I'm having a rather large problem with a map I'm working on, whenever I compile, it doesn't seem to compile the newer changes I have made since the last compile. I tried Interlopers Compile log checker without any luck, and took a few looks over it myself. So I was wondering if somebody may be able to find out whats wrong in the log.
[code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\username\half-life 2 episode two\ep2" "C:\Users\Tom\Games\maps\lol"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\username\half-life 2 episode two\ep2\materials
Loading C:\Users\Tom\Games\maps\lol.vmf
Patching WVT material: maps/lol/nature/blendsandgrass008a_wvt_patch
Patching WVT material: maps/lol/nature/blendgrassmud01_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 20 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Tom\Games\maps\lol.prt...Building visibility clusters...
done (0)
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (37527 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
8Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
9Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
10
Compacting texture/material tables...
Reduced 477 texinfos to 186
Reduced 25 texdatas to 22 (624 bytes to 534)
Writing C:\Users\Tom\Games\maps\lol.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\username\half-life 2 episode two\ep2" "C:\Users\Tom\Games\maps\lol"
Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\users\tom\games\maps\lol.bsp
reading c:\users\tom\games\maps\lol.prt
161 portalclusters
500 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 (3)
Optimized: 22 visible clusters (0.00%)
Total clusters visible: 18057
Average clusters visible: 112
Building PAS...
Average clusters audible: 160
visdatasize:8108 compressed from 7728
writing c:\users\tom\games\maps\lol.bsp
3 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\username\half-life 2 episode two\ep2" "C:\Users\Tom\Games\maps\lol"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\tom\games\maps\lol.bsp
Setting up ray-trace acceleration structure... Done (1.22 seconds)
674 faces
189494 square feet [27287156.00 square inches]
136 Displacements
58850 Square Feet [8474490.00 Square Inches]
674 patches before subdivision
7418 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 262620, max 210
transfer lists: 2.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(8494, 7772, 3259)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1373, 1223, 409)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(424, 353, 98)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(153, 118, 28)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(58, 40, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(22, 14, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(9, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(3, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0077 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 111/8192 1332/98304 ( 1.4%)
brushsides 713/65536 5704/524288 ( 1.1%)
planes 522/65536 10440/1310720 ( 0.8%)
vertexes 952/65536 11424/786432 ( 1.5%)
nodes 336/65536 10752/2097152 ( 0.5%)
texinfos 186/12288 13392/884736 ( 1.5%)
texdata 22/2048 704/65536 ( 1.1%)
dispinfos 136/0 23936/0 ( 0.0%)
disp_verts 12680/0 253600/0 ( 0.0%)
disp_tris 20480/0 40960/0 ( 0.0%)
disp_lmsamples 166667/0 166667/0 ( 0.0%)
faces 674/65536 37744/3670016 ( 1.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 454/65536 25424/3670016 ( 0.7%)
leaves 338/65536 10816/2097152 ( 0.5%)
leaffaces 666/65536 1332/131072 ( 1.0%)
leafbrushes 266/65536 532/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4838/512000 19352/2048000 ( 0.9%)
edges 2917/256000 11668/1024000 ( 1.1%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 36/32768 360/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 540/65536 1080/131072 ( 0.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 547928/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8108/16777216 ( 0.0%)
entdata [variable] 2617/393216 ( 0.7%)
LDR ambient table 338/65536 1352/262144 ( 0.5%)
HDR ambient table 338/65536 1352/262144 ( 0.5%)
LDR leaf ambient 1735/65536 48580/1835008 ( 2.6%)
HDR leaf ambient 338/65536 9464/1835008 ( 0.5%)
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] 1/2874 ( 0.0%)
pakfile [variable] 212724/0 ( 0.0%)
physics [variable] 37527/4194304 ( 0.9%)
physics terrain [variable] 35348/1048576 ( 3.4%)
Level flags = 0
Total triangle count: 1690
Writing c:\users\tom\games\map\lol.bsp
10 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Tom\Games\maps\lol.bsp" "c:\program files (x86)\steam\steamapps\username\garrysmod\garrysmod\maps\lol.bsp"
[/code]
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
That doesn't look too good, especially since it says like fifty times.
I could fix that, but all that error does is stop the detail sprites, or grass from showing and I like the texture as it is for now. pretty sure it doesn't stop it from compiling right, somebody correct me if I'm wrong.
I don't know, usually when this happens to me it's because of an invalid brush or something, it could possibly be the sprites fucking up, try fixing them.
Try alt-p
Tried changing the texture, and tried alt-p. No errors found.
It seems to be copying over to the garrysmod folder instead of the ep2 folder, perhaps that is your issue?
Yeah that was the problem thanks, I don't know why it was doing that.
Also, about the detail sprite thing, you can generally ignore it. Valve purged the detail.vbsp a while ago which removed some shit that was never used.
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