Problem with pakrat...

Discussion in 'Mapping Questions & Discussion' started by Boylee, Jan 21, 2010.

  1. Boylee

    aa Boylee pew pew pew

    Messages:
    1,068
    Positive Ratings:
    630
    I'm working on a 3 stage cp map and after compiling my second alpha pakrat doesn't seem to want to scan the bsp. The first alpha pakratted fine, there are no errors in the hammer compile log (that I can see) and pakrat seems to work for any other map.

    The specific problem is that after launching pakrat and selected the bsp, when I hit scan or auto it locks up on the texture part of the scan, like so:
    [​IMG]

    Any ideas what could be causing this? I've tried reinstalling Java, reinstalling pakrat and recompiling, all to no avail.

    Here's my compile log just in case but I couldn't spot any errors:
    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\maphive6point1\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\maphive6point1\team fortress 2\tf" "C:\Users\Slur\Documents\My Dropbox\Opnion\cp_cruff\cp_cruff_a2"
    
    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files (x86)\steam\steamapps\maphive6point1\team fortress 2\tf\materials
    Loading C:\Users\Slur\Documents\My Dropbox\Opnion\cp_cruff\cp_cruff_a2.vmf
    Patching WVT material: maps/cp_cruff_a2/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/cp_cruff_a2/nature/blendgroundtograss007_wvt_patch
    Patching WVT material: maps/cp_cruff_a2/dev/dev_blendmeasure2_wvt_patch
    Patching WVT material: maps/cp_cruff_a2/nature/blendrockgroundwallforest_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 214 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Slur\Documents\My Dropbox\Opnion\cp_cruff\cp_cruff_a2.prt...Building visibility clusters...
    done (1)
    *** 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) (645514 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 1337 texinfos to 570
    Reduced 31 texdatas to 22 (1032 bytes to 755)
    Writing C:\Users\Slur\Documents\My Dropbox\Opnion\cp_cruff\cp_cruff_a2.bsp
    17 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\maphive6point1\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\maphive6point1\team fortress 2\tf" "C:\Users\Slur\Documents\My Dropbox\Opnion\cp_cruff\cp_cruff_a2"
    
    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading c:\users\slur\documents\my dropbox\opnion\cp_cruff\cp_cruff_a2.bsp
    reading c:\users\slur\documents\my dropbox\opnion\cp_cruff\cp_cruff_a2.prt
    1443 portalclusters
    3553 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 (106)
    Optimized: 3351 visible clusters (0.00%)
    Total clusters visible: 314074
    Average clusters visible: 217
    Building PAS...
    Average clusters audible: 835
    visdatasize:383669  compressed from 531024
    writing c:\users\slur\documents\my dropbox\opnion\cp_cruff\cp_cruff_a2.bsp
    1 minute, 47 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\maphive6point1\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\maphive6point1\team fortress 2\tf" "C:\Users\Slur\Documents\My Dropbox\Opnion\cp_cruff\cp_cruff_a2"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\users\slur\documents\my dropbox\opnion\cp_cruff\cp_cruff_a2.bsp
    Setting up ray-trace acceleration structure... Done (3.41 seconds)
    8814 faces
    12 degenerate faces
    3550637 square feet [511291776.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8802 patches before subdivision
    301664 patches after subdivision
    sun extent from map=0.087156
    187 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (108)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (51)
    transfers 32311677, max 1121
    transfer lists: 246.5 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(1561862, 1389250, 1400285)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #2 added RGB(247384, 210799, 203851)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(45244, 37416, 34998)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(9106, 7468, 6863)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #5 added RGB(1951, 1597, 1457)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #6 added RGB(438, 360, 328)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #7 added RGB(102, 85, 77)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #8 added RGB(24, 21, 19)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #9 added RGB(6, 5, 5)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #10 added RGB(2, 1, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #11 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.2197 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (16)
    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 (21)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  59/1024         2832/49152    ( 5.8%) 
    brushes               1961/8192        23532/98304    (23.9%) 
    brushsides           12520/65536      100160/524288   (19.1%) 
    planes                4246/65536       84920/1310720  ( 6.5%) 
    vertexes             13667/65536      164004/786432   (20.9%) 
    nodes                 3537/65536      113184/2097152  ( 5.4%) 
    texinfos               570/12288       41040/884736   ( 4.6%) 
    texdata                 22/2048          704/65536    ( 1.1%) 
    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                 8814/65536      493584/3670016  (13.4%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             4864/65536      272384/3670016  ( 7.4%) 
    leaves                3597/65536      115104/2097152  ( 5.5%) 
    leaffaces            10460/65536       20920/131072   (16.0%) 
    leafbrushes           4049/65536        8098/131072   ( 6.2%) 
    areas                   54/256           432/2048     (21.1%) 
    surfedges            62465/512000     249860/2048000  (12.2%) 
    edges                39109/256000     156436/1024000  (15.3%) 
    LDR worldlights        187/8192        16456/720896   ( 2.3%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            1/32768          12/393216   ( 0.0%) 
    waterstrips            807/32768        8070/327680   ( 2.5%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         16323/65536       32646/131072   (24.9%) 
    cubemapsamples          50/1024          800/16384    ( 4.9%) 
    overlays               148/512         52096/180224   (28.9%) 
    LDR lightdata         [variable]    14990872/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      383669/16777216 ( 2.3%) 
    entdata               [variable]      164437/393216   (41.8%) 
    LDR ambient table     3597/65536       14388/262144   ( 5.5%) 
    HDR ambient table     3597/65536       14388/262144   ( 5.5%) 
    LDR leaf ambient     21254/65536      595112/1835008  (32.4%) 
    HDR leaf ambient      3597/65536      100716/1835008  ( 5.5%) 
    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]           1/49116    ( 0.0%) 
    pakfile               [variable]        3446/0        ( 0.0%) 
    physics               [variable]      645514/4194304  (15.4%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 25431
    Writing c:\users\slur\documents\my dropbox\opnion\cp_cruff\cp_cruff_a2.bsp
    3 minutes, 33 seconds elapsed
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\users\slur\documents\my dropbox\opnion\cp_cruff\cp_cruff_a2.bsp
    Setting up ray-trace acceleration structure... Done (3.46 seconds)
    8814 faces
    12 degenerate faces
    3550637 square feet [511291776.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8802 patches before subdivision
    301664 patches after subdivision
    sun extent from map=0.087156
    187 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (115)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (52)
    transfers 32311677, max 1121
    transfer lists: 246.5 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(1820675, 1629089, 1720476)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #2 added RGB(283374, 241815, 242971)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(51027, 42075, 40547)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(10131, 8256, 7757)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #5 added RGB(2145, 1740, 1613)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #6 added RGB(476, 388, 357)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    	Bounce #7 added RGB(110, 90, 83)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #8 added RGB(26, 22, 20)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #9 added RGB(6, 5, 5)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #10 added RGB(2, 1, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #11 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.2254 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (14)
    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 (23)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  59/1024         2832/49152    ( 5.8%) 
    brushes               1961/8192        23532/98304    (23.9%) 
    brushsides           12520/65536      100160/524288   (19.1%) 
    planes                4246/65536       84920/1310720  ( 6.5%) 
    vertexes             13667/65536      164004/786432   (20.9%) 
    nodes                 3537/65536      113184/2097152  ( 5.4%) 
    texinfos               570/12288       41040/884736   ( 4.6%) 
    texdata                 22/2048          704/65536    ( 1.1%) 
    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                 8814/65536      493584/3670016  (13.4%) 
    hdr faces             8814/65536      493584/3670016  (13.4%) 
    origfaces             4864/65536      272384/3670016  ( 7.4%) 
    leaves                3597/65536      115104/2097152  ( 5.5%) 
    leaffaces            10460/65536       20920/131072   (16.0%) 
    leafbrushes           4049/65536        8098/131072   ( 6.2%) 
    areas                   54/256           432/2048     (21.1%) 
    surfedges            62465/512000     249860/2048000  (12.2%) 
    edges                39109/256000     156436/1024000  (15.3%) 
    LDR worldlights        187/8192        16456/720896   ( 2.3%) 
    HDR worldlights        187/8192        16456/720896   ( 2.3%) 
    leafwaterdata            1/32768          12/393216   ( 0.0%) 
    waterstrips            807/32768        8070/327680   ( 2.5%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         16323/65536       32646/131072   (24.9%) 
    cubemapsamples          50/1024          800/16384    ( 4.9%) 
    overlays               148/512         52096/180224   (28.9%) 
    LDR lightdata         [variable]    14990872/0        ( 0.0%) 
    HDR lightdata         [variable]    14990872/0        ( 0.0%) 
    visdata               [variable]      383669/16777216 ( 2.3%) 
    entdata               [variable]      164437/393216   (41.8%) 
    LDR ambient table     3597/65536       14388/262144   ( 5.5%) 
    HDR ambient table     3597/65536       14388/262144   ( 5.5%) 
    LDR leaf ambient     21254/65536      595112/1835008  (32.4%) 
    HDR leaf ambient     21338/65536      597464/1835008  (32.6%) 
    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]           1/49116    ( 0.0%) 
    pakfile               [variable]        3446/0        ( 0.0%) 
    physics               [variable]      645514/4194304  (15.4%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 25431
    Writing c:\users\slur\documents\my dropbox\opnion\cp_cruff\cp_cruff_a2.bsp
    3 minutes, 41 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Slur\Documents\My Dropbox\Opnion\cp_cruff\cp_cruff_a2.bsp" "c:\program files (x86)\steam\steamapps\maphive6point1\team fortress 2\tf\maps\cp_cruff_a2.bsp"
    
    Thanks in advance for any help. :)
     
  2. jakemaheu

    jakemaheu L1: Registered

    Messages:
    40
    Positive Ratings:
    4
    It looks like you've got Vista or 7-- are you running it as an administrator? Also, do you need to use PakRat? It's only needed if you're using custom content.
     
  3. Boylee

    aa Boylee pew pew pew

    Messages:
    1,068
    Positive Ratings:
    630
    Yep I am using Win7, I am running as administrator and I am using custom content.

    It seems I can still add, delete and save stuff to and from the bsp. I'm using packbsp at the moment instead, which seems to do the job very nicely indeed (props to Terr for making it), but I'd still really like to know how to avoid this problem in future.