Hi, my map is not compiling due to this issue in the image below. If anyone has an answer it would be greatly appreciated, i looked around in hammer and couldn't find the messed up skybox.
[IMG]http://i.imgur.com/l7cFjOq.png[/IMG]
Thanks in advance - Can.
If there's no noticeable effect you can just ignore it.
The map won't get past the loading world stage, i am not sure what it isn't.
new compile log.
[CODE]Can't find surfaceprop stone for material DE_CBBLE/COBBLEROAD01, using default
Can't find surfaceprop stone for material STONE/INFWLLFTOP, using default
Can't find surfaceprop stone for material DE_CBBLE/STONE_ALT/BRICK_B_PLASTER, us
ing default
Patching WVT material: maps/trade_mamula_test/concrete/blend_milwall002_concrete
floor012a_wvt_patch
Patching WVT material: maps/trade_mamula_test/de_nuke/nukblenddirtgrass_wvt_patc
h
Patching WVT material: maps/trade_mamula_test/stone/blend_building_sidewalk_wvt_
patch
Patching WVT material: maps/trade_mamula_test/nature/blendrocksgrass006a_wvt_pat
ch
Patching WVT material: maps/trade_mamula_test/de_cbble/grass_alt/grass_b_blend_w
vt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
DRASTIC MEMORY OVERFLOW: Fell out of small block heap!
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 2086 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\Trad
e Mamula\trade_mamula_test.prt...Building visibility clusters...
done (1)
error: material TOOLS/TOOLSSKYBOX2D doesn't have a $bottommaterial
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 2 displacement corner-neighbor lists.Finding lightmap sample
positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (6) (1874899 bytes)
Error! prop_static using model "models/props/cs_office/computer_caseb_p6b.mdl",
which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/computer_caseb_p6b.mdl"!
Error! prop_static using model "models/props/cs_office/computer_caseb_p2.mdl", w
hich must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/computer_caseb_p2.mdl"!
Error! prop_static using model "models/props/de_train/hr_t/hr_tv_plasma/hr_tv_pl
asma.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/de_train/hr_t/hr_tv_plasma/hr_tv_plasma
.mdl"!
Error! prop_static using model "models/props/cs_office/file_cabinet1_group.mdl",
which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/file_cabinet1_group.mdl"!
Error! prop_static using model "models/props/cs_office/tv_plasma.mdl", which mus
t be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/tv_plasma.mdl"!
Error! prop_static using model "models/props/cs_office/plant01.mdl", which must
be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/plant01.mdl"!
Error! prop_static using model "models/props_junk/wood_crate001a.mdl", which mus
t be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/wood_crate001a.mdl"!
Error! prop_static using model "models/props/cs_militia/barstool01.mdl", which m
ust be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_militia/barstool01.mdl"!
Error! To use model "models/props_signs/sign_horizontal_09.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_signs/sign_horizontal_09.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2496 texinfos to 1662
Reduced 417 texdatas to 339 (17166 bytes to 13749)
Writing E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\Trad
e Mamula\trade_mamula_test.bsp
15 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75BB0000)
-------------------------------------------------------------------------------
Running command: cd "E:\Steam\steamapps\common\Counter-Strike Global Offensive\b
in"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "E:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\
vvis.exe" -game "E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo"
-fast "E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\Trad
e Mamula\trade_mamula_test"
-------------------------------------------------------------------------------
CDynamicFunction: Loading library 'Kernel32.dll' (75BB0000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77BE253
0
Valve Software - vvis.exe (Dec 17 2015)
fastvis = true
4 threads
reading e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad
e mamula\trade_mamula_test.bsp
reading e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad
e mamula\trade_mamula_test.prt
8485 portalclusters
31634 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (34)
Optimized: 1310550 visible clusters (0.00%)
Total clusters visible: 27975736
Average clusters visible: 3297
Building PAS...
Average clusters audible: 4480
visdatasize:9617445 compressed from 18056080
writing e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad
e mamula\trade_mamula_test.bsp
38 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75BB0000)
-------------------------------------------------------------------------------
Running command: cd "E:\Steam\steamapps\common\Counter-Strike Global Offensive\b
in"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "E:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\
vrad.exe" -game "E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo
" -noextra "E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\
Trade Mamula\trade_mamula_test"
-------------------------------------------------------------------------------
CDynamicFunction: Loading library 'Kernel32.dll' (75BB0000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77BE253
0
Valve Software - vrad.exe SSE (Dec 17 2015)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad
e mamula\trade_mamula_test.bsp
Setting up ray-trace acceleration structure... Done (4.99 seconds)
34251 faces
78 degenerate faces
110345496 square feet [15889751040.00 square inches]
897 Displacements
2864291 Square Feet [412458016.00 Square Inches]
34173 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
616943 patches after subdivision
light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 0.
000000
light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 0.
000000
light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 0.
000000
138 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (265)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (176)
transfers 63918271, max 4633
transfer lists: 487.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1684377, 1909321, 1973361)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(422394, 457299, 439417)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(195773, 210297, 201467)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(100264, 105176, 100339)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(55740, 58369, 55975)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(31115, 32401, 31083)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(17693, 18450, 17774)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(10027, 10440, 10052)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(5723, 5970, 5771)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(3254, 3393, 3275)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1858, 1941, 1882)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1058, 1104, 1068)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(604, 632, 614)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(344, 360, 349)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(196, 206, 201)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(112, 117, 114)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(64, 67, 66)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(36, 38, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #19 added RGB(21, 22, 21)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(12, 12, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(7, 7, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #22 added RGB(4, 4, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #24 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #25 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<1.5101 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (25)
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 (42)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 102/1024 4896/49152 (10.0%)
brushes 4874/8192 58488/98304 (59.5%)
brushsides 51816/65536 414528/524288 (79.1%)
planes 55928/65536 1118560/1310720 (85.3%) VERY FULL!
vertexes 48990/65536 587880/786432 (74.8%)
nodes 15232/65536 487424/2097152 (23.2%)
texinfos 1662/12288 119664/884736 (13.5%)
texdata 339/2048 10848/65536 (16.6%)
dispinfos 897/0 157872/0 ( 0.0%)
disp_verts 29865/0 597300/0 ( 0.0%)
disp_tris 42144/0 84288/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 544349/0 544349/0 ( 0.0%)
faces 34251/65536 1918056/3670016 (52.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 18838/65536 1054928/3670016 (28.7%)
facebrushes 5371/0 10742/0 ( 0.0%)
facebrushlists 34251/0 137004/0 ( 0.0%)
leaves 15335/65536 490720/2097152 (23.4%)
leaffaces 44742/65536 89484/131072 (68.3%)
leafbrushes 14913/65536 29826/131072 (22.8%)
areas 6/1024 48/8192 ( 0.6%)
surfedges 236871/512000 947484/2048000 (46.3%)
edges 130480/256000 521920/1024000 (51.0%)
LDR worldlights 120/8192 12000/819200 ( 1.5%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 14/32768 168/393216 ( 0.0%)
waterstrips 3428/32768 34280/327680 (10.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 53811/65536 107622/131072 (82.1%) VERY FULL!
cubemapsamples 176/1024 2816/16384 (17.2%)
overlays 96/1024 33792/360448 ( 9.4%)
LDR lightdata [variable] 39803749/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 9617445/16777216 (57.3%)
entdata [variable] 144023/393216 (36.6%)
LDR ambient table 15335/65536 61340/262144 (23.4%)
HDR ambient table 15335/65536 61340/262144 (23.4%)
LDR leaf ambient 80102/65536 2242856/1835008 (122.2%) VERY FULL!
HDR leaf ambient 15335/65536 429380/1835008 (23.4%)
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] 1/65610 ( 0.0%)
pakfile [variable] 13096443/0 ( 0.0%)
physics [variable] 1874899/4194304 (44.7%)
physics terrain [variable] 185336/1048576 (17.7%)
Level flags = 4
Total triangle count: 92230
Writing e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad
e mamula\trade_mamula_test.bsp
8 minutes, 45 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (75BB0000)
-------------------------------------------------------------------------------
Running command: copy "E:\Steam\steamapps\common\Counter-Strike Global Offensive
\csgo\maps\Trade Mamula\trade_mamula_test.bsp" "E:\Steam\steamapps\common\Counte
r-Strike Global Offensive\csgo\maps\trade_mamula_test.bsp"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: cd "E:\Steam"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: E:\Steam\steam.exe -applaunch 730 -game "E:\Steam\steamapps\com
mon\Counter-Strike Global Offensive\csgo" +map "trade_mamula_test"
-------------------------------------------------------------------------------
Finished. Press a key to close.[/CODE]
From what I gather you have a ridiculous amount of large brushes. Try raising the lightmap scale and splitting up large brushes. Also making more things func_detail.
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