Engine: Episode 1
Game: HL2 Deathmatch
First Compile (after updating the file name to beta2)
That bsp didn't go through.
After cordoning off the part of the map I was focusing on, compile went fine.
materialPath: c:\program files\steam\steamapps\-----\half-life 2 deathmatch\hl2mp\materials
Loading C:\Users\-----\Documents\Deimos\copy\deimos_beta2.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\-----\Documents\Deimos\copy\deimos_beta2.prt...done (2)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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) (1053542 bytes)
Error! prop_static using model "models/props_c17/chair_stool01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/chair_stool01a.mdl"!
Error! prop_static using model "./models/props_wasteland/kitchen_counter001c.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "./models/props_wasteland/kitchen_counter001c.mdl"!
Error! prop_static using model "./models/props_wasteland/kitchen_counter001d.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "./models/props_wasteland/kitchen_counter001d.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8110 texinfos to 4044
Reduced 45 texdatas to 40 (1119 bytes to 941)
Writing C:\Users\-----\Documents\Deimos\copy\deimos_beta2.bsp
19 seconds elapsed
2 threads
reading c:\users\-----\documents\deimos\copy\deimos_beta2.bsp
reading c:\users\-----\documents\deimos\copy\deimos_beta2.prt
3897 portalclusters
16511 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 1056390 visible clusters (0.00%)
Total clusters visible: 5691661
Average clusters visible: 1460
Building PAS...
Average clusters audible: 3802
visdatasize:2869103 compressed from 3803472
writing c:\users\-----\documents\deimos\copy\deimos_beta2.bsp
1 minute, 8 seconds elapsed
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\-----\documents\deimos\copy\deimos_beta2.bsp
11970 faces
78 degenerate faces
229158 square feet [32998834.00 square inches]
0 displacements
0 square feet [0.00 square inches]
11892 patches before subdivision
24602 patches after subdivision
145 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 8686542, max 2188
transfer lists: 66.3 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(43001, 28487, 8726)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(5330, 2786, 612)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(894, 354, 48)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(154, 47, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(35, 7, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(8, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0162 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 22/1024 1056/49152 ( 2.1%)
brushes 2914/8192 34968/98304 (35.6%)
brushsides 24541/65536 196328/524288 (37.4%)
planes 19164/65536 383280/1310720 (29.2%)
vertexes 26484/65536 317808/786432 (40.4%)
nodes 6532/65536 209024/2097152 (10.0%)
texinfos 4044/12288 291168/884736 (32.9%)
texdata 40/2048 1280/65536 ( 2.0%)
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 11970/65536 670320/3670016 (18.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8599/65536 481544/3670016 (13.1%)
leaves 6555/65536 209760/2097152 (10.0%)
leaffaces 14193/65536 28386/131072 (21.7%)
leafbrushes 5358/65536 10716/131072 ( 8.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 93487/512000 373948/2048000 (18.3%)
edges 54649/256000 218596/1024000 (21.3%)
LDR worldlights 145/8192 12760/720896 ( 1.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 955/32768 9550/327680 ( 2.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 15891/65536 31782/131072 (24.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 810224/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2869103/16777216 (17.1%)
entdata [variable] 95552/393216 (24.3%)
LDR leaf ambient 6555/65536 157320/1572864 (10.0%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/2506 ( 0.0%)
pakfile [variable] 20720/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 1053542/4194304 (25.1%)
==== Total Win32 BSP file data space used: 8488753 bytes ====
Total triangle count: 34810
Writing c:\users\-----\documents\deimos\copy\deimos_beta2.bsp
1 minute, 35 seconds elapsed
Finally, when expanded to the whole thing, compile went through but the map looks like it didn't compile. The dimensions are the same as the cordon setup but not all the textures show. I move around and some of the textures show up while others go away.
It floods the console with:
warning: Vis decompression overrun
Map largish, but not terribly so. I've seen bigger. Haven't gotten down to the gritty detailing of the map yet.
[code]materialPath: c:\program files\steam\steamapps\-----\half-life 2 deathmatch\hl2mp\materials
Loading C:\Users\-----\Documents\Deimos\copy\deimos_beta2.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 1050 detail faces...done (3)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (28)
writing C:\Users\-----\Documents\Deimos\copy\deimos_beta2.prt...done (5)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
MAX_MAP_BRUSHSIDES
2 threads
reading c:\users\-----\documents\deimos\copy\deimos_beta2.bsp
reading c:\users\-----\documents\deimos\copy\deimos_beta2.prt
7398 portalclusters
29526 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 2754303 visible clusters (0.00%)
Total clusters visible: 21071076
Average clusters visible: 2848
Building PAS...
Average clusters audible: 5825
visdatasize:9368125 compressed from 13730688
writing c:\users\-----\documents\deimos\copy\deimos_beta2.bsp
5 minutes, 41 seconds elapsed
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\-----\documents\deimos\copy\deimos_beta2.bsp
11970 faces
78 degenerate faces
229158 square feet [32998834.00 square inches]
0 displacements
0 square feet [0.00 square inches]
11892 patches before subdivision
24602 patches after subdivision
145 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3470998, max 1134
transfer lists: 26.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(20872, 14272, 4335)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1916, 1058, 226)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(334, 135, 18)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(55, 16, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(16, 3, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(5, 0, 0)
0...1...2.