No such variable $fogcolor, $fogenable, $fogstart for material

Discussion in 'Mapping Questions & Discussion' started by Unicake, Feb 21, 2020.

  1. Unicake

    Unicake L1: Registered

    Messages:
    39
    Positive Ratings:
    8
    I keep getting these errors in console on my map
    [​IMG]

    What I noticed is that, when these errors pop up in console, the water in the level starts flickering, and sometimes the entire 3D skybox goes pitch black for like tenth of a sec?

    /sorry for bad quality/

    you can see the 3d skybox go pitch black in 0:04.

    Anyone knows a fix for this?
     
  2. r0nii

    r0nii L3: Member

    Messages:
    103
    Positive Ratings:
    7
    you have leak in your map.

    the leak doesnt break optimalization tools or only few of them but still leaks breaks something.
    you just have a leak that breaks the skybox and water. you should i think...
     
  3. Unicake

    Unicake L1: Registered

    Messages:
    39
    Positive Ratings:
    8
    Loading a pointfile doesn't show any leaks
     
  4. Pinsplash

    Pinsplash bad bad bad

    Messages:
    57
    Positive Ratings:
    40
    Did it show something like this?
    upload_2020-2-23_4-58-14.png
    Cause if it did, there is a leak somewhere. It should also say in the compile log.
     
  5. Unicake

    Unicake L1: Registered

    Messages:
    39
    Positive Ratings:
    8
    No, it loads this
    [​IMG]


    The map is running on a server for around 4 months now, I checked for leaks earlier obviously.
     
  6. Midlou

    Midlou L3: Member

    Messages:
    134
    Positive Ratings:
    132
  7. Unicake

    Unicake L1: Registered

    Messages:
    39
    Positive Ratings:
    8
    I found this before i made this thread, I made sure all water is on the same height, so it's not this.
     
  8. r0nii

    r0nii L3: Member

    Messages:
    103
    Positive Ratings:
    7
    then im sorry if this isnt a leak. i can't help.
    maybe try to remake the water
    about the sky idk you can also try to rebuild it
    if that doesnt help maybe try to find some junk that causes this thing
     
  9. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

    Messages:
    1,155
    Positive Ratings:
    791
    Can you post your full compile log?
     
  10. MrFlovi

    MrFlovi L2: Junior Member

    Messages:
    65
    Positive Ratings:
    0
    I might be wrong but could it be that there are some values defined for your water that are not supposed to be there?
     
  11. Unicake

    Unicake L1: Registered

    Messages:
    39
    Positive Ratings:
    8
    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\msi\Desktop\Decompiler\dfsjunglecompilelog.vmf"

    Valve Software - vbsp.exe (Sep 23 2019)
    6 threads
    MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\msi\Desktop\Decompiler\dfsjunglecompilelog.log', but we don't own that location. Allowing.
    materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\msi\Desktop\Decompiler\dfsjunglecompilelog.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/dfsjunglecompilelog/island/thatch_roof001_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/construction/nature/constructblendgrass001_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/cp_antiquity/ruins/blendcourtyardtoground009_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/cp_antiquity/ruins/blendcourtyardtoconcrete001_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/cp_antiquity/ruins/blendcourtyardtocourtyarddark01_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/cavern/blendrocktomorerock_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/cp_antiquity/ruins/blendcourtyardtograss001_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/island/thatch_roof001_trans_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/egypt/sand_grass_blend_02_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/cp_mountainlab/nature/blendrocktograss002_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/nightfall/cliffwall_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/nature/junglerockwallgrass001_blend_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/nature/blenddirttojunglegrass001b_detail_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/nature/blenddirttojunglegrass001e_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/nature/blenddirttojunglegrass002c_detail_low_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/nature/blendcobblestone_underworld001_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/cavern/blendrocktoground_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/cavern/blendmorerocktoground_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/nature/blenddirttojunglegrass001a_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/winter/blendgraveltograss001_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/nature/blenddirttojunglegrass001f_detail_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/nature/blendgroundtogravel004_grass_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/nature/blenddirttojunglegrass001f_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/cp_sunshine/nature/blendrocktograss001_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/nature/blenddirttojunglegrass001e_detail_low_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/nature/blenddirttojunglegrass001c_detail_low_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/cp_antiquity/ruins/blendground009tograss07_wvt_patch
    Patching WVT material: maps/dfsjunglecompilelog/abandoned/blendgrasstorock_09_wvt_patch
    fixing up env_cubemap materials on brush sides...
    env_cubemap pointing at deleted brushside near (-768, -520, -360)
    env_cubemap pointing at deleted brushside near (216, -520, -320)
    env_cubemap pointing at deleted brushside near (216, -520, -320)
    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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 834 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Users\msi\Desktop\Decompiler\dfsjunglecompilelog.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_coastal_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_coastal_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_coastal_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_coastal_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...

    qhull precision error: Only 4 facets remain. Can not merge another
    pair. The convexity constraints may be too strong. Reduce the
    magnitude of 'Cn' or increase the magnitude of 'An'. For example,
    try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
    done (1) (1141593 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8..Material CP_ANTIQUITY/RUINS/BLENDCOURTYARDTOGRASS001 uses unknown detail object type tf_forest_grass!
    Material CP_ANTIQUITY/RUINS/BLENDCOURTYARDTOGRASS001 uses unknown detail object type tf_forest_grass!
    .Material NATURE/BLENDGROUNDTOGRAVEL004_GRASS uses unknown detail object type tf_grass!
    Material NATURE/BLENDGROUNDTOGRAVEL004_GRASS uses unknown detail object type tf_grass!
    Material NATURE/BLENDGROUNDTOGRAVEL004_GRASS uses unknown detail object type tf_grass!
    Material NATURE/BLENDGROUNDTOGRAVEL004_GRASS uses unknown detail object type tf_grass!
    Material CP_ANTIQUITY/RUINS/BLENDCOURTYARDTOGRASS001 uses unknown detail object type tf_forest_grass!
    Material CP_ANTIQUITY/RUINS/BLENDCOURTYARDTOGRASS001 uses unknown detail object type tf_forest_grass!
    Material CP_ANTIQUITY/RUINS/BLENDCOURTYARDTOGRASS001 uses unknown detail object type tf_forest_grass!
    Material CP_ANTIQUITY/RUINS/BLENDCOURTYARDTOGRASS001 uses unknown detail object type tf_forest_grass!
    9...10
    Compacting texture/material tables...
    Reduced 4877 texinfos to 2604
    Reduced 253 texdatas to 201 (10199 bytes to 6733)
    Writing C:\Users\msi\Desktop\Decompiler\dfsjunglecompilelog.bsp
    MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\msi\Desktop\Decompiler\dfsjunglecompilelog.bsp', but we don't own that location. Allowing.
    Wrote ZIP buffer, estimated size 41653, actual size 31791
    11 seconds elapsed

    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\msi\Desktop\Decompiler\dfsjunglecompilelog"

    Valve Software - vvis.exe (Sep 23 2019)
    MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\msi\desktop\decompiler\dfsjunglecompilelog.log', but we don't own that location. Allowing.
    6 threads
    reading c:\users\msi\desktop\decompiler\dfsjunglecompilelog.bsp
    reading c:\users\msi\desktop\decompiler\dfsjunglecompilelog.prt
    3555 portalclusters
    11191 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (132)
    Optimized: 6929 visible clusters (0.84%)
    Total clusters visible: 826615
    Average clusters visible: 232
    Building PAS...
    Average clusters audible: 576
    visdatasize:628291 compressed from 3185280
    writing c:\users\msi\desktop\decompiler\dfsjunglecompilelog.bsp
    MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\msi\desktop\decompiler\dfsjunglecompilelog.bsp', but we don't own that location. Allowing.
    2 minutes, 14 seconds elapsed

    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\msi\Desktop\Decompiler\dfsjunglecompilelog"

    Valve Software - vrad.exe SSE (Sep 23 2019)

    Valve Radiosity Simulator
    6 threads
    MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\msi\desktop\decompiler\dfsjunglecompilelog.log', but we don't own that location. Allowing.
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\msi\desktop\decompiler\dfsjunglecompilelog.bsp
    Setting up ray-trace acceleration structure... Done (7.05 seconds)
    13513 faces
    11 degenerate faces
    4381240 square feet [630898624.00 square inches]
    811 Displacements
    1463753 Square Feet [210780560.00 Square Inches]
    13502 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    251522 patches after subdivision
    sun extent from map=0.000000
    323 direct lights
    BuildFacelights: 0
    WARNING: Too many light styles on a face at (4432.000000, -1303.884644, -447.000000)

    WARNING: Too many light styles on a face at (-3992.000000, -1303.884644, -447.000000)

    WARNING: Too many light styles on a face at (-3864.000000, -1423.942383, -383.000000)

    WARNING: Too many light styles on a face at (4304.000000, -1423.942261, -383.000000)

    WARNING: Too many light styles on a face at (-3832.000000, -1423.942383, -367.000000)

    WARNING: Too many light styles on a face at (4272.000000, -1423.942261, -367.000000)

    WARNING: Too many light styles on a face at (-3768.000000, -1423.942383, -335.000000)

    WARNING: Too many light styles on a face at (4208.000000, -1423.942261, -335.000000)
    ..
    WARNING: Too many light styles on a face at (-3800.000000, -1423.942383, -351.000000)

    WARNING: Too many light styles on a face at (4240.000000, -1423.942383, -351.000000)
    .
    WARNING: Too many light styles on a face at (-3928.000000, -1423.942383, -415.000000)

    WARNING: Too many light styles on a face at (4368.000000, -1423.942261, -415.000000)
    1.
    WARNING: Too many light styles on a face at (-3896.000000, -1423.942383, -399.000000)

    WARNING: Too many light styles on a face at (4336.000000, -1423.942261, -399.000000)
    ..2...3...4...5.
    WARNING: Too many light styles on a face at (4144.000000, -1423.000000, -274.500000)

    WARNING: Too many light styles on a face at (4144.000000, -1217.000000, -274.500000)
    .
    WARNING: Too many light styles on a face at (4864.000000, -1432.000000, -447.000000)

    WARNING: Too many light styles on a face at (4572.000000, -1416.000000, -447.000000)

    WARNING: Too many light styles on a face at (4572.000000, -1224.000000, -447.000000)

    WARNING: Too many light styles on a face at (4572.000000, -1240.000000, -447.000000)

    WARNING: Too many light styles on a face at (4790.062500, -1410.125000, -447.000000)

    WARNING: Too many light styles on a face at (4912.000000, -1240.000000, -447.000000)

    WARNING: Too many light styles on a face at (4636.085449, -1416.000000, -447.000000)

    WARNING: Too many light styles on a face at (4645.000000, -1224.000000, -447.000000)

    WARNING: Too many light styles on a face at (4384.000000, -1423.000000, -440.000000)

    WARNING: Too many light styles on a face at (4384.000000, -1217.000000, -440.000000)

    WARNING: Too many light styles on a face at (4512.000000, -1423.000000, -338.500000)

    WARNING: Too many light styles on a face at (4512.000000, -1217.000000, -338.500000)

    WARNING: Too many light styles on a face at (4368.000000, -1217.000000, -329.250000)

    WARNING: Too many light styles on a face at (4336.000000, -1217.000000, -329.250000)

    WARNING: Too many light styles on a face at (4304.000000, -1217.000000, -295.250000)

    WARNING: Too many light styles on a face at (4304.000000, -1423.000000, -295.250000)

    WARNING: Too many light styles on a face at (4304.000000, -1423.000000, -329.250000)
    .
    WARNING: Too many light styles on a face at (3561.000000, -1048.000000, -88.000000)

    WARNING: Too many light styles on a face at (3561.000000, -1248.000000, -168.000000)

    WARNING: Too many light styles on a face at (3561.000000, -1392.000000, -168.000000)

    WARNING: Too many light styles on a face at (3561.000000, -1416.000000, -88.000000)

    WARNING: Too many light styles on a face at (4080.000000, -1423.000000, -258.500000)

    WARNING: Too many light styles on a face at (4080.000000, -1217.000000, -258.500000)
    6...7...
    WARNING: Too many light styles on a face at (-3121.000000, -1048.000000, -88.000000)

    WARNING: Too many light styles on a face at (-3121.000000, -1248.000000, -168.000000)

    WARNING: Too many light styles on a face at (-3121.000000, -1392.000000, -168.000000)

    WARNING: Too many light styles on a face at (-3121.000000, -1416.000000, -88.000000)

    WARNING: Too many light styles on a face at (-3948.000000, -1423.000000, -440.000000)

    WARNING: Too many light styles on a face at (-3960.000000, -1423.000000, -329.250000)

    WARNING: Too many light styles on a face at (-3940.000000, -1423.000000, -440.000000)

    WARNING: Too many light styles on a face at (-3864.000000, -1423.000000, -329.250000)

    WARNING: Too many light styles on a face at (-3704.000000, -1423.000000, -274.500000)

    WARNING: Too many light styles on a face at (-3928.000000, -1217.000000, -329.250000)

    WARNING: Too many light styles on a face at (-3960.000000, -1217.000000, -329.250000)
    8
    WARNING: Too many light styles on a face at (-3944.000000, -1217.000000, -440.000000)

    WARNING: Too many light styles on a face at (-3896.000000, -1217.000000, -329.250000)

    WARNING: Too many light styles on a face at (-4088.000000, -1416.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4088.000000, -1224.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4088.000000, -1240.000000, -447.000000)

    WARNING: Too many light styles on a face at (-3704.000000, -1217.000000, -274.500000)

    WARNING: Too many light styles on a face at (-4132.000000, -1416.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4132.000000, -1224.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4132.000000, -1240.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4357.937500, -1410.125000, -447.000000)

    WARNING: Too many light styles on a face at (-4392.000000, -1256.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4205.000000, -1224.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4194.043457, -1432.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4104.000000, -1217.000000, -354.500000)

    WARNING: Too many light styles on a face at (-4104.000000, -1423.000000, -354.500000)
    ..
    WARNING: Too many light styles on a face at (-4412.211426, -1414.157837, -452.483063)

    WARNING: Too many light styles on a face at (-4436.770020, -1273.031006, -446.208435)

    WARNING: Too many light styles on a face at (4837.498047, -1455.567993, -444.685669)

    WARNING: Too many light styles on a face at (4876.750000, -1103.076904, -444.000000)
    .9...10 (50)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
    transfers 14445442, max 593
    transfer lists: 110.2 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(868076, 558235, 330260)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(193570, 113439, 57245)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(16906, 7181, 2014)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(12554, 5462, 1361)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(1042, 324, 42)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1005, 325, 40)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(82, 19, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(84, 20, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(7, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(7, 1, 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<0.0860 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
    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 (11)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 150/1024 7200/49152 (14.6%)
    brushes 2909/8192 34908/98304 (35.5%)
    brushsides 23944/65536 191552/524288 (36.5%)
    planes 23992/65536 479840/1310720 (36.6%)
    vertexes 27385/65536 328620/786432 (41.8%)
    nodes 8185/65536 261920/2097152 (12.5%)
    texinfos 2604/12288 187488/884736 (21.2%)
    texdata 201/2048 6432/65536 ( 9.8%)
    dispinfos 811/0 142736/0 ( 0.0%)
    disp_verts 63171/0 1263420/0 ( 0.0%)
    disp_tris 99488/0 198976/0 ( 0.0%)
    disp_lmsamples 6344308/0 6344308/0 ( 0.0%)
    faces 13513/65536 756728/3670016 (20.6%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 9565/65536 535640/3670016 (14.6%)
    leaves 8336/65536 266752/2097152 (12.7%)
    leaffaces 16642/65536 33284/131072 (25.4%)
    leafbrushes 10001/65536 20002/131072 (15.3%)
    areas 10/256 80/2048 ( 3.9%)
    surfedges 104198/512000 416792/2048000 (20.4%)
    edges 63680/256000 254720/1024000 (24.9%)
    LDR worldlights 323/8192 28424/720896 ( 3.9%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 10/32768 120/393216 ( 0.0%)
    waterstrips 1664/32768 16640/327680 ( 5.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 31113/65536 62226/131072 (47.5%)
    cubemapsamples 52/1024 832/16384 ( 5.1%)
    overlays 271/512 95392/180224 (52.9%)
    LDR lightdata [variable] 27426200/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 628291/16777216 ( 3.7%)
    entdata [variable] 535241/393216 (136.1%) VERY FULL!
    LDR ambient table 8336/65536 33344/262144 (12.7%)
    HDR ambient table 8336/65536 33344/262144 (12.7%)
    LDR leaf ambient 37048/65536 1037344/1835008 (56.5%)
    HDR leaf ambient 8336/65536 233408/1835008 (12.7%)
    occluders 3/0 120/0 ( 0.0%)
    occluder polygons 6/0 72/0 ( 0.0%)
    occluder vert ind 28/0 112/0 ( 0.0%)
    detail props [variable] 1/1464452 ( 0.0%)
    dtl prp lght [variable] 1/52954 ( 0.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/229428 ( 0.0%)
    pakfile [variable] 31791/0 ( 0.0%)
    physics [variable] 1141593/4194304 (27.2%)
    physics terrain [variable] 250717/1048576 (23.9%)

    Level flags = 0

    Total triangle count: 38646
    Writing c:\users\msi\desktop\decompiler\dfsjunglecompilelog.bsp
    1 minute, 57 seconds elapsed
    Valve Software - vrad.exe SSE (Sep 23 2019)

    Valve Radiosity Simulator
    6 threads
    MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\msi\desktop\decompiler\dfsjunglecompilelog.log', but we don't own that location. Allowing.
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\msi\desktop\decompiler\dfsjunglecompilelog.bsp
    Setting up ray-trace acceleration structure... Done (6.95 seconds)
    13513 faces
    11 degenerate faces
    4381240 square feet [630898624.00 square inches]
    811 Displacements
    1463753 Square Feet [210780560.00 Square Inches]
    13502 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    251522 patches after subdivision
    sun extent from map=0.000000
    323 direct lights
    BuildFacelights: 0
    WARNING: Too many light styles on a face at (-3992.000000, -1303.884644, -447.000000)

    WARNING: Too many light styles on a face at (4432.000000, -1303.884644, -447.000000)

    WARNING: Too many light styles on a face at (-3864.000000, -1423.942383, -383.000000)

    WARNING: Too many light styles on a face at (4304.000000, -1423.942261, -383.000000)

    WARNING: Too many light styles on a face at (-3832.000000, -1423.942383, -367.000000)

    WARNING: Too many light styles on a face at (4272.000000, -1423.942261, -367.000000)

    WARNING: Too many light styles on a face at (-3768.000000, -1423.942383, -335.000000)

    WARNING: Too many light styles on a face at (4208.000000, -1423.942261, -335.000000)
    ..
    WARNING: Too many light styles on a face at (-3800.000000, -1423.942383, -351.000000)

    WARNING: Too many light styles on a face at (4240.000000, -1423.942383, -351.000000)
    .
    WARNING: Too many light styles on a face at (-3928.000000, -1423.942383, -415.000000)

    WARNING: Too many light styles on a face at (4368.000000, -1423.942261, -415.000000)
    1.
    WARNING: Too many light styles on a face at (-3896.000000, -1423.942383, -399.000000)

    WARNING: Too many light styles on a face at (4336.000000, -1423.942261, -399.000000)
    ..2...3...4...5.
    WARNING: Too many light styles on a face at (4144.000000, -1423.000000, -274.500000)

    WARNING: Too many light styles on a face at (4144.000000, -1217.000000, -274.500000)
    .
    WARNING: Too many light styles on a face at (4864.000000, -1432.000000, -447.000000)

    WARNING: Too many light styles on a face at (4572.000000, -1416.000000, -447.000000)

    WARNING: Too many light styles on a face at (4572.000000, -1224.000000, -447.000000)

    WARNING: Too many light styles on a face at (4572.000000, -1240.000000, -447.000000)

    WARNING: Too many light styles on a face at (4790.062500, -1410.125000, -447.000000)

    WARNING: Too many light styles on a face at (4912.000000, -1240.000000, -447.000000)

    WARNING: Too many light styles on a face at (4636.085449, -1416.000000, -447.000000)

    WARNING: Too many light styles on a face at (4645.000000, -1224.000000, -447.000000)

    WARNING: Too many light styles on a face at (4384.000000, -1423.000000, -440.000000)

    WARNING: Too many light styles on a face at (4512.000000, -1423.000000, -338.500000)

    WARNING: Too many light styles on a face at (4384.000000, -1217.000000, -440.000000)

    WARNING: Too many light styles on a face at (4512.000000, -1217.000000, -338.500000)

    WARNING: Too many light styles on a face at (4368.000000, -1217.000000, -329.250000)

    WARNING: Too many light styles on a face at (4336.000000, -1217.000000, -329.250000)

    WARNING: Too many light styles on a face at (4304.000000, -1217.000000, -295.250000)

    WARNING: Too many light styles on a face at (4304.000000, -1423.000000, -295.250000)

    WARNING: Too many light styles on a face at (4304.000000, -1423.000000, -329.250000)
    .
    WARNING: Too many light styles on a face at (3561.000000, -1048.000000, -88.000000)

    WARNING: Too many light styles on a face at (3561.000000, -1248.000000, -168.000000)

    WARNING: Too many light styles on a face at (3561.000000, -1392.000000, -168.000000)

    WARNING: Too many light styles on a face at (3561.000000, -1416.000000, -88.000000)

    WARNING: Too many light styles on a face at (4080.000000, -1423.000000, -258.500000)

    WARNING: Too many light styles on a face at (4080.000000, -1217.000000, -258.500000)
    6...7...
    WARNING: Too many light styles on a face at (-3121.000000, -1248.000000, -168.000000)

    WARNING: Too many light styles on a face at (-3121.000000, -1048.000000, -88.000000)

    WARNING: Too many light styles on a face at (-3121.000000, -1392.000000, -168.000000)

    WARNING: Too many light styles on a face at (-3121.000000, -1416.000000, -88.000000)

    WARNING: Too many light styles on a face at (-3948.000000, -1423.000000, -440.000000)

    WARNING: Too many light styles on a face at (-3960.000000, -1423.000000, -329.250000)

    WARNING: Too many light styles on a face at (-3940.000000, -1423.000000, -440.000000)

    WARNING: Too many light styles on a face at (-3864.000000, -1423.000000, -329.250000)

    WARNING: Too many light styles on a face at (-3704.000000, -1423.000000, -274.500000)

    WARNING: Too many light styles on a face at (-3960.000000, -1217.000000, -329.250000)

    WARNING: Too many light styles on a face at (-3928.000000, -1217.000000, -329.250000)
    8
    WARNING: Too many light styles on a face at (-3944.000000, -1217.000000, -440.000000)

    WARNING: Too many light styles on a face at (-3896.000000, -1217.000000, -329.250000)

    WARNING: Too many light styles on a face at (-4088.000000, -1416.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4088.000000, -1224.000000, -447.000000)

    WARNING: Too many light styles on a face at (-3704.000000, -1217.000000, -274.500000)

    WARNING: Too many light styles on a face at (-4088.000000, -1240.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4132.000000, -1416.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4132.000000, -1224.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4132.000000, -1240.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4357.937500, -1410.125000, -447.000000)

    WARNING: Too many light styles on a face at (-4392.000000, -1256.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4194.043457, -1432.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4205.000000, -1224.000000, -447.000000)

    WARNING: Too many light styles on a face at (-4104.000000, -1217.000000, -354.500000)

    WARNING: Too many light styles on a face at (-4104.000000, -1423.000000, -354.500000)
    ..
    WARNING: Too many light styles on a face at (-4412.211426, -1414.157837, -452.483063)

    WARNING: Too many light styles on a face at (-4436.770020, -1273.031006, -446.208435)

    WARNING: Too many light styles on a face at (4837.498047, -1455.567993, -444.685669)

    WARNING: Too many light styles on a face at (4876.750000, -1103.076904, -444.000000)
    .9...10 (55)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (28)
    transfers 14445413, max 593
    transfer lists: 110.2 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(868075, 558236, 330260)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(193570, 113439, 57245)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(16906, 7181, 2014)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(12554, 5462, 1361)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(1042, 324, 42)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1005, 325, 40)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(82, 19, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(84, 20, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(7, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(7, 1, 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<0.0829 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
    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 (11)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 150/1024 7200/49152 (14.6%)
    brushes 2909/8192 34908/98304 (35.5%)
    brushsides 23944/65536 191552/524288 (36.5%)
    planes 23992/65536 479840/1310720 (36.6%)
    vertexes 27385/65536 328620/786432 (41.8%)
    nodes 8185/65536 261920/2097152 (12.5%)
    texinfos 2604/12288 187488/884736 (21.2%)
    texdata 201/2048 6432/65536 ( 9.8%)
    dispinfos 811/0 142736/0 ( 0.0%)
    disp_verts 63171/0 1263420/0 ( 0.0%)
    disp_tris 99488/0 198976/0 ( 0.0%)
    disp_lmsamples 6344308/0 6344308/0 ( 0.0%)
    faces 13513/65536 756728/3670016 (20.6%)
    hdr faces 13513/65536 756728/3670016 (20.6%)
    origfaces 9565/65536 535640/3670016 (14.6%)
    leaves 8336/65536 266752/2097152 (12.7%)
    leaffaces 16642/65536 33284/131072 (25.4%)
    leafbrushes 10001/65536 20002/131072 (15.3%)
    areas 10/256 80/2048 ( 3.9%)
    surfedges 104198/512000 416792/2048000 (20.4%)
    edges 63680/256000 254720/1024000 (24.9%)
    LDR worldlights 323/8192 28424/720896 ( 3.9%)
    HDR worldlights 323/8192 28424/720896 ( 3.9%)
    leafwaterdata 10/32768 120/393216 ( 0.0%)
    waterstrips 1664/32768 16640/327680 ( 5.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 31113/65536 62226/131072 (47.5%)
    cubemapsamples 52/1024 832/16384 ( 5.1%)
    overlays 271/512 95392/180224 (52.9%)
    LDR lightdata [variable] 27426200/0 ( 0.0%)
    HDR lightdata [variable] 27425844/0 ( 0.0%)
    visdata [variable] 628291/16777216 ( 3.7%)
    entdata [variable] 535241/393216 (136.1%) VERY FULL!
    LDR ambient table 8336/65536 33344/262144 (12.7%)
    HDR ambient table 8336/65536 33344/262144 (12.7%)
    LDR leaf ambient 37048/65536 1037344/1835008 (56.5%)
    HDR leaf ambient 37048/65536 1037344/1835008 (56.5%)
    occluders 3/0 120/0 ( 0.0%)
    occluder polygons 6/0 72/0 ( 0.0%)
    occluder vert ind 28/0 112/0 ( 0.0%)
    detail props [variable] 1/1464452 ( 0.0%)
    dtl prp lght [variable] 1/52954 ( 0.0%)
    HDR dtl prp lght [variable] 1/52954 ( 0.0%)
    static props [variable] 1/229428 ( 0.0%)
    pakfile [variable] 31791/0 ( 0.0%)
    physics [variable] 1141593/4194304 (27.2%)
    physics terrain [variable] 250717/1048576 (23.9%)

    Level flags = 0

    Total triangle count: 38646
    Writing c:\users\msi\desktop\decompiler\dfsjunglecompilelog.bsp
    2 minutes, 1 second elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\msi\Desktop\Decompiler\dfsjunglecompilelog.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\dfsjunglecompilelog.bsp"
     
  12. r0nii

    r0nii L3: Member

    Messages:
    103
    Positive Ratings:
    7
    pretty large for a small compile
     
  13. Startacker!

    Server Staff Startacker! Writing leaf ambient...

    Messages:
    446
    Positive Ratings:
    691
  14. r0nii

    r0nii L3: Member

    Messages:
    103
    Positive Ratings:
    7
    im sorry. but i just said the truth.

    why do you have so many light errors? i never had problem with lights but who knows maybe they make troubles

    also i see few errors are easy to fix. in hammer go to "map" and then "check for problems" you will see here every problem (ignore the no spawn one. original maps got that problem too. that because spawn got two team spawns and hammer thinks that one for everyone is needed.)

    you can go to the problem, read what is the problem of it and also you may fix it automaticaly by using button "fix" or "fix all (of type)" that works for small things like unknown angles and others junks that are from copying, creating, connecting or others.
     
  15. DrSquishy

    aa DrSquishy ???

    Messages:
    1,094
    Positive Ratings:
    643
    qhull precision error: Only 4 facets remain. Can not merge another
    pair. The convexity constraints may be too strong. Reduce the
    magnitude of 'Cn' or increase the magnitude of 'An'. For example,
    try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.

    This error is caused by issues with displacement geometry such as large displacements and offgrid displacement vertices, or by very thin brushes

    WARNING: Too many light styles on a face at (4432.000000, -1303.884644, -447.000000)
    You've got too many lights with changing states (eg flickering or colour changing) shining on a single brush, cut down on those

    Both of these errors can potentially cause issues, try and fix both and see if those errors are fixed
     
  16. Unicake

    Unicake L1: Registered

    Messages:
    39
    Positive Ratings:
    8
    Alright, I changed flickering lights to Normal mode, but I need a way of hunting down the displacement that is creating the qhull precision error. Thing is almost the entire map is made out of displacements.
     
  17. DrSquishy

    aa DrSquishy ???

    Messages:
    1,094
    Positive Ratings:
    643
    See if using the cordon tool helps - dividing the map into sections with it and seeing if the errors persist in the section is how you'd want to use it