I compiled my map today to test some changes I made in-game but everytime I compile my map it looks like this:
I first thought it was some kind of error with areaportals but I cheked the console and it says
"warning: Vis decompression overrun"
I checked the article in the Valve Developer Wiki but nothing works, I already made a lot of func_details and checked displacements.
How can I fix this?
Also my compile log:
I first thought it was some kind of error with areaportals but I cheked the console and it says
"warning: Vis decompression overrun"
I checked the article in the Valve Developer Wiki but nothing works, I already made a lot of func_details and checked displacements.
How can I fix this?
Also my compile log:
Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Seitann\Documents\Mapas\ctf_naogui.vmf"
Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Seitann\Documents\Mapas\ctf_naogui.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/ctf_naogui/nature/blendgroundtogravel009_wvt_patch
Patching WVT material: maps/ctf_naogui/nature/blendcobblestone_underworld001_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 (1)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (560.0 -2760.8 7075.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 789363:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (468.0 -2760.8 7075.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 789364:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-352.0 -2760.8 7075.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 789039:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-444.0 -2760.8 7075.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 789040:
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 1506 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)
writing C:\Users\Seitann\Documents\Mapas\ctf_naogui.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_halloween_night2014_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween_night2014_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_halloween_night2014_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween_night2014_01 to build the default cubemap!
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 (8) (5082800 bytes)
Unable to load vertex data "models/props/soda_machine.vvd"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Seitann\Documents\Mapas\ctf_naogui"
Valve Software - vvis.exe (Jun 14 2017)
8 threads
reading c:\users\seitann\documents\mapas\ctf_naogui.bsp
reading c:\users\seitann\documents\mapas\ctf_naogui.prt
2868 portalclusters
7520 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1399)
Optimized: 7429 visible clusters (0.46%)
Total clusters visible: 1629803
Average clusters visible: 568
Building PAS...
Average clusters audible: 1305
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Seitann\Documents\Mapas\ctf_naogui"
Valve Software - vrad.exe SSE (Jun 14 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\seitann\documents\mapas\ctf_naogui.bsp
Setting up ray-trace acceleration structure... Done (10.56 seconds)
15425 faces
2 degenerate faces
62462472 square feet [8994595840.00 square inches]
149 Displacements
263311 Square Feet [37916864.00 Square Inches]
15423 patches before subdivision
zero area child patch
zero area child patch
387413 patches after subdivision
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
sun extent from map=0.087156
641 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (169)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (83)
transfers 16840800, max 2026
transfer lists: 128.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(360932, 326992, 249166)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(88964, 73795, 47980)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(25558, 19142, 10752)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(7285, 4986, 2487)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(2211, 1390, 634)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(682, 399, 173)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(218, 120, 51)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(71, 37, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(24, 12, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(8, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(3, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.5439 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (32)
FinalLightFace Done
0 of 24 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (42)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 160/1024 7680/49152 (15.6%)
brushes 4004/8192 48048/98304 (48.9%)
brushsides 28089/65536 224712/524288 (42.9%)
planes 11934/65536 238680/1310720 (18.2%)
vertexes 25823/65536 309876/786432 (39.4%)
nodes 7968/65536 254976/2097152 (12.2%)
texinfos 4943/12288 355896/884736 (40.2%)
texdata 232/2048 7424/65536 (11.3%)
dispinfos 149/0 26224/0 ( 0.0%)
disp_verts 19205/0 384100/0 ( 0.0%)
disp_tris 32512/0 65024/0 ( 0.0%)
disp_lmsamples 683175/0 683175/0 ( 0.0%)
faces 15425/65536 863800/3670016 (23.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8409/65536 470904/3670016 (12.8%)
leaves 8129/65536 260128/2097152 (12.4%)
leaffaces 19151/65536 38302/131072 (29.2%)
leafbrushes 25938/65536 51876/131072 (39.6%)
areas 21/256 168/2048 ( 8.2%)
surfedges 105680/512000 422720/2048000 (20.6%)
edges 64580/256000 258320/1024000 (25.2%)
LDR worldlights 641/8192 56408/720896 ( 7.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 1229/32768 12290/327680 ( 3.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 23187/65536 46374/131072 (35.4%)
cubemapsamples 79/1024 1264/16384 ( 7.7%)
overlays 281/512 98912/180224 (54.9%)
LDR lightdata [variable] 22761304/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1670789/16777216 (10.0%)
entdata [variable] 337635/393216 (85.9%) VERY FULL!
LDR ambient table 8129/65536 32516/262144 (12.4%)
HDR ambient table 8129/65536 32516/262144 (12.4%)
LDR leaf ambient 30184/65536 845152/1835008 (46.1%)
HDR leaf ambient 8129/65536 227612/1835008 (12.4%)
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] 1/113792 ( 0.0%)
pakfile [variable] 41258/0 ( 0.0%)
physics [variable] 5085475/4194304 (121.2%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 40789
Writing c:\users\seitann\documents\mapas\ctf_naogui.bsp
5 minutes, 49 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Seitann\Documents\Mapas\ctf_naogui.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\ctf_naogui.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -console -novid +map "ctf_naogui" -steam