ruarai / CompilePal

A tool to assist in the compiling of source engine maps
GNU General Public License v3.0
224 stars 25 forks source link

Packing Failed #84

Closed Statua closed 1 year ago

Statua commented 5 years ago

CompilePal - Automated Packaging Finding sources of game content... Found search paths... Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\addons\ Found search path: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod Found search path: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod Found search path: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\bin Found search path: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download Reading BSP... Initializing pak file... Something broke: System.IO.EndOfStreamException: Unable to read beyond the end of the stream. at System.IO.BinaryReader.FillBuffer(Int32 numBytes) at System.IO.BinaryReader.ReadInt32() at CompilePalX.Compilers.BSPPack.AssetUtils.findMdlMaterialsAndModels(String path, List1 skins) at CompilePalX.Compilers.BSPPack.PakFile.AddModel(String internalPath, List1 skins) at CompilePalX.Compilers.BSPPack.PakFile..ctor(BSP bsp, List1 sourceDirectories, List1 includeFiles, List1 excludedFiles, List1 excludedDirs) at CompilePalX.Compilers.BSPPack.BSPPack.Run(CompileContext context)

This is the map's compile log.

`materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Users\Jordan\Dropbox\maps\rp_monoford_v0a.vmf Map revision 1191 ConVarRef mat_reduceparticles doesn't point to an existing ConVar Can't find surfaceprop alttile for material OFFICE/TILE/TILE_FLOOR_001B, using default Can't find surfaceprop alttile for material OFFICE/TILE/TILE_FLOOR_002, using default Can't find surfaceprop marble for material AGENCY/WALL/MARBLE01, using default Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE01A, using default Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE02, using default Can't find surfaceprop 1 for material STATUA/URBAN/BUILDING_01A, using default Can't find surfaceprop upholstery for material PLASTER/CEILING_INSULATION03, using default Can't find surfaceprop asphalt for material CONCRETE/ROADPARKINGLOT, using default Can't find surfaceprop sheetrock for material WALLPAPER/YELLOW04, using default Can't find surfaceprop sheetrock for material WALLPAPER/BLUE05, using default Can't find surfaceprop sheetrock for material PLASTER/PLASTER_CEILING_01, using default Can't find surfaceprop sheetrock for material WALLPAPER/YELLOW02, using default Can't find surfaceprop sheetrock for material WALLPAPER/BLUE01, using default Patching WVT material: maps/rp_monoford_v0a/statua/nature/blendforest_fur01_wvt_patch Patching WVT material: maps/rp_monoford_v0a/blend/blend_rock_015_moss_002_wvt_patch Patching WVT material: maps/rp_monoford_v0a/nature/blendrockmud01a_wvt_patch Patching WVT material: maps/rp_monoford_v0a/statua/urban/blend_alley_dirt_wvt_patch Patching WVT material: maps/rp_monoford_v0a/nature/blendsandrock004a_wvt_patch Patching WVT material: maps/rp_monoford_v0a/statua/nature/blenddirtroad01_wvt_patch Patching WVT material: maps/rp_monoford_v0a/asphalt/hr_c/hr_asphalt_001_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...10 FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-4096.0 9864.0 -12680.0) Leaf 0 contents: CONTENTS_WATER CONTENTS_AREAPORTAL CONTENTS_TRANSLUCENT Leaf 1 contents: CONTENTS_AREAPORTAL viscontents (node 0 contents ^ node 1 contents): CONTENTS_WATER This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WATER Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WATER Candidate brush IDs: Brush 2913127:

0...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (1) Chop Details...done (0) Find Visible Detail Sides... Merged 1178 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (3) writing C:\Users\Jordan\Dropbox\maps\rp_monoford_v0a.prt...Building visibility clusters... done (1) Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Warning: invalid neighbor connection on displacement near (-14289.47 1169.41 -6464.92) Warning: invalid neighbor connection on displacement near (-13437.00 272.95 -7168.00) Warning: invalid neighbor connection on displacement near (-13952.00 768.00 -6465.00) Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (2) (1703684 bytes) Static prop models/props_electric/fluorescent_light_006_brightness.mdl outside the map (7080.00, 5600.00, -11629.00) Static prop models/props_street/harborviewhotel.mdl outside the map (4096.00, 2696.00, -11936.00) Placing detail props : 0Material NATURE/GRASSLAWN_DRY01 uses unknown detail object type rural_dkdirt_grass! (suppressed further reports of this bug) ...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 10155 texinfos to 5479 Reduced 1048 texdatas to 928 (52772 bytes to 47598) Writing C:\Users\Jordan\Dropbox\maps\rp_monoford_v0a.bsp Wrote ZIP buffer, estimated size 342685, actual size 252691 35 seconds elapsed

4 threads reading c:\users\jordan\dropbox\maps\rp_monoford_v0a.bsp reading c:\users\jordan\dropbox\maps\rp_monoford_v0a.prt 8982 portalclusters 22201 numportals 0...1...2...3...4...5...6...7...8...9...10 Optimized: 1280433 visible clusters (0.00%) Total clusters visible: 21195283 Average clusters visible: 2359 Building PAS... Average clusters audible: 4583 visdatasize:16272784 compressed from 20263392 writing c:\users\jordan\dropbox\maps\rp_monoford_v0a.bsp 20 seconds elapsed

[Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']

Loading c:\users\jordan\dropbox\maps\rp_monoford_v0a.bsp PREP OK Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! 25775 faces 16 degenerate faces 86226264 square feet [12416581632.00 square inches] 2784 Displacements 15786398 Square Feet [2273241344.00 Square Inches] 25759 patches before subdivision 1219893 patches after subdivision 1358 direct lights 0...1...2...3...4...5...6...7...8...9...10 0...1...2...3...4...5...6...7...8...9...10 transfers 45376876, max 1880 transfer lists: 346.2 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(8300037, 7136251, 5503574) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(269348, 218006, 179225) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(479716, 361858, 174736) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(14104, 10931, 8070) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(33604, 22969, 8409) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2140, 1865, 1517) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(3022, 2150, 1061) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(621, 619, 533) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(511, 464, 350) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(243, 262, 226) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(168, 180, 151) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(106, 119, 101) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(72, 82, 69) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(48, 56, 46) 0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(33, 38, 32) 0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(22, 26, 21) 0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(15, 18, 15) 0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(10, 12, 10) 0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(7, 9, 7) 0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(5, 6, 5) 0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(3, 4, 3) 0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(2, 3, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(2, 2, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #24 added RGB(1, 1, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #25 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<1.0991 sec> 0...1...2...3...4...5...6...7...8...9...10 FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10 Writing leaf ambient...done Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 272/4096 13056/196608 ( 6.6%) brushes 4677/32768 56124/393216 (14.3%) brushsides 32435/65536 259480/524288 (49.5%) planes 17406/65536 348120/1310720 (26.6%) vertexes 48634/65536 583608/786432 (74.2%) nodes 21550/65536 689600/2097152 (32.9%) texinfos 5479/12288 394488/884736 (44.6%) texdata 928/2048 29696/65536 (45.3%) dispinfos 2784/0 489984/0 ( 0.0%) disp_verts 81360/0 1627200/0 ( 0.0%) disp_tris 109248/0 218496/0 ( 0.0%) disp_lmsamples 6480752/0 6480752/0 ( 0.0%) faces 25775/65536 1443400/3670016 (39.3%) hdr faces 25775/65536 1443400/3670016 (39.3%) origfaces 13268/65536 743008/3670016 (20.2%) leaves 21823/65536 698336/2097152 (33.3%) leaffaces 31197/65536 62394/131072 (47.6%) leafbrushes 20908/65536 41816/131072 (31.9%) areas 61/1024 488/8192 ( 6.0%) surfedges 156505/512000 626020/2048000 (30.6%) edges 109520/256000 438080/1024000 (42.8%) LDR worldlights 0/16384 0/1441792 ( 0.0%) HDR worldlights 1358/16384 119504/1441792 ( 8.3%) leafwaterdata 8/32768 96/393216 ( 0.0%) waterstrips 0/131072 0/1310720 ( 0.0%) waterverts 0/131072 0/1572864 ( 0.0%) waterindices 0/131072 0/262144 ( 0.0%) cubemapsamples 234/1024 3744/16384 (22.9%) overlays 776/1024 273152/360448 (75.8%) LDR lightdata [variable] 0/0 ( 0.0%) HDR lightdata [variable] 54463700/0 ( 0.0%) visdata [variable] 16272784/16777216 (97.0%) VERY FULL! entdata [variable] 1214220/393216 (308.8%) VERY FULL! LDR ambient table 21823/65536 87292/262144 (33.3%) HDR ambient table 21823/65536 87292/262144 (33.3%) LDR leaf ambient 21823/65536 611044/1835008 (33.3%) HDR leaf ambient 150157/65536 4204396/1835008 (229.1%) VERY FULL! 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] 1/4935456 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/737706 ( 0.0%) pakfile [variable] 1475171/0 ( 0.0%) physics [variable] 1703684/4194304 (40.6%) physics terrain [variable] 538224/1048576 (51.3%)

Level flags = 2

Total triangle count: 51638 Writing c:\users\jordan\dropbox\maps\rp_monoford_v0a.bsp 52 minutes, 24 seconds elapsed `

Exactol commented 5 years ago

Can you try the latest experimental version and tell me if it still crashes.

Statua commented 5 years ago

Awesome. It worked and spewed out the faulty models for me. I find it odd that I can still pack them manually with VIDE or Pakrat tho.

Exactol commented 5 years ago

Could you upload the models that are failing so I can try to find out why?

Statua commented 5 years ago

Yes I can do that later this week hopefully.

Statua commented 5 years ago

brokemodels.zip

These are all the ones that showed up.

Exactol commented 5 years ago

Compile Pal 026.3.zip Try this out

Statua commented 5 years ago

Getting this:

CompilePal - Automated Packaging Finding sources of game content... Found search paths... Found wildcard path: C:\gmodhammer\garrysmod\addons\ Found search path: C:\gmodhammer\garrysmod Found search path: C:\gmodhammer\garrysmod Found search path: C:\gmodhammer\garrysmod\bin Found search path: C:\gmodhammer\garrysmod\download Reading BSP... Something broke: System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown. at CompilePalX.Compilers.BSPPack.BSP.buildModelList() in C:\Users\10zil\OneDrive\Documents\Projects\C Sharp\CompilePal\CompilePalX\Compilers\BSPPack\BSP.cs:line 271 at CompilePalX.Compilers.BSPPack.BSP..ctor(FileInfo file) in C:\Users\10zil\OneDrive\Documents\Projects\C Sharp\CompilePal\CompilePalX\Compilers\BSPPack\BSP.cs:line 77 at CompilePalX.Compilers.BSPPack.BSPPack.Run(CompileContext context) in C:\Users\10zil\OneDrive\Documents\Projects\C Sharp\CompilePal\CompilePalX\Compilers\BSPPack\Pack.cs:line 141

Exactol commented 4 years ago

Could you upload your unpacked bsp?

Statua commented 4 years ago

I wont be able to do that with this particular map due to it being a commission. Sorry.

I tried it on another map. It worked, however when it made the unpacked file, it didnt make a packed .bsp and instead, the unpacked file was packed.

CompilePal - Automated Packaging Finding sources of game content... Found search paths... Found wildcard path: C:\gmodhammer\garrysmod\addons\ Found search path: C:\gmodhammer\garrysmod Found search path: C:\gmodhammer\garrysmod Found search path: C:\gmodhammer\garrysmod\bin Found search path: C:\gmodhammer\garrysmod\download Reading BSP... Initializing pak file... Writing file list... Running bspzip... Copying packed bsp to vmf folder... FAILED - Could not find C:\gmodhammer\garrysmod\maps\gm_planex_playground.bsp

Exactol commented 4 years ago

Can you consistently reproduce this and if so what are the steps to create the bug?

Statua commented 4 years ago

I get the bug every time i try to compile it. I select the map vmf i want to load within my map directory. Then i got compile with pack being the only selected process. No extra parameters.

Exactol commented 4 years ago

Compile Pal 026.4.zip Can you try this and send me the debug.log in the Compile Pal folder

Statua commented 4 years ago

Ran the pack. It didnt have any issues making backup copies this time. It changed the filesize of the map to 1.3gb (it should be closer to 1.5 after packing). When I loaded the map, it crashed with "Map has no textures". Here's the debug log:

Fetching update information...
Loaded JSON metadata PACK from C:\Users\Jordan\Desktop\Hammer\Compile Pal 025\Debug\Compile Pal 026.4\Parameters\PACK\meta.json at order 11
Loaded JSON metadata CUBEMAPS from C:\Users\Jordan\Desktop\Hammer\Compile Pal 025\Debug\Compile Pal 026.4\Parameters\CUBEMAPS\meta.json at order 9
Loaded JSON metadata NAV from C:\Users\Jordan\Desktop\Hammer\Compile Pal 025\Debug\Compile Pal 026.4\Parameters\NAV\meta.json at order 8
Loaded JSON metadata SHUTDOWN from C:\Users\Jordan\Desktop\Hammer\Compile Pal 025\Debug\Compile Pal 026.4\Parameters\SHUTDOWN\meta.json at order 20
Loaded JSON metadata UTILITY from C:\Users\Jordan\Desktop\Hammer\Compile Pal 025\Debug\Compile Pal 026.4\Parameters\UTILITY\meta.json at order 10
Loaded JSON metadata CUSTOM from C:\Users\Jordan\Desktop\Hammer\Compile Pal 025\Debug\Compile Pal 026.4\Parameters\CUSTOM\meta.json at order 15
Loaded JSON metadata COPY from C:\Users\Jordan\Desktop\Hammer\Compile Pal 025\Debug\Compile Pal 026.4\Parameters\COPY\meta.json at order 4
Loaded JSON metadata GAME from C:\Users\Jordan\Desktop\Hammer\Compile Pal 025\Debug\Compile Pal 026.4\Parameters\GAME\meta.json at order 13
Loaded JSON metadata REPACK from C:\Users\Jordan\Desktop\Hammer\Compile Pal 025\Debug\Compile Pal 026.4\Parameters\REPACK\meta.json at order 12
Loaded JSON metadata STATS from C:\Users\Jordan\Desktop\Hammer\Compile Pal 025\Debug\Compile Pal 026.4\Parameters\STATS\meta.json at order 14
Loaded JSON metadata VBSP from C:\Users\Jordan\Desktop\Hammer\Compile Pal 025\Debug\Compile Pal 026.4\Parameters\VBSP\meta.json at order 1
Loaded JSON metadata VRAD from C:\Users\Jordan\Desktop\Hammer\Compile Pal 025\Debug\Compile Pal 026.4\Parameters\VRAD\meta.json at order 3
Loaded JSON metadata VVIS from C:\Users\Jordan\Desktop\Hammer\Compile Pal 025\Debug\Compile Pal 026.4\Parameters\VVIS\meta.json at order 2
Added preset Fast for processes VBSP, VVIS, VRAD, COPY, NAV, CUBEMAPS, UTILITY, PACK, REPACK, GAME, STATS, CUSTOM, SHUTDOWN
Added preset Full - Both for processes VBSP, VVIS, VRAD, COPY, NAV, CUBEMAPS, UTILITY, PACK, REPACK, GAME, STATS, CUSTOM, SHUTDOWN
Added preset Full - HDR for processes VBSP, VVIS, VRAD, COPY, NAV, CUBEMAPS, UTILITY, PACK, REPACK, GAME, STATS, CUSTOM, SHUTDOWN
Added preset Full - LDR for processes VBSP, VVIS, VRAD, COPY, NAV, CUBEMAPS, UTILITY, PACK, REPACK, GAME, STATS, CUSTOM, SHUTDOWN
Added preset Normal for processes VBSP, VVIS, VRAD, COPY, NAV, CUBEMAPS, UTILITY, PACK, REPACK, GAME, STATS, CUSTOM, SHUTDOWN
Added preset Publish - Both for processes VBSP, VVIS, VRAD, COPY, NAV, CUBEMAPS, UTILITY, PACK, REPACK, GAME, STATS, CUSTOM, SHUTDOWN
Added preset Publish - HDR for processes VBSP, VVIS, VRAD, COPY, NAV, CUBEMAPS, UTILITY, PACK, REPACK, GAME, STATS, CUSTOM, SHUTDOWN
Updater found that Compile Pal is up to date.
Starting a 'Publish - Both' compile.
Starting compilation of rp_monoford_v0a

CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: C:\gmodhammer\garrysmod\addons\
Found search path: C:\gmodhammer\garrysmod
Found search path: C:\gmodhammer\garrysmod
Found search path: C:\gmodhammer\garrysmod\bin
Found search path: C:\gmodhammer\garrysmod\download
Reading BSP...
Initializing pak file...
An exception was caught by the ExceptionHandler:
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
   at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
   at System.IO.BinaryReader.ReadInt32()
   at CompilePalX.Compilers.BSPPack.AssetUtils.findMdlMaterialsAndModels(String path, List`1 skins) in C:\Users\10zil\OneDrive\Documents\Projects\C Sharp\CompilePal\CompilePalX\Compilers\BSPPack\AssetUtils.cs:line 103
   at CompilePalX.Compilers.BSPPack.PakFile.AddModel(String internalPath, List`1 skins) in C:\Users\10zil\OneDrive\Documents\Projects\C Sharp\CompilePal\CompilePalX\Compilers\BSPPack\PakFile.cs:line 233
Failed to read file C:\gmodhammer\garrysmod/models/gmod_tower/theater_seat.mdl
Writing file list...
Running bspzip...
Copying packed bsp to vmf folder...
Copying C:\gmodhammer\garrysmod\maps\rp_monoford_v0a.bsp to C:\gmodhammer\garrysmod\maps\rp_monoford_v0a.bsp.unpacked
Copying E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\maps\rp_monoford_v0a.bsp to C:\gmodhammer\garrysmod\maps\rp_monoford_v0a.bsp
Finished!
---------------------
1683 materials found
935 models found
0 particle files found
63 sounds found
additional files: 
-detail file
---------------------

'Publish - Both' compile finished in 00:01:24
0 errors/warnings logged:
  No errors/warnings logged for rp_monoford_v0a
Exactol commented 4 years ago

Could you upload C:\gmodhammer\garrysmod/models/gmod_tower/theater_seat.mdl?

Exactol commented 4 years ago

Compile Pal 026.4.zip This version fixes some issues with packing multiple bodyparts. It might fix your issue.

Statua commented 4 years ago

theatreseat.zip It had the same result as last time. Game crashes with 'Map with no textures.'

Starting a 'Fast' compile.
Starting compilation of rp_monoford_v0a

CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\addons\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod
Found search path: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod
Found search path: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\bin
Found search path: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download
Reading BSP...
Initializing pak file...
An exception was caught by the ExceptionHandler:
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
   at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
   at System.IO.BinaryReader.ReadInt32()
   at CompilePalX.Compilers.BSPPack.AssetUtils.findMdlMaterialsAndModels(String path, List`1 skins) in C:\Users\10zil\OneDrive\Documents\Projects\C Sharp\CompilePal\CompilePalX\Compilers\BSPPack\AssetUtils.cs:line 103
   at CompilePalX.Compilers.BSPPack.PakFile.AddModel(String internalPath, List`1 skins) in C:\Users\10zil\OneDrive\Documents\Projects\C Sharp\CompilePal\CompilePalX\Compilers\BSPPack\PakFile.cs:line 233
Failed to read file C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod/models/gmod_tower/theater_seat.mdl
Writing file list...
Running bspzip...
Copying packed bsp to vmf folder...
Finished!
---------------------
2173 materials found
952 models found
0 particle files found
154 sounds found
additional files: 
-soundscape
-detail file
---------------------

'Fast' compile finished in 00:02:58
0 errors/warnings logged:
  No errors/warnings logged for rp_monoford_v0a

debug.log

Statua commented 4 years ago

Capture I opened it in GCFScape to see what was going on in the bsp. Everything is blank. There aren't even any lumps in there that can be seen. But it's showing at 1.7gb filesize which is what it should be at with the packed content at this point. That tells me it is loading the files but it's corrupting the bsp somehow.

Exactol commented 4 years ago

CompilePAl 026.5.zip This should fix the theatre chair failing to pack. Are you sure you aren't hitting some engine limit with how much content you are packing?

Exactol commented 1 year ago

Closing stale issues