- Mar 17, 2008
- 192
- 32
I'll just copy the thread from Steampowered 
Okay, this is killing me. I've tried everything I know of, and it won't work.
Basically, BSP compiles without any (critical) errors, and then VIS always does a fast compile and gives me a map with only 1 visblock.
I tried skyboxing it, cordoning a tiny bit of it still, with geometry inside it that would otherwise divide into visblocks. I'm using the new SDK beta, but all of my other maps compile fine, so it can't be vis itself. I deleted all the old compile files and left the VMT to compile freshly.
Nothing
Here's my compile log (up to VIS, I didn't do RAD at all)
Okay, this is killing me. I've tried everything I know of, and it won't work.
Basically, BSP compiles without any (critical) errors, and then VIS always does a fast compile and gives me a map with only 1 visblock.
I tried skyboxing it, cordoning a tiny bit of it still, with geometry inside it that would otherwise divide into visblocks. I'm using the new SDK beta, but all of my other maps compile fine, so it can't be vis itself. I deleted all the old compile files and left the VMT to compile freshly.
Nothing
Here's my compile log (up to VIS, I didn't do RAD at all)
Code:
materialPath: d:\soft\steam\steamapps\zavist\team fortress 2\tf\materials
Loading D:\dev\vmf\cp_white_valley_a9.vmf
Patching WVT material: maps/cp_white_valley_a9/snowvalley/snowrockblend002_wvt_patch
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 466 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\dev\vmf\cp_white_valley_a9.prt...Building visibility clusters...
done (1)
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...
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...
done (2) (915250 bytes)
Error! prop_static using model "models/props_gameplay/orange_cone001.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_gameplay/orange_cone001.mdl"!
Error! To use model "models/player/heavy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/heavy.mdl"!
Error! To use model "models/buildables/sentry3.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/buildables/sentry3.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material SNOWVALLEY/SNOWGRASSBLEND001 uses unknown detail object type tf_forest_grass!
Material SNOWVALLEY/SNOWGRASSBLEND001 uses unknown detail object type tf_forest_grass!
10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 4981 texinfos to 3295
Reduced 98 texdatas to 95 (2054 bytes to 1889)
Writing D:\dev\vmf\cp_white_valley_a9.bsp
24 seconds elapsed
2 threads
reading d:\dev\vmf\cp_white_valley_a9.bsp
reading d:\dev\vmf\cp_white_valley_a9.prt
1 portalclusters
0 numportals
0...1...2...3...4...5...6...7...8...9...10
0...1...2...3...4...5...6...7...8...9...10
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing d:\dev\vmf\cp_white_valley_a9.bsp
0 seconds elapsed