- Sep 20, 2009
- 3
- 0
Greetings to all.
I'm a real rookie when it comes to creating maps for TF2.
Everyone has a first start! :blushing:
I have a problem with a map I'm beginning to create.
Once the map is compiled without errors, when trying to test it locally on my pc, always gives me this error.
The map can be accessed correctly with Crafty.
cp_mediterraneo.bsp
Here is the vmf file
cp_mediterraneo.vmf
And here the log file of compilation
With this commands of compilation:
I do not know where to look to resolve this error.
Would welcome any help in this regard.
Thank you.
I'm a real rookie when it comes to creating maps for TF2.
Everyone has a first start! :blushing:
I have a problem with a map I'm beginning to create.
Once the map is compiled without errors, when trying to test it locally on my pc, always gives me this error.
The map can be accessed correctly with Crafty.
cp_mediterraneo.bsp
Here is the vmf file
cp_mediterraneo.vmf
And here the log file of compilation
Code:
materialPath: c:\archivos de programa\valve\steam\steamapps\valentin1000\team fortress 2\tf\materials
Loading d:\mapping\team fortress2\mapsrc\cp_mediterraneo.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\mapping\team fortress2\mapsrc\cp_mediterraneo.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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) (522601 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 222 texinfos to 172
Reduced 42 texdatas to 38 (999 bytes to 924)
Writing d:\mapping\team fortress2\mapsrc\cp_mediterraneo.bsp
3 seconds elapsed
2 threads
reading d:\mapping\team fortress2\mapsrc\cp_mediterraneo.bsp
reading d:\mapping\team fortress2\mapsrc\cp_mediterraneo.prt
1620 portalclusters
5124 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 5905 visible clusters (0.00%)
Total clusters visible: 617588
Average clusters visible: 381
Building PAS...
Average clusters audible: 1249
visdatasize:492180 compressed from 673920
writing d:\mapping\team fortress2\mapsrc\cp_mediterraneo.bsp
36 minutes, 9 seconds elapsed
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading d:\mapping\team fortress2\mapsrc\cp_mediterraneo.bsp
5190 faces
5 degenerate faces
394395 square feet [56792984.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5185 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
47793 patches after subdivision
30 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4942415, max 777
transfer lists: 37.7 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(228401, 143186, 33196)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(64373, 32230, 5368)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(18826, 7778, 1006)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(5744, 1997, 214)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1793, 539, 52)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(575, 152, 14)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(188, 45, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(63, 13, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(21, 4, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(7, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(3, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0214 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 11/1024 528/49152 ( 1.1%)
brushes 1502/8192 18024/98304 (18.3%)
brushsides 9955/65536 79640/524288 (15.2%)
planes 3698/65536 73960/1310720 ( 5.6%)
vertexes 9176/65536 110112/786432 (14.0%)
nodes 3428/65536 109696/2097152 ( 5.2%)
texinfos 172/12288 12384/884736 ( 1.4%)
texdata 38/2048 1216/65536 ( 1.9%)
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 5190/65536 290640/3670016 ( 7.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3312/65536 185472/3670016 ( 5.1%)
leaves 3440/65536 110080/2097152 ( 5.2%)
leaffaces 6059/65536 12118/131072 ( 9.2%)
leafbrushes 3896/65536 7792/131072 ( 5.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 38453/512000 153812/2048000 ( 7.5%)
edges 22984/256000 91936/1024000 ( 9.0%)
LDR worldlights 30/8192 2640/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 553/32768 5530/327680 ( 1.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8739/65536 17478/131072 (13.3%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2555568/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 492180/16777216 ( 2.9%)
entdata [variable] 17062/393216 ( 4.3%)
LDR ambient table 3440/65536 13760/262144 ( 5.2%)
HDR ambient table 3440/65536 13760/262144 ( 5.2%)
LDR leaf ambient 14627/65536 409556/1835008 (22.3%)
HDR leaf ambient 3440/65536 96320/1835008 ( 5.2%)
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] 212337/0 ( 0.0%)
physics [variable] 522601/4194304 (12.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 14832
Writing d:\mapping\team fortress2\mapsrc\cp_mediterraneo.bsp
2 minutes, 27 seconds elapsed
With this commands of compilation:
PHP:
$bsp_exe -low -game $gamedir $path\$file
$vis_exe -low -game $gamedir $path\$file
$light_exe -ldr -final -low -game $gamedir $path\$file
I do not know where to look to resolve this error.
Would welcome any help in this regard.
Thank you.
Last edited: