Portal flow

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 f” “D: f2 map\jb_dingleberry.vmf”

Valve Software - vbsp.exe (Mar 30 2015)
4 threads
materialPath: D:\Steam\SteamApps\common\Team Fortress 2 f\materials
Loading D: f2 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: f2 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: f2 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 f” “D: f2 map\jb_dingleberry”

Valve Software - vvis.exe (Mar 30 2015)
4 threads
reading d: f2 map\jb_dingleberry.bsp
reading d: f2 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: f2 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 f” “D: f2 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: f2 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: f2 map\jb_dingleberry.bsp
19 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “D: f2 map\jb_dingleberry.bsp” “D:\Steam\SteamApps\common\Team Fortress 2 f\maps\jb_dingleberry.bsp”

** Executing…
** Command: “D:\Steam\SteamApps\common\Team Fortress 2\hl2.exe”
** Parameters: -game “D:\Steam\SteamApps\common\Team Fortress 2 f” +map “jb_dingleberry” -steam

vmf: https://www.mediafire.com/?unl83dks9s3a35s

Try making detailed geometry such as pillars into func_detail.

i have

Bump

well i;ve done that however its still making a copy file

On thing you ought to keep in mind, is if you’re on windows 7, and dwm.exe is running you won’t be able to the compile progress. It’s GOING to freeze like that if it’s running, but rest assured, it’s doing it’s job.

what does dwm.exe do?

Desktop Window Manager

Something to do with Aero but I’m not 100% sure

ok so the compile is now smooth however there is still a copy file

bump

Copy of what?

Its not making a mew file and is using and old file, it wont update the map when i compile it

Try deleting the old file.