Problem with pakrat...

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
I'm working on a 3 stage cp map and after compiling my second alpha pakrat doesn't seem to want to scan the bsp. The first alpha pakratted fine, there are no errors in the hammer compile log (that I can see) and pakrat seems to work for any other map.

The specific problem is that after launching pakrat and selected the bsp, when I hit scan or auto it locks up on the texture part of the scan, like so:
8LvhZ.jpg


Any ideas what could be causing this? I've tried reinstalling Java, reinstalling pakrat and recompiling, all to no avail.

Here's my compile log just in case but I couldn't spot any errors:
Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\maphive6point1\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\maphive6point1\team fortress 2\tf" "C:\Users\Slur\Documents\My Dropbox\Opnion\cp_cruff\cp_cruff_a2"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\maphive6point1\team fortress 2\tf\materials
Loading C:\Users\Slur\Documents\My Dropbox\Opnion\cp_cruff\cp_cruff_a2.vmf
Patching WVT material: maps/cp_cruff_a2/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/cp_cruff_a2/nature/blendgroundtograss007_wvt_patch
Patching WVT material: maps/cp_cruff_a2/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/cp_cruff_a2/nature/blendrockgroundwallforest_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 214 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Slur\Documents\My Dropbox\Opnion\cp_cruff\cp_cruff_a2.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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 (0) (645514 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1337 texinfos to 570
Reduced 31 texdatas to 22 (1032 bytes to 755)
Writing C:\Users\Slur\Documents\My Dropbox\Opnion\cp_cruff\cp_cruff_a2.bsp
17 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\maphive6point1\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\maphive6point1\team fortress 2\tf" "C:\Users\Slur\Documents\My Dropbox\Opnion\cp_cruff\cp_cruff_a2"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\users\slur\documents\my dropbox\opnion\cp_cruff\cp_cruff_a2.bsp
reading c:\users\slur\documents\my dropbox\opnion\cp_cruff\cp_cruff_a2.prt
1443 portalclusters
3553 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (106)
Optimized: 3351 visible clusters (0.00%)
Total clusters visible: 314074
Average clusters visible: 217
Building PAS...
Average clusters audible: 835
visdatasize:383669  compressed from 531024
writing c:\users\slur\documents\my dropbox\opnion\cp_cruff\cp_cruff_a2.bsp
1 minute, 47 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\maphive6point1\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\maphive6point1\team fortress 2\tf" "C:\Users\Slur\Documents\My Dropbox\Opnion\cp_cruff\cp_cruff_a2"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\users\slur\documents\my dropbox\opnion\cp_cruff\cp_cruff_a2.bsp
Setting up ray-trace acceleration structure... Done (3.41 seconds)
8814 faces
12 degenerate faces
3550637 square feet [511291776.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8802 patches before subdivision
301664 patches after subdivision
sun extent from map=0.087156
187 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (108)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (51)
transfers 32311677, max 1121
transfer lists: 246.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(1561862, 1389250, 1400285)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(247384, 210799, 203851)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(45244, 37416, 34998)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(9106, 7468, 6863)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(1951, 1597, 1457)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(438, 360, 328)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(102, 85, 77)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(24, 21, 19)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(6, 5, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(2, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2197 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (16)
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 (21)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  59/1024         2832/49152    ( 5.8%) 
brushes               1961/8192        23532/98304    (23.9%) 
brushsides           12520/65536      100160/524288   (19.1%) 
planes                4246/65536       84920/1310720  ( 6.5%) 
vertexes             13667/65536      164004/786432   (20.9%) 
nodes                 3537/65536      113184/2097152  ( 5.4%) 
texinfos               570/12288       41040/884736   ( 4.6%) 
texdata                 22/2048          704/65536    ( 1.1%) 
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                 8814/65536      493584/3670016  (13.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             4864/65536      272384/3670016  ( 7.4%) 
leaves                3597/65536      115104/2097152  ( 5.5%) 
leaffaces            10460/65536       20920/131072   (16.0%) 
leafbrushes           4049/65536        8098/131072   ( 6.2%) 
areas                   54/256           432/2048     (21.1%) 
surfedges            62465/512000     249860/2048000  (12.2%) 
edges                39109/256000     156436/1024000  (15.3%) 
LDR worldlights        187/8192        16456/720896   ( 2.3%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            807/32768        8070/327680   ( 2.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         16323/65536       32646/131072   (24.9%) 
cubemapsamples          50/1024          800/16384    ( 4.9%) 
overlays               148/512         52096/180224   (28.9%) 
LDR lightdata         [variable]    14990872/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      383669/16777216 ( 2.3%) 
entdata               [variable]      164437/393216   (41.8%) 
LDR ambient table     3597/65536       14388/262144   ( 5.5%) 
HDR ambient table     3597/65536       14388/262144   ( 5.5%) 
LDR leaf ambient     21254/65536      595112/1835008  (32.4%) 
HDR leaf ambient      3597/65536      100716/1835008  ( 5.5%) 
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]           1/49116    ( 0.0%) 
pakfile               [variable]        3446/0        ( 0.0%) 
physics               [variable]      645514/4194304  (15.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 25431
Writing c:\users\slur\documents\my dropbox\opnion\cp_cruff\cp_cruff_a2.bsp
3 minutes, 33 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\users\slur\documents\my dropbox\opnion\cp_cruff\cp_cruff_a2.bsp
Setting up ray-trace acceleration structure... Done (3.46 seconds)
8814 faces
12 degenerate faces
3550637 square feet [511291776.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8802 patches before subdivision
301664 patches after subdivision
sun extent from map=0.087156
187 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (115)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (52)
transfers 32311677, max 1121
transfer lists: 246.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(1820675, 1629089, 1720476)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(283374, 241815, 242971)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(51027, 42075, 40547)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(10131, 8256, 7757)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(2145, 1740, 1613)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(476, 388, 357)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #7 added RGB(110, 90, 83)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(26, 22, 20)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(6, 5, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(2, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2254 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (14)
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 (23)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  59/1024         2832/49152    ( 5.8%) 
brushes               1961/8192        23532/98304    (23.9%) 
brushsides           12520/65536      100160/524288   (19.1%) 
planes                4246/65536       84920/1310720  ( 6.5%) 
vertexes             13667/65536      164004/786432   (20.9%) 
nodes                 3537/65536      113184/2097152  ( 5.4%) 
texinfos               570/12288       41040/884736   ( 4.6%) 
texdata                 22/2048          704/65536    ( 1.1%) 
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                 8814/65536      493584/3670016  (13.4%) 
hdr faces             8814/65536      493584/3670016  (13.4%) 
origfaces             4864/65536      272384/3670016  ( 7.4%) 
leaves                3597/65536      115104/2097152  ( 5.5%) 
leaffaces            10460/65536       20920/131072   (16.0%) 
leafbrushes           4049/65536        8098/131072   ( 6.2%) 
areas                   54/256           432/2048     (21.1%) 
surfedges            62465/512000     249860/2048000  (12.2%) 
edges                39109/256000     156436/1024000  (15.3%) 
LDR worldlights        187/8192        16456/720896   ( 2.3%) 
HDR worldlights        187/8192        16456/720896   ( 2.3%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            807/32768        8070/327680   ( 2.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         16323/65536       32646/131072   (24.9%) 
cubemapsamples          50/1024          800/16384    ( 4.9%) 
overlays               148/512         52096/180224   (28.9%) 
LDR lightdata         [variable]    14990872/0        ( 0.0%) 
HDR lightdata         [variable]    14990872/0        ( 0.0%) 
visdata               [variable]      383669/16777216 ( 2.3%) 
entdata               [variable]      164437/393216   (41.8%) 
LDR ambient table     3597/65536       14388/262144   ( 5.5%) 
HDR ambient table     3597/65536       14388/262144   ( 5.5%) 
LDR leaf ambient     21254/65536      595112/1835008  (32.4%) 
HDR leaf ambient     21338/65536      597464/1835008  (32.6%) 
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]           1/49116    ( 0.0%) 
pakfile               [variable]        3446/0        ( 0.0%) 
physics               [variable]      645514/4194304  (15.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 25431
Writing c:\users\slur\documents\my dropbox\opnion\cp_cruff\cp_cruff_a2.bsp
3 minutes, 41 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Slur\Documents\My Dropbox\Opnion\cp_cruff\cp_cruff_a2.bsp" "c:\program files (x86)\steam\steamapps\maphive6point1\team fortress 2\tf\maps\cp_cruff_a2.bsp"

Thanks in advance for any help. :)
 

jakemaheu

L1: Registered
Aug 13, 2009
40
4
It looks like you've got Vista or 7-- are you running it as an administrator? Also, do you need to use PakRat? It's only needed if you're using custom content.
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
Yep I am using Win7, I am running as administrator and I am using custom content.

It seems I can still add, delete and save stuff to and from the bsp. I'm using packbsp at the moment instead, which seems to do the job very nicely indeed (props to Terr for making it), but I'd still really like to know how to avoid this problem in future.