Technology (Read Only) > Mapping
COMPILE LOG ERROR CHECKER + Light fix
(1/1)
Tezuni:
COMPILE LOG ERROR CHECKER:
http://www.interlopers.net/errors/ (Paste your log there)
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Light Fix:
I get a lights.rad error, but I've had that error previously and it never made my map pitch black like it is doing now.
Well, almost pitch black, because the light entities i made brighten it up a little...
Compile Log:
Spoiler (click to show/hide)** Executing...
** Command: "c:\program files (x86)\steam\steamapps\tezuni\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_ttt_mapv2.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_ttt_mapv2.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\gameinfo.txt
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 (x86)\Steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_ttt_mapv2.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) (20359 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 101 texinfos to 47
Reduced 23 texdatas to 16 (963 bytes to 694)
Writing C:\Program Files (x86)\Steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_ttt_mapv2.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\tezuni\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_ttt_mapv2"
Valve Software - vvis.exe (Sep 15 2011)
2 threads
reading c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_ttt_mapv2.bsp
reading c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_ttt_mapv2.prt
31 portalclusters
58 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 673
Average clusters visible: 21
Building PAS...
Average clusters audible: 31
visdatasize:510 compressed from 496
writing c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_ttt_mapv2.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\tezuni\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_ttt_mapv2"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\tezuni\sourcesdk\bin\source2009\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_ttt_mapv2.bsp
Setting up ray-trace acceleration structure... Done (0.27 seconds)
181 faces
60846 square feet [8761856.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
181 patches before subdivision
6051 patches after subdivision
sun extent from map=0.000000
5 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 (1)
transfers 624016, max 294
transfer lists: 4.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(4242, 5349, 5311)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(839, 1082, 1071)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(169, 225, 220)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(38, 52, 49)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(9, 13, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0051 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 55/8192 660/98304 ( 0.7%)
brushsides 340/65536 2720/524288 ( 0.5%)
planes 226/65536 4520/1310720 ( 0.3%)
vertexes 315/65536 3780/786432 ( 0.5%)
nodes 118/65536 3776/2097152 ( 0.2%)
texinfos 47/12288 3384/884736 ( 0.4%)
texdata 16/2048 512/65536 ( 0.8%)
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 181/65536 10136/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 83/65536 4648/3670016 ( 0.1%)
leaves 122/65536 3904/2097152 ( 0.2%)
leaffaces 206/65536 412/131072 ( 0.3%)
leafbrushes 204/65536 408/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1192/512000 4768/2048000 ( 0.2%)
edges 701/256000 2804/1024000 ( 0.3%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 8/32768 80/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 168/65536 336/131072 ( 0.3%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 303640/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 510/16777216 ( 0.0%)
entdata [variable] 5369/393216 ( 1.4%)
LDR ambient table 122/65536 488/262144 ( 0.2%)
HDR ambient table 122/65536 488/262144 ( 0.2%)
LDR leaf ambient 392/65536 10976/1835008 ( 0.6%)
HDR leaf ambient 122/65536 3416/1835008 ( 0.2%)
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] 1/934 ( 0.1%)
pakfile [variable] 321353/0 ( 0.0%)
physics [variable] 20359/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 498
Writing c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_ttt_mapv2.bsp
4 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_ttt_mapv2.bsp" "c:\program files (x86)\steam\steamapps\tezuni\garrysmod\garrysmod\maps\Tezuni_ttt_mapv2.bsp"
Alkaline:
According to the compile log,
there are no leaks so that is out of the question.
From background knowledge,
I am assuming you set the BrightnessHDR keyvalue to something other than the default.
Unfortunately, your lights will do exactly as you described when you set the the BrightnessHDR to something other than default.
The only fix for this is to delete the lights you set the keyvalue for and remake them.
Hopefully, you do not have a lot of lights to replace.
And if this has nothing to do with BrightnessHDR keyvalue,
try and tell us what changes you made to your map before this compile
Tezuni:
Alkaline you're a life saver as usual! It was the HDR, I still have no idea what that is lol, but I won't be touching it again.
Thanks a bunch!
Alkaline:
Success.
Could admin sticky this incase someone else is looking for a fix to the same problem.
Tezuni:
FIX #2
Leak was through a brush with a face which had a transparent texture
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