- Jul 12, 2014
- 37
- 18
Well i got this error shown in the title. I tried to find the brush via "Got to brush number". And what did it instead. It teleports me everytime to the middle of the map and shows me nothing.
http://www.mediafire.com/download/jn3tm8w4rak897a/cp_dev_a1.vmf (It's a remake of cp_orange because i always hated that open map. It's doesnt look that different right now but i cant test it with this stupid error)
The hammer problem solver shows me nothing and i cant find anything what could cause this. Also interlopers.net didnt helped me because it only said, "use: go to brush number". Changing Vis or Rad did also nothing.
Code:
** Executing...
** Command: "F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_dev_a1.vmf"
Valve Software - vbsp.exe (Dec 7 2014)
8 threads
materialPath: F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_dev_a1.vmf
Brush 4910: no visible sides on brush
Brush 4910: no visible sides on brush
Brush 4910: no visible sides on brush
Brush 4932: no visible sides on brush
Brush 4932: no visible sides on brush
Brush 4932: no visible sides on brush
Patching WVT material: maps/cp_dev_a1/dev/dev_blendmeasure_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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_dev_a1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (66334 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 119 texinfos to 68
Reduced 8 texdatas to 7 (219 bytes to 198)
Writing F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_dev_a1.bsp
0 seconds elapsed
** Executing...
** Command: "F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -fast "F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_dev_a1"
Valve Software - vvis.exe (Dec 7 2014)
fastvis = true
8 threads
reading f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\cp_dev_a1.bsp
reading f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\cp_dev_a1.prt
282 portalclusters
781 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 1077 visible clusters (1.60%)
Total clusters visible: 67157
Average clusters visible: 238
Building PAS...
Average clusters audible: 281
visdatasize:22242 compressed from 22560
writing f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\cp_dev_a1.bsp
0 seconds elapsed
** Executing...
** Command: "F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -noextra "F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_dev_a1"
Valve Software - vrad.exe SSE (Dec 7 2014)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[37 texlights parsed from 'lights.rad']
Loading f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\cp_dev_a1.bsp
Setting up ray-trace acceleration structure... Done (0.05 seconds)
1272 faces
929693 square feet [133875824.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1272 patches before subdivision
63548 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 6540563, max 561
transfer lists: 49.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0203 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 8/1024 384/49152 ( 0.8%)
brushes 189/8192 2268/98304 ( 2.3%)
brushsides 1186/65536 9488/524288 ( 1.8%)
planes 428/65536 8560/1310720 ( 0.7%)
vertexes 1924/65536 23088/786432 ( 2.9%)
nodes 704/65536 22528/2097152 ( 1.1%)
texinfos 68/12288 4896/884736 ( 0.6%)
texdata 7/2048 224/65536 ( 0.3%)
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 1272/65536 71232/3670016 ( 1.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 551/65536 30856/3670016 ( 0.8%)
leaves 713/65536 22816/2097152 ( 1.1%)
leaffaces 1540/65536 3080/131072 ( 2.3%)
leafbrushes 463/65536 926/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8207/512000 32828/2048000 ( 1.6%)
edges 4559/256000 18236/1024000 ( 1.8%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 135/32768 1350/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1866/65536 3732/131072 ( 2.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1304272/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 22242/16777216 ( 0.1%)
entdata [variable] 11412/393216 ( 2.9%)
LDR ambient table 713/65536 2852/262144 ( 1.1%)
HDR ambient table 713/65536 2852/262144 ( 1.1%)
LDR leaf ambient 324/65536 9072/1835008 ( 0.5%)
HDR leaf ambient 713/65536 19964/1835008 ( 1.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 389/0 ( 0.0%)
physics [variable] 66334/4194304 ( 1.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3472
Writing f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\cp_dev_a1.bsp
13 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_dev_a1.bsp" "F:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_dev_a1.bsp"
http://www.mediafire.com/download/jn3tm8w4rak897a/cp_dev_a1.vmf (It's a remake of cp_orange because i always hated that open map. It's doesnt look that different right now but i cant test it with this stupid error)
The hammer problem solver shows me nothing and i cant find anything what could cause this. Also interlopers.net didnt helped me because it only said, "use: go to brush number". Changing Vis or Rad did also nothing.
Last edited: