soldier grenade model

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270

Shadowfield

L2: Junior Member
Aug 14, 2008
59
3
ok, I changed the title of this thread to not have to create a new one.

My "test" map won't compile properly, and after several tries, I keep getting the same issue. Here is my compile log:




** Executing...
** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: d:\program files\steam\steamapps\the_prey\team fortress 2\tf\materials
Loading D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2.vmf
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 D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 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
Overlay touching too many faces (touching 78, max 64)
Overlay signs/sign018 at 1200.0 -1380.6 -332.0

** Executing...
** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2.bsp
Error opening d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2.bsp

** Executing...
** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2.bsp
Error opening d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2.bsp

** Executing...
** Command: Copy File
** Parameters: "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test2.bsp" "d:\program files\steam\steamapps\the_prey\team fortress 2\tf\maps\test2.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."





Thanks for the help.
 
Dec 25, 2007
566
439
Overlay touching too many faces (touching 78, max 64)
Overlay signs/sign018 at 1200.0 -1380.6 -332.0
That's preventing the map from compiling. Use the menu View->Go To Coordinates to go to that location and find where the problem is occurring in your map.

The problem is not the overlay itself; rather you probably have too much complex geometry nearby that is causing the brush the overlay's on to be split into too many faces. You'll probably need to func_detail appropriate parts of it.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
From my experience it just means the brush the overlay is on is too big. If it's say, on a floor you've used for the entire map, trying splitting it up a bit.
 

Shadowfield

L2: Junior Member
Aug 14, 2008
59
3
here's my compile log:


** Executing...
** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: d:\program files\steam\steamapps\the_prey\team fortress 2\tf\materials
Loading D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.vmf
Patching WVT material: maps/test3/nature/blendgroundtograss007_nodetail_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 D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (17803 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 60 texinfos to 51
Reduced 12 texdatas to 11 (302 bytes to 243)
Writing D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
5 seconds elapsed

** Executing...
** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
reading d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.prt
146 portalclusters
605 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 (10)
Optimized: 136 visible clusters (0.00%)
Total clusters visible: 17094
Average clusters visible: 117
Building PAS...
Average clusters audible: 146
visdatasize:6672 compressed from 7008
writing d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
10 seconds elapsed

** Executing...
** Command: "d:\program files\steam\steamapps\the_prey\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
Setting up ray-trace acceleration structure... Done (0.84 seconds)
2532 faces
126548 square feet [18223028.00 square inches]
10 Displacements
21294 Square Feet [3066414.00 Square Inches]
2532 patches before subdivision
224786 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (52)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
transfers 23310728, max 788
transfer lists: 177.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1714658, 1125478, 826800)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(99892, 42855, 25187)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(13870, 4346, 1583)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1262, 282, 79)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(204, 39, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(25, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2519 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 45/8192 540/98304 ( 0.5%)
brushsides 312/65536 2496/524288 ( 0.5%)
planes 320/65536 6400/1310720 ( 0.5%)
vertexes 3626/65536 43512/786432 ( 5.5%)
nodes 263/65536 8416/2097152 ( 0.4%)
texinfos 51/12288 3672/884736 ( 0.4%)
texdata 11/2048 352/65536 ( 0.5%)
dispinfos 10/0 1760/0 ( 0.0%)
disp_verts 2890/0 57800/0 ( 0.0%)
disp_tris 5120/0 10240/0 ( 0.0%)
disp_lmsamples 108052/0 108052/0 ( 0.0%)
faces 2532/65536 141792/3670016 ( 3.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 220/65536 12320/3670016 ( 0.3%)
leaves 265/65536 8480/2097152 ( 0.4%)
leaffaces 3038/65536 6076/131072 ( 4.6%)
leafbrushes 132/65536 264/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 13273/512000 53092/2048000 ( 2.6%)
edges 6710/256000 26840/1024000 ( 2.6%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 470/32768 4700/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5979/65536 11958/131072 ( 9.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 14806944/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6672/16777216 ( 0.0%)
entdata [variable] 16733/393216 ( 4.3%)
LDR ambient table 265/65536 1060/262144 ( 0.4%)
HDR ambient table 265/65536 1060/262144 ( 0.4%)
LDR leaf ambient 1185/65536 33180/1835008 ( 1.8%)
HDR leaf ambient 265/65536 7420/1835008 ( 0.4%)
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] 1/13620 ( 0.0%)
pakfile [variable] 106114/0 ( 0.0%)
physics [variable] 17803/4194304 ( 0.4%)
physics terrain [variable] 1646/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 7319
Writing d:\program files\steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp
1 minute, 40 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Program Files\Steam\steamapps\the_prey\sourcesdk_content\tf\mapsrc\test3.bsp" "d:\program files\steam\steamapps\the_prey\team fortress 2\tf\maps\test3.bsp"


** Executing...
** Command: "d:\program files\steam\steamapps\the_prey\team fortress 2\hl2.exe"
** Parameters: -game "d:\program files\steam\steamapps\the_prey\team fortress 2\tf" +map "test3"