 square feet [459457664.00 square inches]
    96 Displacements
    737762 Square Feet [106237856.00 Square Inches]
    2913 patches before subdivision
    147295 patches after subdivision
    sun extent from map=0.087156
    36 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
    transfers 5741485, max 589
    transfer lists: 43.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(532735, 186030, 112307)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(50563, 8937, 4729)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(9459, 733, 267)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(1517, 53, 18)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(421, 6, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(91, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(34, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(9, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(4, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(1, 0, 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<0.0710 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    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 20/1024 960/49152 ( 2.0%)
    brushes 227/8192 2724/98304 ( 2.8%)
    brushsides 1486/65536 11888/524288 ( 2.3%)
    planes 1100/65536 22000/1310720 ( 1.7%)
    vertexes 4214/65536 50568/786432 ( 6.4%)
    nodes 1620/65536 51840/2097152 ( 2.5%)
    texinfos 220/12288 15840/884736 ( 1.8%)
    texdata 35/2048 1120/65536 ( 1.7%)
    dispinfos 96/0 16896/0 ( 0.0%)
    disp_verts 7776/0 155520/0 ( 0.0%)
    disp_tris 12288/0 24576/0 ( 0.0%)
    disp_lmsamples 833464/0 833464/0 ( 0.0%)
    faces 2913/65536 163128/3670016 ( 4.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 966/65536 54096/3670016 ( 1.5%)
    leaves 1641/65536 52512/2097152 ( 2.5%)
    leaffaces 3177/65536 6354/131072 ( 4.8%)
    leafbrushes 1010/65536 2020/131072 ( 1.5%)
    areas 4/256 32/2048 ( 1.6%)
    surfedges 17191/512000 68764/2048000 ( 3.4%)
    edges 9190/256000 36760/1024000 ( 3.6%)
    LDR worldlights 36/8192 3168/720896 ( 0.4%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 187/32768 1870/327680 ( 0.6%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 2592/65536 5184/131072 ( 4.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 21/512 7392/180224 ( 4.1%)
    LDR lightdata [variable] 7685208/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 149256/16777216 ( 0.9%)
    entdata [variable] 52298/393216 (13.3%)
    LDR ambient table 1641/65536 6564/262144 ( 2.5%)
    HDR ambient table 1641/65536 6564/262144 ( 2.5%)
    LDR leaf ambient 9532/65536 266896/1835008 (14.5%)
    HDR leaf ambient 1641/65536 45948/1835008 ( 2.5%)
    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] 1/2645320 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/21132 ( 0.0%)
    pakfile [variable] 939/0 ( 0.0%)
    physics [variable] 90893/4194304 ( 2.2%)
    physics terrain [variable] 6042/1048576 ( 0.6%)

    Level flags = 0

    Total triangle count: 7449
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp
    44 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_hayday_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_hayday_a1.bsp"
     
  2. Vel0city

    aa Vel0city personal pick-pocketing parrot

    Messages:
    1,880
    Positive Ratings:
    1,487
    This:

    Placing detail props : 0...1...2...3...4...5...6...7...8...9..Error! Too many detail props emitted on this map! (64K max!)n

    Will cause a compile to fail completely. Interlopers says this:

    Description:
    The amount of detail props (the grasses and such that automatically appear on displacements with certain textures) has exceeded the maximum number of allowable detail props.

    Solution:
    Either reduce the amount of textures/displacements which cause these props to appear, or edit the texture's vmt's to decrease the number of detail props those textures emit.

    And you have VVIS set to Fast, which can also do strange things in-game.
     
  3. Lampenpam

    aa Lampenpam

    Messages:
    991
    Positive Ratings:
    328
    What he said. Use less alpha on your displacements or edit the VMTs so that they spawn less detail sprites. Or use a texture that doesn't use detail sprites at all in places where they're not really needed, like far away from playable area where they don't fade in anyway.
     
  4. grtgmzlol

    grtgmzlol L1: Registered

    Messages:
    33
    Positive Ratings:
    4
    Interlopers is a very useful tool for compile log checking