Some props in my map aren’t showing up.
I’ve made sure there are no leaks and every prop has the correct prop type.
** Executing...
** Command: "c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files\Steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.vmf
Patching WVT material: maps/coord_test/radbox map textures/blend_dirtrock_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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.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 (0) (54626 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 71 texinfos to 55
Reduced 16 texdatas to 15 (699 bytes to 664)
Writing C:\Program Files\Steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files\Steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test"
Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.bsp
reading c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.prt
271 portalclusters
854 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 (28)
Optimized: 21 visible clusters (0.00%)
Total clusters visible: 31101
Average clusters visible: 114
Building PAS...
Average clusters audible: 268
visdatasize:19883 compressed from 21680
writing c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.bsp
28 seconds elapsed
** Executing...
** Command: "c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files\Steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test"
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:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.bsp
Setting up ray-trace acceleration structure... Done (0.64 seconds)
855 faces
4 degenerate faces
59920 square feet [8628599.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
851 patches before subdivision
8795 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 855350, max 462
transfer lists: 6.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(8860, 3361, 783)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1573, 333, 21)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(454, 41, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(104, 5, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(31, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0063 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 152/8192 1824/98304 ( 1.9%)
brushsides 1312/65536 10496/524288 ( 2.0%)
planes 1252/65536 25040/1310720 ( 1.9%)
vertexes 1249/65536 14988/786432 ( 1.9%)
nodes 486/65536 15552/2097152 ( 0.7%)
texinfos 55/12288 3960/884736 ( 0.4%)
texdata 15/2048 480/65536 ( 0.7%)
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 855/65536 47880/3670016 ( 1.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 403/65536 22568/3670016 ( 0.6%)
leaves 488/65536 15616/2097152 ( 0.7%)
leaffaces 966/65536 1932/131072 ( 1.5%)
leafbrushes 379/65536 758/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5766/512000 23064/2048000 ( 1.1%)
edges 3250/256000 13000/1024000 ( 1.3%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 91/32768 910/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1554/65536 3108/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 231212/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 19883/16777216 ( 0.1%)
entdata [variable] 19093/393216 ( 4.9%)
LDR ambient table 488/65536 1952/262144 ( 0.7%)
HDR ambient table 488/65536 1952/262144 ( 0.7%)
LDR leaf ambient 1028/65536 28784/1835008 ( 1.6%)
HDR leaf ambient 488/65536 13664/1835008 ( 0.7%)
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] 1/2706 ( 0.0%)
pakfile [variable] 87150/0 ( 0.0%)
physics [variable] 54626/4194304 ( 1.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 2460
Writing c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.bsp
14 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\prefabs\coord_test.bsp" "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2\maps\coord_test.bsp"
I’m completely fucking stumped.
I don’t have a massive amount of props, and my map’s still pretty small.
If anyone know’s what’s wrong, please shed some light on this bitch.
Thanks in advance.
[editline]07:12PM[/editline]
And the interlopers compile checker didn’t say anything useful.
[editline]07:12PM[/editline]
And I haven’t even started optimising yet.