- Nov 10, 2017
- 38
- 12
I'm working on a passtime map, and I ran into an issue that's got me stumped. When ran, the map loads an older version, and there's square chunks that are render and de-render everywhere.
Console:
I'm running vvis.exe in fast mode, but it didn't do this during other runs.
Here's the map file for anyone who wants to take a look: https://drive.google.com/file/d/1YxKoQivVffyWJTOvOxgC4-FP1LLZzqKM/view?usp=sharing
Console:
Code:
** 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:\Users\temp\Desktop\pass_arena.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\temp\Desktop\pass_arena.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 296 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\temp\Desktop\pass_arena.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_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
Overlay touching too many faces (touching 69, max 64)
Overlay overlays/logo_blue_white at 0.0 -5824.0 1680.0
** 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:\Users\temp\Desktop\pass_arena"
Valve Software - vvis.exe (Aug 2 2018)
fastvis = true
8 threads
reading c:\users\temp\desktop\pass_arena.bsp
reading c:\users\temp\desktop\pass_arena.prt
1904 portalclusters
6006 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 131654 visible clusters (4.17%)
Total clusters visible: 3156620
Average clusters visible: 1657
Building PAS...
Average clusters audible: 1904
visdatasize:916785 compressed from 913920
writing c:\users\temp\desktop\pass_arena.bsp
1 second 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" "C:\Users\temp\Desktop\pass_arena"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\temp\desktop\pass_arena.bsp
Setting up ray-trace acceleration structure... Done (0.46 seconds)
5103 faces
10533211 square feet [1516782336.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5103 patches before subdivision
zero area child patch
132085 patches after subdivision
82 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (29)
transfers 61833540, max 2125
transfer lists: 471.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(108640, 99798, 91743)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(17818, 15100, 13206)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3144, 2395, 1970)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(638, 430, 333)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(139, 81, 59)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(32, 16, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(8, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0534 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 (7)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 43/1024 2064/49152 ( 4.2%)
brushes 582/8192 6984/98304 ( 7.1%)
brushsides 4624/65536 36992/524288 ( 7.1%)
planes 3514/65536 70280/1310720 ( 5.4%)
vertexes 8721/65536 104652/786432 (13.3%)
nodes 3770/65536 120640/2097152 ( 5.8%)
texinfos 449/12288 32328/884736 ( 3.7%)
texdata 48/2048 1536/65536 ( 2.3%)
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 5103/65536 285768/3670016 ( 7.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1616/65536 90496/3670016 ( 2.5%)
leaves 3814/65536 122048/2097152 ( 5.8%)
leaffaces 5953/65536 11906/131072 ( 9.1%)
leafbrushes 2232/65536 4464/131072 ( 3.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 30067/512000 120268/2048000 ( 5.9%)
edges 17817/256000 71268/1024000 ( 7.0%)
LDR worldlights 82/8192 7216/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 431/32768 4310/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6183/65536 12366/131072 ( 9.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 4/512 1408/180224 ( 0.8%)
LDR lightdata [variable] 6814368/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 916785/16777216 ( 5.5%)
entdata [variable] 79925/393216 (20.3%)
LDR ambient table 3814/65536 15256/262144 ( 5.8%)
HDR ambient table 3814/65536 15256/262144 ( 5.8%)
LDR leaf ambient 18668/65536 522704/1835008 (28.5%)
HDR leaf ambient 3814/65536 106792/1835008 ( 5.8%)
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] 1/16458 ( 0.0%)
pakfile [variable] 1647/0 ( 0.0%)
physics [variable] 233025/4194304 ( 5.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 13275
Writing c:\users\temp\desktop\pass_arena.bsp
53 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\temp\Desktop\pass_arena.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pass_arena.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -w 1920 -h 1080 +map "pass_arena" -steam
Here's the map file for anyone who wants to take a look: https://drive.google.com/file/d/1YxKoQivVffyWJTOvOxgC4-FP1LLZzqKM/view?usp=sharing