Seeing my map through the 3D skybox

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
Ok, ive searched the map but i havent seen much clusters.
Also here is a full compile log:
Starting a 'Normal' compile.
Starting compilation of E:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.vmf
Valve Software - vbsp.exe (Feb 17 2017)
2 threads
materialPath: E:\SteamLibrary\SteamApps\common\Team Fortress 2\tf\materials
Loading E:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/mindfuck_hightorangemillbine/nature/blendgroundtogravel004_wvt_patch
Patching WVT material: maps/mindfuck_hightorangemillbine/nature/blendgroundtogravel004_grass_wvt_patch
Patching WVT material: maps/mindfuck_hightorangemillbine/nature/blendgroundtogravel005_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 1222 detail faces...done (2)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing E:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/mpa111*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/mpa111*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (3) (3536425 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6464 texinfos to 4576
Reduced 142 texdatas to 137 (2875 bytes to 2662)
Writing E:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.bsp
Wrote ZIP buffer, estimated size 1647614, actual size 1641370
41 seconds elapsed
1.612900 -1.505447 0.000000
1.536700 -1.505447 0.000000
-1.612900 -1.325147 0.000000
-1.612900 -1.505447 0.000000
make_triangles:calc_triangle_representation: Cannot convert
1.612900 -1.505447 0.000000
1.536700 -1.505447 0.000000
-1.612900 -1.325147 0.000000
-1.612900 -1.505447 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Valve Software - vvis.exe (Feb 17 2017)
2 threads
reading e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.bsp
reading e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.prt
6966 portalclusters
28753 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9..Valve Software - vrad.exe SSE (Feb 17 2017)

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

[56 texlights parsed from 'lights.rad']

Loading e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (6.62 seconds)
11134 faces
3 degenerate faces
4252447 square feet [612352384.00 square inches]
400 Displacements
211485 Square Feet [30453936.00 Square Inches]
sun extent from map=0.173648
187 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (682)
Build Patch/Sample Hash Table(s).....Done<0.2834 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (46)
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 (503)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 117/1024 5616/49152 (11.4%)
brushes 4607/8192 55284/98304 (56.2%)
brushsides 32129/65536 257032/524288 (49.0%)
planes 14142/65536 282840/1310720 (21.6%)
vertexes 31196/65536 374352/786432 (47.6%)
nodes 10043/65536 321376/2097152 (15.3%)
texinfos 4576/12288 329472/884736 (37.2%)
texdata 137/2048 4384/65536 ( 6.7%)
dispinfos 400/0 70400/0 ( 0.0%)
disp_verts 12032/0 240640/0 ( 0.0%)
disp_tris 16448/0 32896/0 ( 0.0%)
disp_lmsamples 538230/0 538230/0 ( 0.0%)
faces 11134/65536 623504/3670016 (17.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8624/65536 482944/3670016 (13.2%)
leaves 10161/65536 325152/2097152 (15.5%)
leaffaces 14833/65536 29666/131072 (22.6%)
leafbrushes 13761/65536 27522/131072 (21.0%)
areas 25/256 200/2048 ( 9.8%)
surfedges 88415/512000 353660/2048000 (17.3%)
edges 59796/256000 239184/1024000 (23.4%)
LDR worldlights 187/8192 16456/720896 ( 2.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1775/32768 17750/327680 ( 5.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 32352/65536 64704/131072 (49.4%)
cubemapsamples 19/1024 304/16384 ( 1.9%)
overlays 208/512 73216/180224 (40.6%)
LDR lightdata [variable] 6300944/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 319851/393216 (81.3%) VERY FULL!
LDR ambient table 10161/65536 40644/262144 (15.5%)
HDR ambient table 10161/65536 40644/262144 (15.5%)
LDR leaf ambient 21370/65536 598360/1835008 (32.6%)
HDR leaf ambient 10161/65536 284508/1835008 (15.5%)
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] 1/61356 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/92806 ( 0.0%)
pakfile [variable] 1641370/0 ( 0.0%)
physics [variable] 3536425/4194304 (84.3%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 31632
Writing e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.bsp
20 minutes, 51 seconds elapsed
E:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.bsp -> E:\SteamLibrary\SteamApps\common\Team Fortress 2\tf\maps\mindfuck_hightorangemillbine.bsp
1 File(s) copied
'Normal' compile finished in 00:28:27
3 errors/warnings logged:
(1) - Found a displacement edge abutting multiple other edges (Info)
(2) - make_triangles:calc_triangle_representation: Cannot convert (Warning)
(3) - make_triangles:calc_triangle_representation: Cannot convert (Warning)
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
In that case, I don't know what else could be causing vvis to crash. I'd have to see the vmf myself.
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
In that case, I don't know what else could be causing vvis to crash. I'd have to see the vmf myself.
Im sory for my incompetence and that im taking up your time.
Here is the vmf.
 

Attachments

  • mindfuck_hightorangemillbine.vmf
    10.4 MB · Views: 78

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Well, I compiled it, and vvis finished with no problems. There were a few areaportal leaks but the outcome didn't change whether I had the areaportals hidden or not. So I genuinely don't know what else to say, except maybe to try Hammer's compiler instead of CompilePal.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
Or verify tf2 files that might help for random Valve reason
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
OK. Il try.
Well, I compiled it, and vvis finished with no problems. There were a few areaportal leaks but the outcome didn't change whether I had the areaportals hidden or not. So I genuinely don't know what else to say, except maybe to try Hammer's compiler instead of CompilePal.