Closed Ewber closed 6 years ago
seems very weird, can you copy/paste your full log here?
I kinda lost it after doing a different compile, and for some strange reason, its not full bright and leaked anymore.
After the compile thing finished it still has this thing at the end.
Starting a 'Normal - Pack' compile.
Starting compilation of koth_mudlands_a2
BuildFacelights: 0...1...2...3...4...5.Valve Software - vbsp.exe (Oct 14 2017)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_mudlands_a2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_mudlands_a2/cp_mountainlab/nature/groundtograss001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 172 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_mudlands_a2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 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 (1) (169246 bytes)
Static prop models/props_trainyard/handrail128.mdl outside the map (456.00, -1012.00, 256.00)
Placing detail props : 0...1...2...3...4...5...6...7...8..Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
Material CP_MOUNTAINLAB/NATURE/GROUNDTOGRASS001 uses unknown detail object type tf_forest_grass!
.9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 320 texinfos to 177
Reduced 31 texdatas to 25 (1124 bytes to 738)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_mudlands_a2.bsp
Wrote ZIP buffer, estimated size 4821, actual size 3669
4 seconds elapsed
Valve Software - vvis.exe (Oct 14 2017)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_mudlands_a2.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_mudlands_a2.prt
345 portalclusters
890 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 (15)
Optimized: 805 visible clusters (1.25%)
Total clusters visible: 64210
Average clusters visible: 186
Building PAS...
Average clusters audible: 340
visdatasize:32483 compressed from 33120
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_mudlands_a2.bsp
15 seconds elapsed
Valve Software - vrad.exe SSE (Oct 14 2017)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_mudlands_a2.bsp
Setting up ray-trace acceleration structure... Done (0.68 seconds)
1882 faces
809092 square feet [116509360.00 square inches]
20 Displacements
71014 Square Feet [10226090.00 Square Inches]
1882 patches before subdivision
58278 patches after subdivision
sun extent from map=0.258819
37 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (34)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
transfers 4672990, max 371
transfer lists: 35.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(339493, 340902, 292726)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(103138, 93887, 74531)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(37810, 32757, 23775)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(15287, 12931, 8735)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(6608, 5517, 3526)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(2974, 2454, 1503)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1375, 1119, 662)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(646, 518, 297)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(307, 242, 135)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(147, 113, 62)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(71, 54, 28)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(34, 25, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(17, 12, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(8, 6, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(4, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0695 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (17)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 48/1024 2304/49152 ( 4.7%)
brushes 491/8192 5892/98304 ( 6.0%)
brushsides 3048/65536 24384/524288 ( 4.7%)
planes 998/65536 19960/1310720 ( 1.5%)
vertexes 3409/65536 40908/786432 ( 5.2%)
nodes 1061/65536 33952/2097152 ( 1.6%)
texinfos 177/12288 12744/884736 ( 1.4%)
texdata 25/2048 800/65536 ( 1.2%)
dispinfos 20/0 3520/0 ( 0.0%)
disp_verts 1620/0 32400/0 ( 0.0%)
disp_tris 2560/0 5120/0 ( 0.0%)
disp_lmsamples 155120/0 155120/0 ( 0.0%)
faces 1882/65536 105392/3670016 ( 2.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1253/65536 70168/3670016 ( 1.9%)
leaves 1110/65536 35520/2097152 ( 1.7%)
leaffaces 2297/65536 4594/131072 ( 3.5%)
leafbrushes 1723/65536 3446/131072 ( 2.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 14105/512000 56420/2048000 ( 2.8%)
edges 8551/256000 34204/1024000 ( 3.3%)
LDR worldlights 37/8192 3256/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 203/32768 2030/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3291/65536 6582/131072 ( 5.0%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 11/512 3872/180224 ( 2.1%)
LDR lightdata [variable] 1263832/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 32483/16777216 ( 0.2%)
entdata [variable] 47744/393216 (12.1%)
LDR ambient table 1110/65536 4440/262144 ( 1.7%)
HDR ambient table 1110/65536 4440/262144 ( 1.7%)
LDR leaf ambient 6753/65536 189084/1835008 (10.3%)
HDR leaf ambient 1110/65536 31080/1835008 ( 1.7%)
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] 1/6682 ( 0.0%)
pakfile [variable] 3669/0 ( 0.0%)
physics [variable] 169246/4194304 ( 4.0%)
physics terrain [variable] 2546/1048576 ( 0.2%)
Level flags = 0
Total triangle count: 5336
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_mudlands_a2.bsp
1 minute, 19 seconds elapsed
C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_mudlands_a2.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_mudlands_a2.bsp
1 File(s) copied
CompilePal - Cubemap Generator
Detecting HDR levels...
Map requires one set of cubemaps
Compiling cubemaps...
Cubemaps compiled
CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Finished!
---------------------
1 materials found
2 models found
0 particle files found
0 sounds found
additional files:
---------------------
Valve Software - bspzip.exe (Oct 14 2017)
Warning: falling back to auto detection of vproject directory.
Repacking C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_mudlands_a2.bsp
Successfully repacked C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_mudlands_a2.bsp -- 2749076 -> 888086 bytes
'Normal - Pack' compile finished in 00:13:47
23 errors/warnings logged:
23 errors/warnings logged for koth_mudlands_a2:
● 2x: Caution: Can't load skybox file [sub:1] to build the default cubemap!
● 1x: Info: Static prop [sub:1] outside the map ([sub:2], [sub:3], [sub:4])
● 20x: Caution: Material [sub:1] uses unknown detail object type [sub:2]!
well that's interesting, maybe deal with that outside of map prop to be safe in the future. "Static prop models/props_trainyard/handrail128.mdl outside the map (456.00, -1012.00, 256.00)"
I'm going to close this issue for now, feel free to reopen if you can reproduce it
At the end of compiling, it says its leaked, but when I look at the compile log, it doesnt say leaked