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Also I'm mapping for Team Fortress 2.
But, how does that matters?
Paste the log(s) from each process separately- vbsp, vvis & vrad
Brushes made into func_detail use less resources
** Executing...
** Command: "C:\Users\Asus\Documents\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Users\Asus\Documents\Steam\SteamApps\common\Team Fortress 2\tf" "c:\users\asus\documents\steam\steamapps\common\team fortress 2\tf\maps\mvm_coaust"
Valve Software - vbsp.exe (Jul 26 2016)
4 threads
materialPath: C:\Users\Asus\Documents\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading c:\users\asus\documents\steam\steamapps\common\team fortress 2\tf\maps\mvm_coaust.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/mvm_coaust/nature/blendgrassground001_wvt_patch
Patching WVT material: maps/mvm_coaust/coaust/blendgrasstosand_wvt_patch
Patching WVT material: maps/mvm_coaust/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
Patching WVT material: maps/mvm_coaust/harvest/ground_to_green_grass_001_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 (1)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3002.5 -1292.8 839.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 979:
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\users\asus\documents\steam\steamapps\common\team fortress 2\tf\maps\mvm_coaust.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (15) (4322792 bytes)
Placing detail props : 0...1...2...3.Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
Material HARVEST/GROUND_TO_GREEN_GRASS_001 uses unknown detail object type tf_forest_grass_lowdensity!
..4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1070 texinfos to 565
Reduced 101 texdatas to 85 (3008 bytes to 2418)
Writing c:\users\asus\documents\steam\steamapps\common\team fortress 2\tf\maps\mvm_coaust.bsp
Wrote ZIP buffer, estimated size 328226, actual size 324662
38 seconds elapsed
** Executing...
** Command: "C:\Users\Asus\Documents\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -fast -game "C:\Users\Asus\Documents\Steam\SteamApps\common\Team Fortress 2\tf" "c:\users\asus\documents\steam\steamapps\common\team fortress 2\tf\maps\mvm_coaust"
Valve Software - vvis.exe (Jul 26 2016)
fastvis = true
4 threads
reading c:\users\asus\documents\steam\steamapps\common\team fortress 2\tf\maps\mvm_coaust.bsp
reading c:\users\asus\documents\steam\steamapps\common\team fortress 2\tf\maps\mvm_coaust.prt
1491 portalclusters
4828 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6)
Optimized: 64304 visible clusters (3.20%)
Total clusters visible: 2010079
Average clusters visible: 1348
Building PAS...
Average clusters audible: ♥♥♥♥
visdatasize:567482 compressed from 572544
writing c:\users\asus\documents\steam\steamapps\common\team fortress 2\tf\maps\mvm_coaust.bsp
9 seconds elapsed
** Executing...
** Command: "C:\Users\Asus\Documents\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "C:\Users\Asus\Documents\Steam\SteamApps\common\Team Fortress 2\tf" "c:\users\asus\documents\steam\steamapps\common\team fortress 2\tf\maps\mvm_coaust"
Valve Software - vrad.exe SSE (Jul 26 2016)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\asus\documents\steam\steamapps\common\team fortress 2\tf\maps\mvm_coaust.bsp
Setting up ray-trace acceleration structure... Done (7.57 seconds)
22980 faces
62080256 square feet [8939556864.00 square inches]
163 Displacements
2609570 Square Feet [375778112.00 Square Inches]
22980 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
2207916 patches after subdivision
sun extent from map=0.139173
72 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (998)
BuildVisLeafs: 0...1...2...3...4Out of memory.
** Executing...
** Command: Copy File
** Parameters: "c:\users\asus\documents\steam\steamapps\common\team fortress 2\tf\maps\mvm_coaust.bsp" "C:\Users\Asus\Documents\Steam\SteamApps\common\Team Fortress 2\tf\maps\mvm_coaust.bsp"
** Executing...
** Command: "C:\Users\Asus\Documents\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -allowdebug -game "C:\Users\Asus\Documents\Steam\SteamApps\common\Team Fortress 2\tf" +map "mvm_coaust"
http://www.interlopers.net/errors
Also, do not use power 4 on your displacements, reduce them to power 3, power 4 will greatly increase memory usage...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
Brush 979
Delete that or remake it.