- Oct 6, 2008
- 1,969
- 451
Having an issue with map - vrad is acting wonky or something - there are lights but this is what I'm getting - compile log is in spoiler button - I'm seeing a couple of things in the log but don't know what they mean or how to fix - clicked alt+p and no messages there:
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\John\Desktop\pl_antimatter_b1"
Valve Software - vbsp.exe (Aug 2 2018)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\John\Desktop\pl_antimatter_b1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_antimatter_b1/moon/blendspacecraters_spacerock001_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 618 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\John\Desktop\pl_antimatter_b1.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 (1) (1312290 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 14976 texinfos to 5402
Reduced 369 texdatas to 336 (16787 bytes to 15555)
Writing C:\Users\John\Desktop\pl_antimatter_b1.bsp
Wrote ZIP buffer, estimated size 121603, actual size 88559
20 seconds elapsed
Compile Complete for this module.
VBSP Completed: Thursday, September 19, 2019, 6:20:14 PM
VBSP: Compile time: 20 seconds elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vvis.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\John\Desktop\pl_antimatter_b1"
Valve Software - vvis.exe (Aug 2 2018)
8 threads
reading c:\users\john\desktop\pl_antimatter_b1.bsp
reading c:\users\john\desktop\pl_antimatter_b1.prt
1358 portalclusters
3572 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 (14)
Optimized: 3636 visible clusters (1.36%)
Total clusters visible: 267143
Average clusters visible: 196
Building PAS...
Average clusters audible: 764
visdatasize:295474 compressed from 478016
writing c:\users\john\desktop\pl_antimatter_b1.bsp
14 seconds elapsed
Compile Complete for this module.
VVIS Completed: Thursday, September 19, 2019, 6:20:29 PM
VVIS: Compile time: 14 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vrad.exe -final -StaticPropLighting -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\John\Desktop\pl_antimatter_b1"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\john\desktop\pl_antimatter_b1.bsp
Setting up ray-trace acceleration structure... Done (5.56 seconds)
13045 faces
29 degenerate faces
2520217 square feet [362911232.00 square inches]
66 Displacements
11190 Square Feet [1611378.63 Square Inches]
13016 patches before subdivision
zero area child patch
206468 patches after subdivision
light has _fifty_percent_distance of 234.000000 but _zero_percent_distance of 0.000000
3559 direct lights
BuildFacelights: 0. warning - face vectors parallel to face normal. bad lighting will be produced
..1...2...3...4...5...6...7...8...9...10 (910)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (68)
transfers 27831458, max 745
transfer lists: 212.3 megs
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Build Patch/Sample Hash Table(s).....Done<0.0814 sec>
FinalLightFace: 0. warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix
..1...2...3...4...5...6...7...8...9...10 (11)
FinalLightFace Done
1981 of 3421 (57% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (258)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (208)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 232/1024 11136/49152 (22.7%)
brushes 3926/8192 47112/98304 (47.9%)
brushsides 42141/65536 337128/524288 (64.3%)
planes 46870/65536 937400/1310720 (71.5%)
vertexes 19836/65536 238032/786432 (30.3%)
nodes 7243/65536 231776/2097152 (11.1%)
texinfos 5402/12288 388944/884736 (44.0%)
texdata 336/2048 10752/65536 (16.4%)
dispinfos 66/0 11616/0 ( 0.0%)
disp_verts 5346/0 106920/0 ( 0.0%)
disp_tris 8448/0 16896/0 ( 0.0%)
disp_lmsamples 49632/0 49632/0 ( 0.0%)
faces 13045/65536 730520/3670016 (19.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8779/65536 491624/3670016 (13.4%)
leaves 7476/65536 239232/2097152 (11.4%)
leaffaces 15208/65536 30416/131072 (23.2%)
leafbrushes 7417/65536 14834/131072 (11.3%)
areas 11/256 88/2048 ( 4.3%)
surfedges 95682/512000 382728/2048000 (18.7%)
edges 57664/256000 230656/1024000 (22.5%)
LDR worldlights 3559/8192 313192/720896 (43.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1170/32768 11700/327680 ( 3.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 19320/65536 38640/131072 (29.5%)
cubemapsamples 65/1024 1040/16384 ( 6.3%)
overlays 179/512 63008/180224 (35.0%)
LDR lightdata [variable] 7391584/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 295474/16777216 ( 1.8%)
entdata [variable] 333035/393216 (84.7%) VERY FULL!
LDR ambient table 7476/65536 29904/262144 (11.4%)
HDR ambient table 7476/65536 29904/262144 (11.4%)
LDR leaf ambient 14724/65536 412272/1835008 (22.5%)
HDR leaf ambient 7476/65536 209328/1835008 (11.4%)
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] 1/51734 ( 0.0%)
pakfile [variable] 3508281/0 ( 0.0%)
physics [variable] 1312290/4194304 (31.3%)
physics terrain [variable] 42798/1048576 ( 4.1%)
Level flags = 1
Total triangle count: 35539
Writing c:\users\john\desktop\pl_antimatter_b1.bsp
24 minutes, 50 seconds elapsed
Compile Complete for this module.
VRAD Completed: Thursday, September 19, 2019, 6:45:24 PM
VRAD: entdata [variable] 333035/393216 (84.7%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 24 minutes, 50 seconds elapsed
One Line Summary: 9/19/2019 6:45:25 PM, pl_antimatter_b1.vmf, Team Fortress 2, normal , normal, final, 00:00:20, 00:00:14, 00:24:55, 00:25:30
History.csv was updated.
Compile Summary - job mode: FINAL
Map Name: pl_antimatter_b1.vmf
VBSP - mode:normal , 20 seconds, 00:00:20 elapsed
VVIS - mode:normal, 14 seconds, 00:00:14 elapsed
VRAD - mode:final, 24 minutes, 50 seconds(LDR), n/a(HDR), 00:24:55 elapsed
Total Compile time: 00:25:30
VBSP Started, Please Wait!
VBSP: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\John\Desktop\pl_antimatter_b1"
Valve Software - vbsp.exe (Aug 2 2018)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\John\Desktop\pl_antimatter_b1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_antimatter_b1/moon/blendspacecraters_spacerock001_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 618 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\John\Desktop\pl_antimatter_b1.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 (1) (1312290 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 14976 texinfos to 5402
Reduced 369 texdatas to 336 (16787 bytes to 15555)
Writing C:\Users\John\Desktop\pl_antimatter_b1.bsp
Wrote ZIP buffer, estimated size 121603, actual size 88559
20 seconds elapsed
Compile Complete for this module.
VBSP Completed: Thursday, September 19, 2019, 6:20:14 PM
VBSP: Compile time: 20 seconds elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vvis.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\John\Desktop\pl_antimatter_b1"
Valve Software - vvis.exe (Aug 2 2018)
8 threads
reading c:\users\john\desktop\pl_antimatter_b1.bsp
reading c:\users\john\desktop\pl_antimatter_b1.prt
1358 portalclusters
3572 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 (14)
Optimized: 3636 visible clusters (1.36%)
Total clusters visible: 267143
Average clusters visible: 196
Building PAS...
Average clusters audible: 764
visdatasize:295474 compressed from 478016
writing c:\users\john\desktop\pl_antimatter_b1.bsp
14 seconds elapsed
Compile Complete for this module.
VVIS Completed: Thursday, September 19, 2019, 6:20:29 PM
VVIS: Compile time: 14 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vrad.exe -final -StaticPropLighting -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\John\Desktop\pl_antimatter_b1"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\john\desktop\pl_antimatter_b1.bsp
Setting up ray-trace acceleration structure... Done (5.56 seconds)
13045 faces
29 degenerate faces
2520217 square feet [362911232.00 square inches]
66 Displacements
11190 Square Feet [1611378.63 Square Inches]
13016 patches before subdivision
zero area child patch
206468 patches after subdivision
light has _fifty_percent_distance of 234.000000 but _zero_percent_distance of 0.000000
3559 direct lights
BuildFacelights: 0. warning - face vectors parallel to face normal. bad lighting will be produced
..1...2...3...4...5...6...7...8...9...10 (910)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (68)
transfers 27831458, max 745
transfer lists: 212.3 megs
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Build Patch/Sample Hash Table(s).....Done<0.0814 sec>
FinalLightFace: 0. warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix
..1...2...3...4...5...6...7...8...9...10 (11)
FinalLightFace Done
1981 of 3421 (57% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (258)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (208)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 232/1024 11136/49152 (22.7%)
brushes 3926/8192 47112/98304 (47.9%)
brushsides 42141/65536 337128/524288 (64.3%)
planes 46870/65536 937400/1310720 (71.5%)
vertexes 19836/65536 238032/786432 (30.3%)
nodes 7243/65536 231776/2097152 (11.1%)
texinfos 5402/12288 388944/884736 (44.0%)
texdata 336/2048 10752/65536 (16.4%)
dispinfos 66/0 11616/0 ( 0.0%)
disp_verts 5346/0 106920/0 ( 0.0%)
disp_tris 8448/0 16896/0 ( 0.0%)
disp_lmsamples 49632/0 49632/0 ( 0.0%)
faces 13045/65536 730520/3670016 (19.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8779/65536 491624/3670016 (13.4%)
leaves 7476/65536 239232/2097152 (11.4%)
leaffaces 15208/65536 30416/131072 (23.2%)
leafbrushes 7417/65536 14834/131072 (11.3%)
areas 11/256 88/2048 ( 4.3%)
surfedges 95682/512000 382728/2048000 (18.7%)
edges 57664/256000 230656/1024000 (22.5%)
LDR worldlights 3559/8192 313192/720896 (43.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1170/32768 11700/327680 ( 3.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 19320/65536 38640/131072 (29.5%)
cubemapsamples 65/1024 1040/16384 ( 6.3%)
overlays 179/512 63008/180224 (35.0%)
LDR lightdata [variable] 7391584/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 295474/16777216 ( 1.8%)
entdata [variable] 333035/393216 (84.7%) VERY FULL!
LDR ambient table 7476/65536 29904/262144 (11.4%)
HDR ambient table 7476/65536 29904/262144 (11.4%)
LDR leaf ambient 14724/65536 412272/1835008 (22.5%)
HDR leaf ambient 7476/65536 209328/1835008 (11.4%)
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] 1/51734 ( 0.0%)
pakfile [variable] 3508281/0 ( 0.0%)
physics [variable] 1312290/4194304 (31.3%)
physics terrain [variable] 42798/1048576 ( 4.1%)
Level flags = 1
Total triangle count: 35539
Writing c:\users\john\desktop\pl_antimatter_b1.bsp
24 minutes, 50 seconds elapsed
Compile Complete for this module.
VRAD Completed: Thursday, September 19, 2019, 6:45:24 PM
VRAD: entdata [variable] 333035/393216 (84.7%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 24 minutes, 50 seconds elapsed
One Line Summary: 9/19/2019 6:45:25 PM, pl_antimatter_b1.vmf, Team Fortress 2, normal , normal, final, 00:00:20, 00:00:14, 00:24:55, 00:25:30
History.csv was updated.
Compile Summary - job mode: FINAL
Map Name: pl_antimatter_b1.vmf
VBSP - mode:normal , 20 seconds, 00:00:20 elapsed
VVIS - mode:normal, 14 seconds, 00:00:14 elapsed
VRAD - mode:final, 24 minutes, 50 seconds(LDR), n/a(HDR), 00:24:55 elapsed
Total Compile time: 00:25:30