• Map not compiling properly
    12 replies, posted
So I tried to compile my map, but it does not compile properly. There are no leaks, no errors under Alt + P and [url]www.interlopers.com/errors[/url] does not report any errors either. Hiding decals, overlays and props all together works, but only if you hide all of them at the same time. Here's the compile log [QUOTE] ** Executing... ** Command: "C:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" "C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq.vmf" Valve Software - vbsp.exe (Oct 25 2011) 4 threads materialPath: C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike\materials Loading C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/de_iraq/nature/infblendgrassdirt001a_wvt_patch Patching WVT material: maps/de_iraq/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/de_iraq/nature/blenddirtgrass001a_wvt_patch Patching WVT material: maps/de_iraq/nature/blenddirtgrass008b_lowfriction_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 460 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/de_cobble_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/de_cobble_hdr*.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) (547927 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 2438 texinfos to 1148 Reduced 210 texdatas to 163 (7422 bytes to 5893) Writing C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq.bsp 3 seconds elapsed ** Executing... ** Command: "C:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" "C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq" Valve Software - vvis.exe (Oct 25 2011) 4 threads reading c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp reading c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.prt 1093 portalclusters 3059 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 (90) Optimized: 1341 visible clusters (0.00%) Total clusters visible: 299216 Average clusters visible: 273 Building PAS... Average clusters audible: 665 visdatasize:204324 compressed from 314784 writing c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp 1 minute, 30 seconds elapsed ** Executing... ** Command: "C:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" "C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq" Valve Software - vrad.exe SSE (Oct 25 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [0 texlights parsed from 'lights.rad'] Loading c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp Setting up ray-trace acceleration structure... Done (0.75 seconds) 6375 faces 2 degenerate faces 927691 square feet [133587584.00 square inches] 25 Displacements 29805 Square Feet [4291937.50 Square Inches] 6373 patches before subdivision 180809 patches after subdivision sun extent from map=0.000000 31 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (33) transfers 30408385, max 1500 transfer lists: 232.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(543000, 434581, 325539) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(123607, 90932, 56802) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(32323, 21882, 11615) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(10255, 6035, 2609) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(3533, 1805, 660) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1391, 580, 171) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(584, 197, 49) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(265, 69, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(125, 25, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(62, 10, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(31, 4, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(16, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(8, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #15 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0687 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8) 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 (9) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 18/1024 864/49152 ( 1.8%) brushes 1546/8192 18552/98304 (18.9%) brushsides 10427/65536 83416/524288 (15.9%) planes 4362/65536 87240/1310720 ( 6.7%) vertexes 11314/65536 135768/786432 (17.3%) nodes 2390/65536 76480/2097152 ( 3.6%) texinfos 1148/12288 82656/884736 ( 9.3%) texdata 163/2048 5216/65536 ( 8.0%) dispinfos 25/0 4400/0 ( 0.0%) disp_verts 2025/0 40500/0 ( 0.0%) disp_tris 3200/0 6400/0 ( 0.0%) disp_lmsamples 78452/0 78452/0 ( 0.0%) faces 6375/65536 357000/3670016 ( 9.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3593/65536 201208/3670016 ( 5.5%) leaves 2409/65536 77088/2097152 ( 3.7%) leaffaces 8017/65536 16034/131072 (12.2%) leafbrushes 3455/65536 6910/131072 ( 5.3%) areas 2/256 16/2048 ( 0.8%) surfedges 45870/512000 183480/2048000 ( 9.0%) edges 28727/256000 114908/1024000 (11.2%) LDR worldlights 31/8192 2728/720896 ( 0.4%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 845/32768 8450/327680 ( 2.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 15792/65536 31584/131072 (24.1%) cubemapsamples 14/1024 224/16384 ( 1.4%) overlays 440/512 154880/180224 (85.9%) VERY FULL! LDR lightdata [variable] 7839552/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 204324/16777216 ( 1.2%) entdata [variable] 240391/393216 (61.1%) LDR ambient table 2409/65536 9636/262144 ( 3.7%) HDR ambient table 2409/65536 9636/262144 ( 3.7%) LDR leaf ambient 10158/65536 284424/1835008 (15.5%) HDR leaf ambient 2409/65536 67452/1835008 ( 3.7%) 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] 1331317/0 ( 0.0%) physics [variable] 547927/4194304 (13.1%) physics terrain [variable] 6423/1048576 ( 0.6%) Level flags = 0 Total triangle count: 18780 Writing c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp 1 minute, 24 seconds elapsed Valve Software - vrad.exe SSE (Oct 25 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [0 texlights parsed from 'lights.rad'] Loading c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp Setting up ray-trace acceleration structure... Done (0.73 seconds) 6375 faces 2 degenerate faces 927691 square feet [133587584.00 square inches] 25 Displacements 29805 Square Feet [4291937.50 Square Inches] 6373 patches before subdivision 180809 patches after subdivision sun extent from map=0.000000 31 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (25) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (33) transfers 30408385, max 1500 transfer lists: 232.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(543001, 434581, 325540) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(123607, 90932, 56802) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(32323, 21882, 11615) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(10255, 6035, 2609) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(3533, 1805, 660) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1391, 580, 171) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(584, 197, 49) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(265, 69, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(125, 25, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(62, 10, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(31, 4, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(16, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(8, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #15 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0735 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10) 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 (9) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 18/1024 864/49152 ( 1.8%) brushes 1546/8192 18552/98304 (18.9%) brushsides 10427/65536 83416/524288 (15.9%) planes 4362/65536 87240/1310720 ( 6.7%) vertexes 11314/65536 135768/786432 (17.3%) nodes 2390/65536 76480/2097152 ( 3.6%) texinfos 1148/12288 82656/884736 ( 9.3%) texdata 163/2048 5216/65536 ( 8.0%) dispinfos 25/0 4400/0 ( 0.0%) disp_verts 2025/0 40500/0 ( 0.0%) disp_tris 3200/0 6400/0 ( 0.0%) disp_lmsamples 78452/0 78452/0 ( 0.0%) faces 6375/65536 357000/3670016 ( 9.7%) hdr faces 6375/65536 357000/3670016 ( 9.7%) origfaces 3593/65536 201208/3670016 ( 5.5%) leaves 2409/65536 77088/2097152 ( 3.7%) leaffaces 8017/65536 16034/131072 (12.2%) leafbrushes 3455/65536 6910/131072 ( 5.3%) areas 2/256 16/2048 ( 0.8%) surfedges 45870/512000 183480/2048000 ( 9.0%) edges 28727/256000 114908/1024000 (11.2%) LDR worldlights 31/8192 2728/720896 ( 0.4%) HDR worldlights 31/8192 2728/720896 ( 0.4%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 845/32768 8450/327680 ( 2.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 15792/65536 31584/131072 (24.1%) cubemapsamples 14/1024 224/16384 ( 1.4%) overlays 440/512 154880/180224 (85.9%) VERY FULL! LDR lightdata [variable] 7839552/0 ( 0.0%) HDR lightdata [variable] 7839552/0 ( 0.0%) visdata [variable] 204324/16777216 ( 1.2%) entdata [variable] 240391/393216 (61.1%) LDR ambient table 2409/65536 9636/262144 ( 3.7%) HDR ambient table 2409/65536 9636/262144 ( 3.7%) LDR leaf ambient 10158/65536 284424/1835008 (15.5%) HDR leaf ambient 10159/65536 284452/1835008 (15.5%) 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] 1331317/0 ( 0.0%) physics [variable] 547927/4194304 (13.1%) physics terrain [variable] 6423/1048576 ( 0.6%) Level flags = 0 Total triangle count: 18780 Writing c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp 1 minute, 27 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq.bsp" "C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike\maps\de_iraq.bsp" [/QUOTE]
What do you mean by "it doesn't compile properly"?
[QUOTE=IronPhoenix;35522172]What do you mean by "it doesn't compile properly"?[/QUOTE] It's a bit hard to explain. It does not compile certain brushes at random, nor does it compile the lighting properly.
[QUOTE=Doom;35523953]It's a bit hard to explain. It does not compile certain brushes at random, nor does it compile the lighting properly.[/QUOTE] You are still being really vague. Add images, show what you mean.
The issues have changed, I know have the following problems: 1. Props are not spawning 2. Some decals and overlays are not spawning (Certain surfaces has no decals, even though the map still shows no errors)
If the issues have changed, provide an up to date compile log and images. Give us as much info as you can, it is no good being vague about the problem.
[QUOTE] ** Executing... ** Command: "C:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" "C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq.vmf" Valve Software - vbsp.exe (Oct 25 2011) 4 threads materialPath: C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike\materials Loading C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq.vmf Error: displacement found on a(n) func_detail entity - not supported (entity 3033, brush 0) ** Executing... ** Command: "C:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" "C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq" Valve Software - vvis.exe (Oct 25 2011) 4 threads reading c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp reading c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.prt LoadPortals: couldn't read c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.prt ** Executing... ** Command: "C:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" "C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq" Valve Software - vrad.exe SSE (Oct 25 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [0 texlights parsed from 'lights.rad'] Loading c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp Setting up ray-trace acceleration structure... Done (0.73 seconds) 6375 faces 2 degenerate faces 927691 square feet [133587584.00 square inches] 25 Displacements 29805 Square Feet [4291937.50 Square Inches] 6373 patches before subdivision 180809 patches after subdivision sun extent from map=0.000000 31 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (33) transfers 30408385, max 1500 transfer lists: 232.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(542998, 434579, 325538) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(123607, 90932, 56802) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(32323, 21882, 11615) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(10255, 6035, 2609) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(3533, 1805, 660) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(1391, 580, 171) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(584, 197, 49) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(265, 69, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(125, 25, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(62, 10, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(31, 4, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(16, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(8, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0672 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10) 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 (9) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 18/1024 864/49152 ( 1.8%) brushes 1546/8192 18552/98304 (18.9%) brushsides 10427/65536 83416/524288 (15.9%) planes 4362/65536 87240/1310720 ( 6.7%) vertexes 11314/65536 135768/786432 (17.3%) nodes 2390/65536 76480/2097152 ( 3.6%) texinfos 1148/12288 82656/884736 ( 9.3%) texdata 163/2048 5216/65536 ( 8.0%) dispinfos 25/0 4400/0 ( 0.0%) disp_verts 2025/0 40500/0 ( 0.0%) disp_tris 3200/0 6400/0 ( 0.0%) disp_lmsamples 78452/0 78452/0 ( 0.0%) faces 6375/65536 357000/3670016 ( 9.7%) hdr faces 6375/65536 357000/3670016 ( 9.7%) origfaces 3593/65536 201208/3670016 ( 5.5%) leaves 2409/65536 77088/2097152 ( 3.7%) leaffaces 8017/65536 16034/131072 (12.2%) leafbrushes 3455/65536 6910/131072 ( 5.3%) areas 2/256 16/2048 ( 0.8%) surfedges 45870/512000 183480/2048000 ( 9.0%) edges 28727/256000 114908/1024000 (11.2%) LDR worldlights 31/8192 2728/720896 ( 0.4%) HDR worldlights 31/8192 2728/720896 ( 0.4%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 845/32768 8450/327680 ( 2.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 15792/65536 31584/131072 (24.1%) cubemapsamples 14/1024 224/16384 ( 1.4%) overlays 440/512 154880/180224 (85.9%) VERY FULL! LDR lightdata [variable] 7839552/0 ( 0.0%) HDR lightdata [variable] 7839552/0 ( 0.0%) visdata [variable] 204324/16777216 ( 1.2%) entdata [variable] 240391/393216 (61.1%) LDR ambient table 2409/65536 9636/262144 ( 3.7%) HDR ambient table 2409/65536 9636/262144 ( 3.7%) LDR leaf ambient 10158/65536 284424/1835008 (15.5%) HDR leaf ambient 10157/65536 284396/1835008 (15.5%) 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] 1331317/0 ( 0.0%) physics [variable] 547927/4194304 (13.1%) physics terrain [variable] 6423/1048576 ( 0.6%) Level flags = 0 Total triangle count: 18780 Writing c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp 1 minute, 28 seconds elapsed Valve Software - vrad.exe SSE (Oct 25 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [0 texlights parsed from 'lights.rad'] Loading c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp Setting up ray-trace acceleration structure... Done (0.75 seconds) 6375 faces 2 degenerate faces 927691 square feet [133587584.00 square inches] 25 Displacements 29805 Square Feet [4291937.50 Square Inches] 6373 patches before subdivision 180809 patches after subdivision sun extent from map=0.000000 31 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (34) transfers 30408385, max 1500 transfer lists: 232.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(543000, 434581, 325540) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(123608, 90932, 56802) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(32323, 21882, 11615) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(10255, 6035, 2609) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(3533, 1805, 660) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(1391, 580, 171) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(584, 197, 49) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(265, 69, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(125, 25, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(62, 10, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(31, 4, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(16, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(8, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #15 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #17 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0728 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10) 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 (9) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 18/1024 864/49152 ( 1.8%) brushes 1546/8192 18552/98304 (18.9%) brushsides 10427/65536 83416/524288 (15.9%) planes 4362/65536 87240/1310720 ( 6.7%) vertexes 11314/65536 135768/786432 (17.3%) nodes 2390/65536 76480/2097152 ( 3.6%) texinfos 1148/12288 82656/884736 ( 9.3%) texdata 163/2048 5216/65536 ( 8.0%) dispinfos 25/0 4400/0 ( 0.0%) disp_verts 2025/0 40500/0 ( 0.0%) disp_tris 3200/0 6400/0 ( 0.0%) disp_lmsamples 78452/0 78452/0 ( 0.0%) faces 6375/65536 357000/3670016 ( 9.7%) hdr faces 6375/65536 357000/3670016 ( 9.7%) origfaces 3593/65536 201208/3670016 ( 5.5%) leaves 2409/65536 77088/2097152 ( 3.7%) leaffaces 8017/65536 16034/131072 (12.2%) leafbrushes 3455/65536 6910/131072 ( 5.3%) areas 2/256 16/2048 ( 0.8%) surfedges 45870/512000 183480/2048000 ( 9.0%) edges 28727/256000 114908/1024000 (11.2%) LDR worldlights 31/8192 2728/720896 ( 0.4%) HDR worldlights 31/8192 2728/720896 ( 0.4%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 845/32768 8450/327680 ( 2.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 15792/65536 31584/131072 (24.1%) cubemapsamples 14/1024 224/16384 ( 1.4%) overlays 440/512 154880/180224 (85.9%) VERY FULL! LDR lightdata [variable] 7839552/0 ( 0.0%) HDR lightdata [variable] 7839552/0 ( 0.0%) visdata [variable] 204324/16777216 ( 1.2%) entdata [variable] 240391/393216 (61.1%) LDR ambient table 2409/65536 9636/262144 ( 3.7%) HDR ambient table 2409/65536 9636/262144 ( 3.7%) LDR leaf ambient 10158/65536 284424/1835008 (15.5%) HDR leaf ambient 10157/65536 284396/1835008 (15.5%) 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] 1331317/0 ( 0.0%) physics [variable] 547927/4194304 (13.1%) physics terrain [variable] 6423/1048576 ( 0.6%) Level flags = 0 Total triangle count: 18780 Writing c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp 1 minute, 28 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq.bsp" "C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike\maps\de_iraq.bsp" [/QUOTE] I don't really see the need for screenshots, though. I'd like to keep this map a 'secret', and the issues I have now cannot really get misunderstood. Decals and overlays are not spawning on some surfaces, I'll be able to fix that myself at some point, but I thought it might be relevant for you. Props not spawning, well that's pretty self explanatory ^^
maybe it's because you func_detailed a displacement. read your compile log thoroughly.
If you see in your compile log: [quote] overlays 440/512 154880/180224 (85.9%) VERY FULL! [/quote] Your overlay count is very full, although not at 100%. It's possible that because you have so many/use so much of the allotted space, some overlays do not spawn as you state. Try taking some away so you don't get the VERY FULL! and see how it works. Good luck!
[QUOTE=Prez;35548852]If you see in your compile log: Your overlay count is very full, although not at 100%. It's possible that because you have so many/use so much of the allotted space, some overlays do not spawn as you state. Try taking some away so you don't get the VERY FULL! and see how it works. Good luck![/QUOTE] Yeah, I noticed that too, but it still has 14.1% to go, so I didn't think that was an issue. I'll try to fix that and see if it changes anything, overlay wise, but I don't see why it should affect my props. I'll try to find the func_detailed displacement and fix that too.
I just realized what the problem is. My compiler is broken. I deleted most overlays in my map here's the log afterwards: [QUOTE] ** Executing... ** Command: "C:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" "C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq.vmf" Valve Software - vbsp.exe (Oct 25 2011) 4 threads materialPath: C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike\materials Loading C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq.vmf Error: displacement found on a(n) func_BRUSH entity - not supported (entity 725, brush 0) ** Executing... ** Command: "C:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" "C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq" Valve Software - vvis.exe (Oct 25 2011) 4 threads reading c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp reading c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.prt LoadPortals: couldn't read c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.prt ** Executing... ** Command: "C:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike" "C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq" Valve Software - vrad.exe SSE (Oct 25 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [0 texlights parsed from 'lights.rad'] Loading c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp Setting up ray-trace acceleration structure... Done (0.73 seconds) 6375 faces 2 degenerate faces 927691 square feet [133587584.00 square inches] 25 Displacements 29805 Square Feet [4291937.50 Square Inches] 6373 patches before subdivision 180809 patches after subdivision sun extent from map=0.000000 31 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (34) transfers 30408385, max 1500 transfer lists: 232.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(543000, 434581, 325540) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(123608, 90932, 56802) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(32323, 21882, 11615) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(10255, 6035, 2609) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(3533, 1805, 660) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(1391, 580, 171) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(584, 197, 49) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(265, 69, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(125, 25, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(62, 10, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(31, 4, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(16, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(8, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #15 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #17 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0666 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8) 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 (10) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 18/1024 864/49152 ( 1.8%) brushes 1546/8192 18552/98304 (18.9%) brushsides 10427/65536 83416/524288 (15.9%) planes 4362/65536 87240/1310720 ( 6.7%) vertexes 11314/65536 135768/786432 (17.3%) nodes 2390/65536 76480/2097152 ( 3.6%) texinfos 1148/12288 82656/884736 ( 9.3%) texdata 163/2048 5216/65536 ( 8.0%) dispinfos 25/0 4400/0 ( 0.0%) disp_verts 2025/0 40500/0 ( 0.0%) disp_tris 3200/0 6400/0 ( 0.0%) disp_lmsamples 78452/0 78452/0 ( 0.0%) faces 6375/65536 357000/3670016 ( 9.7%) hdr faces 6375/65536 357000/3670016 ( 9.7%) origfaces 3593/65536 201208/3670016 ( 5.5%) leaves 2409/65536 77088/2097152 ( 3.7%) leaffaces 8017/65536 16034/131072 (12.2%) leafbrushes 3455/65536 6910/131072 ( 5.3%) areas 2/256 16/2048 ( 0.8%) surfedges 45870/512000 183480/2048000 ( 9.0%) edges 28727/256000 114908/1024000 (11.2%) LDR worldlights 31/8192 2728/720896 ( 0.4%) HDR worldlights 31/8192 2728/720896 ( 0.4%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 845/32768 8450/327680 ( 2.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 15792/65536 31584/131072 (24.1%) cubemapsamples 14/1024 224/16384 ( 1.4%) overlays 440/512 154880/180224 (85.9%) VERY FULL! LDR lightdata [variable] 7839552/0 ( 0.0%) HDR lightdata [variable] 7839552/0 ( 0.0%) visdata [variable] 204324/16777216 ( 1.2%) entdata [variable] 240391/393216 (61.1%) LDR ambient table 2409/65536 9636/262144 ( 3.7%) HDR ambient table 2409/65536 9636/262144 ( 3.7%) LDR leaf ambient 10158/65536 284424/1835008 (15.5%) HDR leaf ambient 10157/65536 284396/1835008 (15.5%) 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] 1331317/0 ( 0.0%) physics [variable] 547927/4194304 (13.1%) physics terrain [variable] 6423/1048576 ( 0.6%) Level flags = 0 Total triangle count: 18780 Writing c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp 1 minute, 27 seconds elapsed Valve Software - vrad.exe SSE (Oct 25 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [0 texlights parsed from 'lights.rad'] Loading c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp Setting up ray-trace acceleration structure... Done (0.74 seconds) 6375 faces 2 degenerate faces 927691 square feet [133587584.00 square inches] 25 Displacements 29805 Square Feet [4291937.50 Square Inches] 6373 patches before subdivision 180809 patches after subdivision sun extent from map=0.000000 31 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (32) transfers 30408385, max 1500 transfer lists: 232.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(542996, 434578, 325539) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(123606, 90932, 56802) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(32323, 21882, 11615) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(10255, 6035, 2609) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(3533, 1805, 660) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(1391, 580, 171) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(584, 197, 49) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(265, 69, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(125, 25, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(62, 10, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(31, 4, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(16, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(8, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0714 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10) 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 (11) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 18/1024 864/49152 ( 1.8%) brushes 1546/8192 18552/98304 (18.9%) brushsides 10427/65536 83416/524288 (15.9%) planes 4362/65536 87240/1310720 ( 6.7%) vertexes 11314/65536 135768/786432 (17.3%) nodes 2390/65536 76480/2097152 ( 3.6%) texinfos 1148/12288 82656/884736 ( 9.3%) texdata 163/2048 5216/65536 ( 8.0%) dispinfos 25/0 4400/0 ( 0.0%) disp_verts 2025/0 40500/0 ( 0.0%) disp_tris 3200/0 6400/0 ( 0.0%) disp_lmsamples 78452/0 78452/0 ( 0.0%) faces 6375/65536 357000/3670016 ( 9.7%) hdr faces 6375/65536 357000/3670016 ( 9.7%) origfaces 3593/65536 201208/3670016 ( 5.5%) leaves 2409/65536 77088/2097152 ( 3.7%) leaffaces 8017/65536 16034/131072 (12.2%) leafbrushes 3455/65536 6910/131072 ( 5.3%) areas 2/256 16/2048 ( 0.8%) surfedges 45870/512000 183480/2048000 ( 9.0%) edges 28727/256000 114908/1024000 (11.2%) LDR worldlights 31/8192 2728/720896 ( 0.4%) HDR worldlights 31/8192 2728/720896 ( 0.4%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 845/32768 8450/327680 ( 2.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 15792/65536 31584/131072 (24.1%) cubemapsamples 14/1024 224/16384 ( 1.4%) overlays 440/512 154880/180224 (85.9%) VERY FULL! LDR lightdata [variable] 7839552/0 ( 0.0%) HDR lightdata [variable] 7839552/0 ( 0.0%) visdata [variable] 204324/16777216 ( 1.2%) entdata [variable] 240391/393216 (61.1%) LDR ambient table 2409/65536 9636/262144 ( 3.7%) HDR ambient table 2409/65536 9636/262144 ( 3.7%) LDR leaf ambient 10158/65536 284424/1835008 (15.5%) HDR leaf ambient 10157/65536 284396/1835008 (15.5%) 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] 1331317/0 ( 0.0%) physics [variable] 547927/4194304 (13.1%) physics terrain [variable] 6423/1048576 ( 0.6%) Level flags = 0 Total triangle count: 18780 Writing c:\users\daniel\dropbox\collaboration project\vmf\de_iraq.bsp 1 minute, 27 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Daniel\Dropbox\Collaboration Project\vmf\de_iraq.bsp" "C:\program files (x86)\steam\steamapps\skaterdaniel\counter-strike source\cstrike\maps\de_iraq.bsp" [/QUOTE] And a screenshot of all point entities in my map [IMG]http://i.imgur.com/Kr99Q.png[/IMG]
No it isn't fix the bloody error: Error: displacement found on a(n) func_BRUSH entity - not supported (entity 725, brush 0)
Yeah, I found that a bit after posting, it is already fixed :) Reason why I thought it already was fixed is because both me and my partner has fixed it at some point, but we have several versions of the map, so I must've used one that did not include the fix. I've deleted the rest so we have one file to develop, a backup and a serverfile.
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