so i have just started a map and I have a problem with portal flow, it gets stuck on like 4 and they freeze the compile log for about 10 seconds until it's done. it's not a huge problem yet but i feel that if i continue its going to take longer and break my map. someone has told me about making things func_detail and I have, my portal file looks fine to me. even worse recently it has been making a copy file and i don't know why, i've done the ALt- P problem too.
here is my compile log:
Executing...
** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "D:\tf2 map\jb_dingleberry.vmf"
Valve Software - vbsp.exe (Mar 30 2015)
4 threads
materialPath: D:\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\tf2 map\jb_dingleberry.vmf
Warning in .VMT file ($envmaptint): no ']' or '}' found in vector key "$envmaptint".
Did you forget to surround the vector with "s?
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/jb_dingleberry/skyppy/bbrickfloorgt_wvt_patch
Patching WVT material: maps/jb_dingleberry/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/jb_dingleberry/cp_mountainlab/nature/blendrocktograss002_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...
Merged 84 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\tf2 map\jb_dingleberry.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 (0) (361877 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1393 texinfos to 763
Reduced 55 texdatas to 45 (1763 bytes to 1342)
Writing D:\tf2 map\jb_dingleberry.bsp
1 second elapsed
** Executing...
** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "D:\tf2 map\jb_dingleberry"
Valve Software - vvis.exe (Mar 30 2015)
4 threads
reading d:\tf2 map\jb_dingleberry.bsp
reading d:\tf2 map\jb_dingleberry.prt
397 portalclusters
1319 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 (12)
Optimized: 646 visible clusters (0.89%)
Total clusters visible: 72643
Average clusters visible: 182
Building PAS...
Average clusters audible: 394
visdatasize:41191 compressed from 44464
writing d:\tf2 map\jb_dingleberry.bsp
12 seconds elapsed
** Executing...
** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "D:\tf2 map\jb_dingleberry"
Valve Software - vrad.exe SSE (Mar 30 2015)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[37 texlights parsed from 'lights.rad']
Loading d:\tf2 map\jb_dingleberry.bsp
Setting up ray-trace acceleration structure... Done (0.18 seconds)
4643 faces
6 degenerate faces
988524 square feet [142347472.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4637 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
44519 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 4228994, max 651
transfer lists: 32.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0250 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
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 (4)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 432/1024 20736/49152 (42.2%)
brushes 777/8192 9324/98304 ( 9.5%)
brushsides 4910/65536 39280/524288 ( 7.5%)
planes 1642/65536 32840/1310720 ( 2.5%)
vertexes 6636/65536 79632/786432 (10.1%)
nodes 3424/65536 109568/2097152 ( 5.2%)
texinfos 763/12288 54936/884736 ( 6.2%)
texdata 45/2048 1440/65536 ( 2.2%)
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 4643/65536 260008/3670016 ( 7.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3794/65536 212464/3670016 ( 5.8%)
leaves 3857/65536 123424/2097152 ( 5.9%)
leaffaces 5113/65536 10226/131072 ( 7.8%)
leafbrushes 1272/65536 2544/131072 ( 1.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 35774/512000 143096/2048000 ( 7.0%)
edges 19262/256000 77048/1024000 ( 7.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 221/32768 2210/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4257/65536 8514/131072 ( 6.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 3142272/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 41191/16777216 ( 0.2%)
entdata [variable] 230857/393216 (58.7%)
LDR ambient table 3857/65536 15428/262144 ( 5.9%)
HDR ambient table 3857/65536 15428/262144 ( 5.9%)
LDR leaf ambient 3414/65536 95592/1835008 ( 5.2%)
HDR leaf ambient 3857/65536 107996/1835008 ( 5.9%)
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] 3154/0 ( 0.0%)
physics [variable] 361877/4194304 ( 8.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 11327
Writing d:\tf2 map\jb_dingleberry.bsp
19 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\tf2 map\jb_dingleberry.bsp" "D:\Steam\SteamApps\common\Team Fortress 2\tf\maps\jb_dingleberry.bsp"
** Executing...
** Command: "D:\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" +map "jb_dingleberry" -steam
vmf: https://www.mediafire.com/?unl83dks9s3a35s
here is my compile log:
Executing...
** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "D:\tf2 map\jb_dingleberry.vmf"
Valve Software - vbsp.exe (Mar 30 2015)
4 threads
materialPath: D:\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\tf2 map\jb_dingleberry.vmf
Warning in .VMT file ($envmaptint): no ']' or '}' found in vector key "$envmaptint".
Did you forget to surround the vector with "s?
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/jb_dingleberry/skyppy/bbrickfloorgt_wvt_patch
Patching WVT material: maps/jb_dingleberry/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/jb_dingleberry/cp_mountainlab/nature/blendrocktograss002_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...
Merged 84 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\tf2 map\jb_dingleberry.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 (0) (361877 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1393 texinfos to 763
Reduced 55 texdatas to 45 (1763 bytes to 1342)
Writing D:\tf2 map\jb_dingleberry.bsp
1 second elapsed
** Executing...
** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "D:\tf2 map\jb_dingleberry"
Valve Software - vvis.exe (Mar 30 2015)
4 threads
reading d:\tf2 map\jb_dingleberry.bsp
reading d:\tf2 map\jb_dingleberry.prt
397 portalclusters
1319 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 (12)
Optimized: 646 visible clusters (0.89%)
Total clusters visible: 72643
Average clusters visible: 182
Building PAS...
Average clusters audible: 394
visdatasize:41191 compressed from 44464
writing d:\tf2 map\jb_dingleberry.bsp
12 seconds elapsed
** Executing...
** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "D:\tf2 map\jb_dingleberry"
Valve Software - vrad.exe SSE (Mar 30 2015)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[37 texlights parsed from 'lights.rad']
Loading d:\tf2 map\jb_dingleberry.bsp
Setting up ray-trace acceleration structure... Done (0.18 seconds)
4643 faces
6 degenerate faces
988524 square feet [142347472.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4637 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
44519 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 4228994, max 651
transfer lists: 32.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0250 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
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 (4)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 432/1024 20736/49152 (42.2%)
brushes 777/8192 9324/98304 ( 9.5%)
brushsides 4910/65536 39280/524288 ( 7.5%)
planes 1642/65536 32840/1310720 ( 2.5%)
vertexes 6636/65536 79632/786432 (10.1%)
nodes 3424/65536 109568/2097152 ( 5.2%)
texinfos 763/12288 54936/884736 ( 6.2%)
texdata 45/2048 1440/65536 ( 2.2%)
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 4643/65536 260008/3670016 ( 7.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3794/65536 212464/3670016 ( 5.8%)
leaves 3857/65536 123424/2097152 ( 5.9%)
leaffaces 5113/65536 10226/131072 ( 7.8%)
leafbrushes 1272/65536 2544/131072 ( 1.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 35774/512000 143096/2048000 ( 7.0%)
edges 19262/256000 77048/1024000 ( 7.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 221/32768 2210/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4257/65536 8514/131072 ( 6.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 3142272/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 41191/16777216 ( 0.2%)
entdata [variable] 230857/393216 (58.7%)
LDR ambient table 3857/65536 15428/262144 ( 5.9%)
HDR ambient table 3857/65536 15428/262144 ( 5.9%)
LDR leaf ambient 3414/65536 95592/1835008 ( 5.2%)
HDR leaf ambient 3857/65536 107996/1835008 ( 5.9%)
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] 3154/0 ( 0.0%)
physics [variable] 361877/4194304 ( 8.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 11327
Writing d:\tf2 map\jb_dingleberry.bsp
19 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\tf2 map\jb_dingleberry.bsp" "D:\Steam\SteamApps\common\Team Fortress 2\tf\maps\jb_dingleberry.bsp"
** Executing...
** Command: "D:\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" +map "jb_dingleberry" -steam
vmf: https://www.mediafire.com/?unl83dks9s3a35s
portal flow
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