- Dec 8, 2018
- 3
- 1
I'm making a complete map for the first time. But when I complie map. it doesn't update.
I tried check for problems and fixed all, and there's probably no leaks (I cannot create point file, but at least every prop and displacements are in), I refreshed source SDK Files. And still it doesn't update.
Here's the compile log: (bsp normal, vis and rad both fast)
** 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\mvm_encore.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
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\mvm_encore.vmf
Trying to create a non-quad displacement! (entity 0, brush 343)
** 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\mvm_encore"
Valve Software - vvis.exe (Aug 2 2018)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mvm_encore.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mvm_encore.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mvm_encore.prt
** 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\mvm_encore"
Valve Software - vrad.exe SSE (Jul 18 2018)
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\mvm_encore.bsp
Setting up ray-trace acceleration structure... Done (0.39 seconds)
3803 faces
4 degenerate faces
2250466 square feet [324067136.00 square inches]
36 Displacements
497912 Square Feet [71699408.00 Square Inches]
3799 patches before subdivision
84891 patches after subdivision
sun extent from map=0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 6882094, max 1163
transfer lists: 52.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(229876, 140999, 89105)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(26668, 11413, 5850)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3929, 1184, 488)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(649, 138, 45)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(116, 17, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(24, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0245 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 (4)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 17/1024 816/49152 ( 1.7%)
brushes 530/8192 6360/98304 ( 6.5%)
brushsides 3484/65536 27872/524288 ( 5.3%)
planes 1938/65536 38760/1310720 ( 3.0%)
vertexes 5806/65536 69672/786432 ( 8.9%)
nodes 2305/65536 73760/2097152 ( 3.5%)
texinfos 817/12288 58824/884736 ( 6.6%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 36/0 6336/0 ( 0.0%)
disp_verts 2916/0 58320/0 ( 0.0%)
disp_tris 4608/0 9216/0 ( 0.0%)
disp_lmsamples 587484/0 587484/0 ( 0.0%)
faces 3803/65536 212968/3670016 ( 5.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1782/65536 99792/3670016 ( 2.7%)
leaves 2323/65536 74336/2097152 ( 3.5%)
leaffaces 4284/65536 8568/131072 ( 6.5%)
leafbrushes 1675/65536 3350/131072 ( 2.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 25626/512000 102504/2048000 ( 5.0%)
edges 14050/256000 56200/1024000 ( 5.5%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 385/32768 3850/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6168/65536 12336/131072 ( 9.4%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 5945768/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 298807/16777216 ( 1.8%)
entdata [variable] 45183/393216 (11.5%)
LDR ambient table 2323/65536 9292/262144 ( 3.5%)
HDR ambient table 2323/65536 9292/262144 ( 3.5%)
LDR leaf ambient 11683/65536 327124/1835008 (17.8%)
HDR leaf ambient 2323/65536 65044/1835008 ( 3.5%)
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] 1/12 ( 8.3%)
static props [variable] 1/5992 ( 0.0%)
pakfile [variable] 723/0 ( 0.0%)
physics [variable] 196019/4194304 ( 4.7%)
physics terrain [variable] 3296/1048576 ( 0.3%)
Level flags = 0
Total triangle count: 10883
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mvm_encore.bsp
20 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mvm_encore.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_encore.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" +map "mvm_encore" -steam
I tried check for problems and fixed all, and there's probably no leaks (I cannot create point file, but at least every prop and displacements are in), I refreshed source SDK Files. And still it doesn't update.
Here's the compile log: (bsp normal, vis and rad both fast)
** 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\mvm_encore.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
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\mvm_encore.vmf
Trying to create a non-quad displacement! (entity 0, brush 343)
** 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\mvm_encore"
Valve Software - vvis.exe (Aug 2 2018)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mvm_encore.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mvm_encore.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mvm_encore.prt
** 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\mvm_encore"
Valve Software - vrad.exe SSE (Jul 18 2018)
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\mvm_encore.bsp
Setting up ray-trace acceleration structure... Done (0.39 seconds)
3803 faces
4 degenerate faces
2250466 square feet [324067136.00 square inches]
36 Displacements
497912 Square Feet [71699408.00 Square Inches]
3799 patches before subdivision
84891 patches after subdivision
sun extent from map=0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 500.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 300.000000 but _zero_percent_distance of 0.000000
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 6882094, max 1163
transfer lists: 52.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(229876, 140999, 89105)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(26668, 11413, 5850)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3929, 1184, 488)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(649, 138, 45)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(116, 17, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(24, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0245 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 (4)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 17/1024 816/49152 ( 1.7%)
brushes 530/8192 6360/98304 ( 6.5%)
brushsides 3484/65536 27872/524288 ( 5.3%)
planes 1938/65536 38760/1310720 ( 3.0%)
vertexes 5806/65536 69672/786432 ( 8.9%)
nodes 2305/65536 73760/2097152 ( 3.5%)
texinfos 817/12288 58824/884736 ( 6.6%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 36/0 6336/0 ( 0.0%)
disp_verts 2916/0 58320/0 ( 0.0%)
disp_tris 4608/0 9216/0 ( 0.0%)
disp_lmsamples 587484/0 587484/0 ( 0.0%)
faces 3803/65536 212968/3670016 ( 5.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1782/65536 99792/3670016 ( 2.7%)
leaves 2323/65536 74336/2097152 ( 3.5%)
leaffaces 4284/65536 8568/131072 ( 6.5%)
leafbrushes 1675/65536 3350/131072 ( 2.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 25626/512000 102504/2048000 ( 5.0%)
edges 14050/256000 56200/1024000 ( 5.5%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 385/32768 3850/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6168/65536 12336/131072 ( 9.4%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 5945768/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 298807/16777216 ( 1.8%)
entdata [variable] 45183/393216 (11.5%)
LDR ambient table 2323/65536 9292/262144 ( 3.5%)
HDR ambient table 2323/65536 9292/262144 ( 3.5%)
LDR leaf ambient 11683/65536 327124/1835008 (17.8%)
HDR leaf ambient 2323/65536 65044/1835008 ( 3.5%)
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] 1/12 ( 8.3%)
static props [variable] 1/5992 ( 0.0%)
pakfile [variable] 723/0 ( 0.0%)
physics [variable] 196019/4194304 ( 4.7%)
physics terrain [variable] 3296/1048576 ( 0.3%)
Level flags = 0
Total triangle count: 10883
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mvm_encore.bsp
20 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mvm_encore.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_encore.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" +map "mvm_encore" -steam