Mayan pack problems

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
So I tried out the mayan pack and everything works fine, all models apear in game and in hammer, but if I use the model: "models/props_temple/doorway_m.mdl" I get the following error in 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:\Users\Ferdinand\Documents\Tf2_maps\mvm_aztec\mvm_aztec_a1.vmf"

Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Ferdinand\Documents\Tf2_maps\mvm_aztec\mvm_aztec_a1.vmf
Patching WVT material: maps/mvm_aztec_a1/pl_temple/mudblend_wvt_patch
Patching WVT material: maps/mvm_aztec_a1/pl_temple/jungle_cliff_02_grass_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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Ferdinand\Documents\Tf2_maps\mvm_aztec\mvm_aztec_a1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_mayan weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_mayan to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_mayan weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_mayan 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
Building Physics collision data...
done (0) (14026 bytes)
Error! To use model "models/player/hwm/demo.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/hwm/demo.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 145 texinfos to 38
Reduced 12 texdatas to 8 (412 bytes to 197)
Writing C:\Users\Ferdinand\Documents\Tf2_maps\mvm_aztec\mvm_aztec_a1.bsp
Wrote ZIP buffer, estimated size 1948, actual size 1466
0 seconds elapsed
0.699576 -0.496815 0.000000
0.671001 -0.038100 0.000000
0.699576 -0.038100 0.000000
0.699576 -0.980015 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.699576 -0.496815 0.000000
0.671001 -0.038100 0.000000
0.699576 -0.038100 0.000000
0.699576 -0.980015 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** 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" "C:\Users\Ferdinand\Documents\Tf2_maps\mvm_aztec\mvm_aztec_a1"

Valve Software - vvis.exe (Mar 2 2016)
4 threads
reading c:\users\ferdinand\documents\tf2_maps\mvm_aztec\mvm_aztec_a1.bsp
reading c:\users\ferdinand\documents\tf2_maps\mvm_aztec\mvm_aztec_a1.prt
19 portalclusters
35 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 305
Average clusters visible: 16
Building PAS...
Average clusters audible: 19
visdatasize:271 compressed from 304
writing c:\users\ferdinand\documents\tf2_maps\mvm_aztec\mvm_aztec_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" "C:\Users\Ferdinand\Documents\Tf2_maps\mvm_aztec\mvm_aztec_a1"

Valve Software - vrad.exe SSE (Mar 2 2016)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\ferdinand\documents\tf2_maps\mvm_aztec\mvm_aztec_a1.bsp
Setting up ray-trace acceleration structure... Done (0.16 seconds)
91 faces
35145 square feet [5060911.50 square inches]
24 Displacements
17139 Square Feet [2468112.00 Square Inches]
91 patches before subdivision
2419 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 108457, max 172
transfer lists: 0.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(4630, 3368, 1845)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(141, 100, 39)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(5, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0012 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 40/8192 480/98304 ( 0.5%)
brushsides 246/65536 1968/524288 ( 0.4%)
planes 144/65536 2880/1310720 ( 0.2%)
vertexes 214/65536 2568/786432 ( 0.3%)
nodes 82/65536 2624/2097152 ( 0.1%)
texinfos 38/12288 2736/884736 ( 0.3%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 24/0 4224/0 ( 0.0%)
disp_verts 1944/0 38880/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 47648/0 47648/0 ( 0.0%)
faces 91/65536 5096/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 68/65536 3808/3670016 ( 0.1%)
leaves 84/65536 2688/2097152 ( 0.1%)
leaffaces 70/65536 140/131072 ( 0.1%)
leafbrushes 94/65536 188/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 678/512000 2712/2048000 ( 0.1%)
edges 460/256000 1840/1024000 ( 0.2%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 7/32768 70/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 96/65536 192/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 217788/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 271/16777216 ( 0.0%)
entdata [variable] 685/393216 ( 0.2%)
LDR ambient table 84/65536 336/262144 ( 0.1%)
HDR ambient table 84/65536 336/262144 ( 0.1%)
LDR leaf ambient 258/65536 7224/1835008 ( 0.4%)
HDR leaf ambient 84/65536 2352/1835008 ( 0.1%)
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] 1/1080 ( 0.1%)
pakfile [variable] 1466/0 ( 0.0%)
physics [variable] 14026/4194304 ( 0.3%)
physics terrain [variable] 2254/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 224
Writing c:\users\ferdinand\documents\tf2_maps\mvm_aztec\mvm_aztec_a1.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Ferdinand\Documents\Tf2_maps\mvm_aztec\mvm_aztec_a1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\mvm_aztec_a1.bsp"
If I check it on interloper.net I get the following problem:
make_triangles:calc_triangle_representation: cannot convert
Description:
Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the "/wasteland/InteriorFence002d.mdl"-model. I've also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements.
If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not.

Solution:
You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn't seem to be a real error in the model itself though. In other words, leave it be, it won't hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error.
The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it.


The affected object may not work and/or cause general errors

Last contribution: jmplayer
It also seems like only this model is causing the problem, because other mayan pack models in another map don't cause it. How can I solve this problem?
 
Last edited:

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
It's a notorious false positive error, it can indicate a problem, but in 99.9% of cases it doesn't, and as the interlopers message says, if it's not causing an actual problem, then just ignore it.