- 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:
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:
Thanks in advance for any help.
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:
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.