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Compile Pal

Compile Pal is an easy to use wrapper for the Source Engine map compiling tools.

image

Downloads

Latest Release

Compile Pal V28

Experimental Releases

Get the latest features without having to wait. Experimental releases may be unstable, use at your own risk.

Compile Pal V28.2

Features

  • Packing
  • Error Checking
  • Not freezing your computer while compiling
  • Cubemaps
  • Manifest Generation
  • Nav File Generation
  • Plugins and Custom Compile Steps
  • Batch Compiling
  • Much More!

Guides

Contributing

New features or bugfixes are always welcome. Feel free to create a pull request. We also make good use of any issues reported to us.

Developers

Bug Testing

  • wareya
  • Gangleider
  • Matt2468rv
  • Sevin7

compilepal's People

Contributors

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compilepal's Issues

Invalid skins crash paking

bsppack crashes when invalid skin numbers are specified in hammer. The tool should default to skin 0 instead of looking for inexistent skins. (will fix later)

Program won't luanch.

CompilePal crashes on launch. I have disabled my AA, I have tried it with comparability mode. That too has not worked. It simply opens, a blank window which says "game selection". Then crashes. Please help. Thanks a lot! - Andromeda

System.OutOfMemoryException

Tried several .net builds and I can't seem to get around this error.

Starting

a 'Fast' compile.
Starting compilation of rp_guam_alpha_001 - Copy

CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: G:\Programs-G\Steam\steamapps\common\GarrysMod\garrysmod\addons
Found search path: G:\Programs-G\Steam\steamapps\common\GarrysMod\garrysmod
Found search path: G:\Programs-G\Steam\steamapps\common\GarrysMod\garrysmod\bin
Found search path: G:\Programs-G\Steam\steamapps\common\GarrysMod\garrysmod\download
Reading BSP...
Something broke:
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at CompilePalX.Compilers.BSPPack.BSP.buildModelList()
at CompilePalX.Compilers.BSPPack.BSP..ctor(FileInfo file)
at CompilePalX.Compilers.BSPPack.BSPPack.Run(CompileContext context)
'Fast' compile finished in 00:00:00
0 errors/warnings logged:
No errors/warnings logged for rp_guam_alpha_001 - Copy

Here is the full compile log.

Starting

a 'Fast' compile.
Starting compilation of rp_guam_alpha_001 - Copy
Valve Software - vbsp.exe (Oct 3 2018)
8 threads
materialPath: G:\Programs-G\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading D:\Dropbox\Source SDK\VMFs\Gmod\rp_guam_alpha_001 - Copy.vmf
Can't find surfaceprop sheetrock for material PLASTER/WALL_GREY01_SSBUMP, using default
Can't find surfaceprop sheetrock for material PLASTER/CEILING_POPCORN02, using default
Can't find surfaceprop sheetrock for material PLASTER/PLASTER_CEILING_03, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop sheetrock for material PLASTER/PLASTER_INT_15A, using default
Can't find surfaceprop sheetrock for material PLASTER/PLASTER_INT_18, using default
Can't find surfaceprop asphalt for material CONCRETE/ROADPARKINGLOT, using default
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/custom/ewdirt/minecraft.vmt
LightmappedGeneric, (Proxies), (MaterialModifyAnimated),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/custom/ewdirt/minecraft.vmt
LightmappedGeneric, (Proxies), (MaterialModifyAnimated),
Could not locate 'GameData' key in g:\programs-g\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_guam_alpha_001 - copy/concrete/blend_concrete_01_wvt_patch
Patching WVT material: maps/rp_guam_alpha_001 - copy/nature/blendsandsand008a_wvt_patch
Patching WVT material: maps/rp_guam_alpha_001 - copy/nature/blendmuddirt001a_wvt_patch
fixing up env_cubemap materials on brush sides...
Multiple references for cubemap on texture maps/rp_guam_alpha_001 - copy/nature/water_riverbed02_6159_-3722_92!!!
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/CUSTOM/EWDIRT/MINECRAFT.vmt
LightmappedGeneric, (Proxies), (MaterialModifyAnimated),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/CUSTOM/EWDIRT/MINECRAFT.vmt
LightmappedGeneric, (Proxies), (MaterialModifyAnimated),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/CUSTOM/EWDIRT/MINECRAFT.vmt
LightmappedGeneric, (Proxies), (MaterialModifyAnimated),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/CUSTOM/EWDIRT/MINECRAFT.vmt
LightmappedGeneric, (Proxies), (MaterialModifyAnimated),
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
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 (1)
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1228 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing D:\Dropbox\Source SDK\VMFs\Gmod\rp_guam_alpha_001 - Copy.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky40*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky40*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (3279750 bytes)
Error loading studio model "models/props/cs_office/light_inset.mdl"!
Error loading studio model "models/props/cs_assault/wirespout.mdl"!
Static prop models/props_wasteland/boat_fishing01a.mdl outside the map (12915.00, -2646.00, 246.00)
Error loading studio model "models/props/cs_assault/light_shop2.mdl"!
Error loading studio model "models/props/de_inferno/hr_i/gutters/gutters_128.mdl"!
Error loading studio model "models/props/de_train/de_train_gutter_01.mdl"!
Error loading studio model "models/props_downtown/sign_stop.mdl"!
Error loading studio model "models/props/cs_militia/trees3.mdl"!
Error loading studio model "models/props/cs_militia/boulderring01.mdl"!
Error loading studio model "models/props_foliage/swamp_grass01.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 19884 texinfos to 7244
Reduced 1369 texdatas to 1215 (69335 bytes to 63458)
Writing D:\Dropbox\Source SDK\VMFs\Gmod\rp_guam_alpha_001 - Copy.bsp
17 seconds elapsed
Valve Software - vvis.exe (Oct 3 2018)
fastvis = true
nosort = true
8 threads
reading d:\dropbox\source sdk\vmfs\gmod\rp_guam_alpha_001 - Copy.bsp
reading d:\dropbox\source sdk\vmfs\gmod\rp_guam_alpha_001 - Copy.prt
4082 portalclusters
13363 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (8)
Optimized: 1402267 visible clusters (12.52%)
Total clusters visible: 11203034
Average clusters visible: 2744
Building PAS...
Average clusters audible: 4012
visdatasize:3766672 compressed from 4179968
writing d:\dropbox\source sdk\vmfs\gmod\rp_guam_alpha_001 - Copy.bsp
11 seconds elapsed
Valve Software - vrad.exe SSE (Oct 3 2018)

  Valve Radiosity Simulator    

8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\dropbox\source sdk\vmfs\gmod\rp_guam_alpha_001 - Copy.bsp
Error! Invalid VTX file checksum: 2008596908, expected -2083535301 "models/props/cs_office/light_ceiling.dx80.vtx"
Setting up ray-trace acceleration structure... Done (2.65 seconds)
22937 faces
14 degenerate faces
3071719 square feet [442327552.00 square inches]
13 Displacements
256556 Square Feet [36944192.00 Square Inches]
22923 patches before subdivision
22923 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
579 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (73)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (23)
transfers 4459853, max 2228
transfer lists: 34.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(175836, 156210, 127849)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(37571, 29881, 21664)
Build Patch/Sample Hash Table(s).....Done<0.1068 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
63 of 85 (74% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (29)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 512/1024 24576/49152 (50.0%)
brushes 8121/8192 97452/98304 (99.1%) VERY FULL!
brushsides 58756/65536 470048/524288 (89.7%) VERY FULL!
planes 35290/65536 705800/1310720 (53.8%)
vertexes 44989/65536 539868/786432 (68.6%)
nodes 13044/65536 417408/2097152 (19.9%)
texinfos 7244/12288 521568/884736 (59.0%)
texdata 1215/2048 38880/65536 (59.3%)
dispinfos 13/0 2288/0 ( 0.0%)
disp_verts 1677/0 33540/0 ( 0.0%)
disp_tris 2816/0 5632/0 ( 0.0%)
disp_lmsamples 150169/0 150169/0 ( 0.0%)
faces 22937/65536 1284472/3670016 (35.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 16388/65536 917728/3670016 (25.0%)
leaves 13557/65536 433824/2097152 (20.7%)
leaffaces 30061/65536 60122/131072 (45.9%)
leafbrushes 18116/65536 36232/131072 (27.6%)
areas 30/256 240/2048 (11.7%)
surfedges 180491/512000 721964/2048000 (35.3%)
edges 120841/256000 483364/1024000 (47.2%)
LDR worldlights 577/8192 50776/720896 ( 7.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 6/32768 72/393216 ( 0.0%)
waterstrips 3109/32768 31090/327680 ( 9.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 59439/65536 118878/131072 (90.7%) VERY FULL!
cubemapsamples 203/1024 3248/16384 (19.8%)
overlays 137/512 48224/180224 (26.8%)
LDR lightdata [variable] 11144696/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3766672/16777216 (22.5%)
entdata [variable] 1380721/393216 (351.1%) VERY FULL!
LDR ambient table 13557/65536 54228/262144 (20.7%)
HDR ambient table 13557/65536 54228/262144 (20.7%)
LDR leaf ambient 37466/65536 1049048/1835008 (57.2%)
HDR leaf ambient 13557/65536 379596/1835008 (20.7%)
occluders 2/0 80/0 ( 0.0%)
occluder polygons 16/0 192/0 ( 0.0%)
occluder vert ind 64/0 256/0 ( 0.0%)
detail props [variable] 1/89624 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/42010 ( 0.0%)
pakfile [variable] 17040069/0 ( 0.0%)
physics [variable] 3279750/4194304 (78.2%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 69158
Writing d:\dropbox\source sdk\vmfs\gmod\rp_guam_alpha_001 - Copy.bsp
2 minutes, 17 seconds elapsed
CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: G:\Programs-G\Steam\steamapps\common\GarrysMod\garrysmod\addons
Found search path: G:\Programs-G\Steam\steamapps\common\GarrysMod\garrysmod
Found search path: G:\Programs-G\Steam\steamapps\common\GarrysMod\garrysmod\bin
Found search path: G:\Programs-G\Steam\steamapps\common\GarrysMod\garrysmod\download
Reading BSP...
Something broke:
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at CompilePalX.Compilers.BSPPack.BSP.buildModelList()
at CompilePalX.Compilers.BSPPack.BSP..ctor(FileInfo file)
at CompilePalX.Compilers.BSPPack.BSPPack.Run(CompileContext context)
'Fast' compile finished in 00:02:48
30 errors/warnings logged:
30 errors/warnings logged for rp_guam_alpha_001 - Copy:
● 6x: Caution: KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file [sub:1]
● 13x: Info: Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial!
● 9x: Caution: Error loading studio model "[sub:1]"!
● 1x: Info: Static prop [sub:1] outside the map ([sub:2], [sub:3], [sub:4])
● 1x: Info: fastvis = true

Cubemap generator issue

So I closed my game client.And compiled my map and I got this error:

Something broke:
System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at System.Diagnostics.Process.Start()
at CompilePalX.Compilers.CubemapProcess.FetchHDRLevels()
at CompilePalX.Compilers.CubemapProcess.Run(CompileContext context)

I can send full compile log if needed.

Strange Stuttering/Freezing Issue

When I use CompilePal, it has a strange issue that causes my entire computer to freeze/stutter. It only happens when the CompilePal window is selected, AND if I mouse over any selectable element in the CompilePal window. The mouse and screen repeatedly freeze to an almost unusable state. It stabilizes after a few seconds of not mousing over any element in the CompilePal window, but begins again as soon as you mouse over any selectable element. If the CompilePal window is NOT selected, it does not stutter when mousing over any selectable element in the CompilePal window.

Error checking in massive quantities causes slowdown

(Disclaimer: I'm running on version 23 because I'm too lazy to update. Maybe this has already been fixed.)

I'm getting a lot of "Too many light styles on a face" warnings because of some dynamic lights that I'm not managing very carefully. This warning in particular likes to multiply itself since it feels the need to warn me separately about every individual face that it effects. I'm also compiling nine maps at once, which means that I see this at the end of my compile:

image

I believe something about the styling or links on these is a little slow, as the compile log window will start running at about 5 seconds per frame (while the rest of the program runs fine).

ErrorFinder misses an error

For some reason the ErrorFinder misses the Brush [sub:1]: FloatPlane: bad normal Side [sub:2] error in compile log. I tested the regexp from errorChecker.txt in a online .NET regexp tester and it matched fine, so I'm not sure why the ErrorChecker does not detect it. Here's the relevant part of the compile log (with some pre- and post-context):

ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 19495: FloatPlane: bad normal
Side 1
Texture: WYOZI/RESORT/GOLD_FLAT_LIGHT

Valve Software - vvis.exe (Oct 13 2015)
8 threads

Game parameter not included when running game

Version 23
The game parameter "Game; -game;TRUE;Game directory (E.G. tf, cstrike);" wasn't included in the game.csv file, which caused the game not to load properly. Reasonably easy fix for someone who knows how CompilePal works, but not that great for new users.
Also the "sep=;" line wasn't in the game.csv file, and the game parameter in CompilePal didn't show up until I put that in as well.
It would also be nice if the line "Disable Freeze Time; +mp_enableroundwaittime 0;FALSE;Disables the freeze time at the start of rounds.;" was included in the game.csv file, to disable the freeze time at the start of rounds, so that you can start moving immediately.
Other than that, I love this program, nice work.

Compilepal crashes on startup

I had this program working previously, but then began a free trial of Avast, and now all of a sudden the program crashes upon startup. I was under the impression Avast found compilepal suspicious and blocked elements required for it to start, so I uninstalled avast completely and tried to run compilepal, but it had the same result. I tried running compilepal as administrator, same result. Redownloaded 025.zip entirely and extracted it to a different location. Same result.
I'm stumped and I need compilepal for a project I'm doing. Does anybody know what I might have done that has seemingly broken compilepal for me entirely? Where can I check to see what's causing this crash?

Not picking csgo content

So I don't know if I need to re-install compile pal again just for it to pick it up because I transferred from a usb, or is it because it won't.

On my other pc aswell it wouldn't pick up the sdk content even after I launched it

Version Number Incorrect in V25 (says it's V24)

In the latest release (V25) of CompilePal, the version.txt still has 24 in it, causing the message to pop up saying that there is a newer version available. It's easy to fix since I just changed the number in the text file, but I just wanted to let you know so that it can be fixed.

gibs models & assets referenced in I/O events won't be packed.

I have a point_servercommand entity that has an input that fires the source command "play path/To/Sound.wav"
Since no actual entity parameter like ambient_generic is using it it won't be detected by PakRat or VIDE.
Luckily, both VIDE and PakRat have a manual adding button, but VIDE has a bug with the fixation of the file path and PakRat corruptly packs the materials.

I am now compiling with CompilePal, but I am pretty sure it won't detect the sound file either.

I think adding an entity like ambient_generic and link it to the sound is enough for a work-around. But I dislike the idea of having an entity in my map that won't be used ever. EDIT: I am just using ambient_generic with the 'Play everywhere' flag now. I forgot about that.

But the more important issue are gibs models (broken pieces of destroyed physic models) not being detected and packed. I had to manual add these using PakRat.

The only solution would be manual parsing as I am unsure if you want to just search for a gibs/ folder and add everything in there. Names could vary from the original model.

So, here I would like to request a manual adding button.

TF2 vrad compile has bad command line and fails

for the vrad stage in a compile, output has this:

      Valve Radiosity Simulator     
Command line: "E:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
"-extrasky" "4" "-ldr" "-bounce" "16" "-StaticPropLighting" "-StaticPropSampleScale" "8"
"-game" "E:\Steam\SteamApps\common\Team Fortress 2\tf"
"F:\Modding\tf2 maps\koth_campania_dev\koth_campania_a11.vmf" ```
followed by the vrad help output (which most of valve's compile tools return when they receive bad inputs)

I'm guessing those quotes shouldn't be on most of those inputs,
that or some parameters are camelcase and vrad isn't recognising them because it expects them to be lowercase.

Compile Pal doesn't pack sounds using special operators

In soundscripts/soundscapes? (not sure about this one with #)/ambient_generic sounds
theres 2 special operators/prefixes that can be added to sounds:
'*' forces the sound to precache at the start of the map (and is required for mp3s in CS:GO iirc)
'#' makes the sound obey the music volume slider in CS:S and other related games.
While I haven't tested '*' Compile Pal will currently not pack ambient_generics with the '#' operator, and (I assume) it won't pack soundscripts/scapes using the same operator.

V26 Release

It's been over a year since V25 was released, and I'm thinking it's almost time to release the next version. Since I'm new to the project, I don't really know what the process of releasing a new version entails. If you guys agree that it's time for a release, what steps can I do to help get the process started.

Adding new parameters doesn't seem to work?

I have my Hammer expert compile options set to back up my .vmf on every compile, so I figured I would try and get CompilePal to do the same. Maxdup pointed me in the direction of creating custom .meta and .csv files in the Parameters folder, but I haven't been able to get anything to work.

My method was to copy the contents of copy.meta/.csv and modify the contents to do what I wanted, and the new compile step appears in the program just fine. However, when the compile process gets to the new step, the entire program stops responding.

Here are the contents of "back.meta":

BACK CopyTool.exe back.csv -copyDestination $mapCopyLocation$ -copySource $bsp$ 6.0 False true

back.csv is identical to copy.csv (I also tried making back.meta file reference copy.csv, but it didn't change anything). This file is pretty much identical to copy.meta (aside from the name, referenced .csv, and position in the queue). I also adjusted game.meta to appear later than BACK in the queue.

I have also tried sticking BACK at the end of the queue to avoid any of the default parameters in the queue from being in spots that the program might not expect.

My conclusion is that something about the compile process isn't completely based on files outside the program, and it doesn't know how to handle files it isn't built to recognize. I'd love to see custom compile parameters work (especially through the UI itself!) for people who do backups/people who need to use vmfii.

Only entities compile breaks packing

Error:
Something broke:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at CompilePalX.Compilers.BSPPack.BSP.buildModelList() in C:\Users\Jan\Documents\CompilePal\CompilePalX\Compilers\BSPPack\BSP.cs:line 210
at CompilePalX.Compilers.BSPPack.BSP..ctor(FileInfo file) in C:\Users\Jan\Documents\CompilePal\CompilePalX\Compilers\BSPPack\BSP.cs:line 75
at CompilePalX.Compilers.BSPPack.BSPPack.Run(CompileContext context) in C:\Users\Jan\Documents\CompilePal\CompilePalX\Compilers\BSPPack\Pack.cs:line 70

Program crashes on startup on Windows Server 2012 64bit

I'm unaware of any dependencies but most common ones like .NET and VC are installed.

Here's the detailed information, if it's of any use:

Problem signature:
Problem Event Name: CLR20r3
Problem Signature 01: CompilePalX.exe
Problem Signature 02: 1.0.0.0
Problem Signature 03: 548f5ff1
Problem Signature 04: CompilePalX
Problem Signature 05: 1.0.0.0
Problem Signature 06: 548f5ff1
Problem Signature 07: 1c
Problem Signature 08: 3d
Problem Signature 09: N3CTRYE2KN3C34SGL4ZQYRBFTE4M13NB
OS Version: 6.3.9600.2.0.0.272.7
Locale ID: 1033
Additional Information 1: 5861
Additional Information 2: 5861822e1919d7c014bbb064c64908b2
Additional Information 3: a10f
Additional Information 4: a10ff7d2bb2516fdc753f9c34fc3b069

CompilePal does not pack scripts/ folder

I have a map with custom vehicle scripts, located in a folder like this: scripts/airboat.txt
CompilePal doesn't pack it into the bsp, which I need it to do. Can there be a fix for this?

Also to add, I'm making a map for Garry's mod, and in the TTT gamemode, a custom playermodel is referenced in an entity called ttt_map_settings. CompilePal does not pack the custom playermodel materials/models. Would it be possible to add some Pack feature by itself that will add the things needed without recompiling the map?

Can't pack custom content!

Here's the packing process log:

CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found search path: D:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\update
Found search path: D:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2_dlc3
Found search path: D:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2_dlc2
Found search path: D:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2_dlc1
Found search path: D:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\hl2
Found search path: D:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\csgo
Reading BSP...
Something broke:
System.IndexOutOfRangeException: Indice oltre i limiti della matrice.
in CompilePalX.Compilers.BSPPack.BSP.buildEntityList()
in CompilePalX.Compilers.BSPPack.BSP..ctor(FileInfo file)
in CompilePalX.Compilers.BSPPack.BSPPack.Run(CompileContext context)
'Publish' compile finished in 00:00:51
0 errors/warnings logged:
No errors/warnings logged for meatlocker_c1_a2

The rest of the log has been checked by me and it doesnt not have any problems.
The game is l4d2 and models do work ingame.

Unlogged crash with PACK enabled

Compile a TF2 map with PACK enabled using all-default CompilePal settings. Any map, PACK enabled. Various custom content is installed in the custom folder and the TF directory has some random stuff like demos and scrap directories on it.
There is no crash log generated. It's a "real" crash, "X has stopped working", not an exception.

vbsp failure doesn't show full output log

Version 22

Here's what the log shows when I made displacement a func_detail:

Starting a 'Fast' compile.
Starting compilation of E:\GModResort\map\resort.vmf
Valve Software - vbsp.exe (Oct 13 2015)
8 threads
materialPath: F:\SteamLibrary\steamapps\common\Counter-Strike Source\cstrike\materials
Loading E:\GModResort\map\resort.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
EAn error cancelled the compile.

Here's the full error line when compiling outside CompilePal: Error: displacement found on a(n) func_detail entity - not supported (entity 67, brush 0)

Reordering crash

This one has been eluding me for a while, so I'm opening an issue in case someone else might be able to figure it out.

Steps to reproduce:

Create 2 custom programs with path test1 and test2
test2 should be on the bottom of the order list and test1 should be above it.
Drag test1 below test 2. test2 should be above test1 now.
Drag test 2 below test 1 and it should crash with:

Exception thrown: 'System.ArgumentException' in mscorlib.dll
An item with the same key has already been added.

My guess is it's something to do with the preset dictionary, but I haven't been able to find where it breaks.

Feature request: Add a custom command option

Hi!

I wrote an external dependency resolver, and wanted my friend to test it. He, however, uses compilepal. It doesn't allow custom commands directly. I figured out how to make a command directory, which works, but it seems like a bit of a hassle.
I could potentially create 10 commands that is just 'launch command' with different priorities, but that also seems.. uh. Unintentionally crap.

Which would be the best way to go about it? I could potentially code a fix for it myself, but before that I would like to have some input as to the best way to do it :).

It is so broken in portal 2

when I try to full compile the map, it does very quick fullbright compile, starts the game, (even though I asked it to not open Game) after compile, and crashes after flashing random screenshots of the map in 1/4 size of the window saying 'map not found in portal2_dlc3'

Soundscapes

Autopack doesn't scan for "scripts/soundscapes_[mapname].txt" sound files, but works fine with "maps/[mapname]_level_sounds.txt".

EDIT: I saw that CompilePal supports soundscapes but doesn't scan for my tf/custom/mymaps/scripts folder.
Game is TF2 as you can see.

Unable to pack content

Getting the following error after successfully compiling the map:

Initializing pak file...
Something broke:
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
   at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
   at System.IO.BinaryReader.ReadInt32()
   at CompilePalX.Compilers.BSPPack.AssetUtils.findMdlMaterials(String path, List`1 skins)
   at CompilePalX.Compilers.BSPPack.PakFile.AddModel(String internalPath, List`1 skins)
   at CompilePalX.Compilers.BSPPack.PakFile..ctor(BSP bsp, List`1 sourceDirectories)
   at CompilePalX.Compilers.BSPPack.BSPPack.Run(CompileContext context)

Here is the compilepal log file:

Starting a 'Fast' compile.
Starting compilation of C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_test_mrpv1.vmf
Valve Software - vbsp.exe (Oct 13 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_test_mrpv1.vmf
material "maps/stone/rock1024_01_stw" not found.
Material not found!: MAPS/STONE/ROCK1024_01_STW
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "maps/verticality/blends/blend_panj_wall_02_03" not found.
Material not found!: MAPS/VERTICALITY/BLENDS/BLEND_PANJ_WALL_02_03
material "maps/wall/cement_wall04_spi" not found.
Material not found!: MAPS/WALL/CEMENT_WALL04_SPI
material "maps/revolt/rev_plasterbase_01" not found.
Material not found!: MAPS/REVOLT/REV_PLASTERBASE_01
Can't find surfaceprop asphalt for material CONCRETE/ROAD01, using default
Can't find surfaceprop asphalt for material CONCRETE/ROADPARKINGLOT, using default
Can't find surfaceprop sheetrock for material PLASTER/PLASTER_INT_18, using default
Can't find surfaceprop wet for material PLASTER/ROOFFLOOR_TAR01, using default
Can't find surfaceprop asphalt for material CONCRETE/ROADCROSSWALK_SMALL_NOBUMP, using default
material "maps/afghanistan/afg_blendwall_02" not found.
Material not found!: MAPS/AFGHANISTAN/AFG_BLENDWALL_02
material "maps/plaster/ir_plaster02a" not found.
Material not found!: MAPS/PLASTER/IR_PLASTER02A
material "maps/ramadi/concretefloor_01" not found.
Material not found!: MAPS/RAMADI/CONCRETEFLOOR_01
material "maps/market/mog_exterior_wall_02" not found.
Material not found!: MAPS/MARKET/MOG_EXTERIOR_WALL_02
Can't find surfaceprop metalsheet for material MAPS/METAL/METALSHEET_SHANTY_02, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/rp_test_mrpv1/maps/terrain/buhriz_sandrubble_wvt_patch
Patching WVT material: maps/rp_test_mrpv1/maps/afghanistan/afg_blendwall_07_wvt_patch
Patching WVT material: maps/rp_test_mrpv1/blend/blend_moss_002_dirt_001_wvt_patch
Patching WVT material: maps/rp_test_mrpv1/blend/blend_rock_003_moss_002_wvt_patch
Patching WVT material: maps/rp_test_mrpv1/blend/blend_moss_002_dirt_006_wvt_patch
Patching WVT material: maps/rp_test_mrpv1/concrete/blend_blacktop_02_wvt_patch
Patching WVT material: maps/rp_test_mrpv1/nature/blenddirtmud02_wvt_patch
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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2880 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_test_mrpv1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day03_06*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day03_06*.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...

qhull precision error: Only 4 facets remain.  Can not merge another
pair.  The convexity constraints may be too strong.  Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'.  For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
done (2) (1515881 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material MAPS/TERRAIN/BUHRIZ_SANDRUBBLE uses unknown detail object type escort01!
..10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 6118 texinfos to 4450
Reduced 257 texdatas to 218 (9516 bytes to 7925)
Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_test_mrpv1.bsp
Wrote ZIP buffer, estimated size 2208569, actual size 2193883
11 seconds elapsed
CMaterialDict::Shutdown m_MissingList count: 8
  -279.603210 133.299194 0.000000
  -282.854401 133.299194 0.000000
  -286.105591 136.550400 0.000000
  -286.105591 133.299194 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -1.828800 0.203200 0.000000
  -2.032000 6.096000 0.000000
  2.032000 6.096000 0.000000
  -1.828800 6.096000 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -1.828800 0.203200 0.000000
  -2.032000 6.096000 0.000000
  2.032000 6.096000 0.000000
  -1.828800 6.096000 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  1.049162 -3.207047 0.000000
  -1.049033 -3.207047 0.000000
  -1.049033 3.206336 0.000000
  1.015345 -3.207047 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Valve Software - vvis.exe (Oct 13 2015)
fastvis = true
nosort = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\rp_test_mrpv1.bsp
reading c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\rp_test_mrpv1.prt
 637 portalclusters
1645 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 4404 visible clusters (2.93%)
Total clusters visible: 150309
Average clusters visible: 235
Building PAS...
Average clusters audible: 484
visdatasize:78463  compressed from 101920
writing c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\rp_test_mrpv1.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Oct 13 2015)

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

Loading c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\rp_test_mrpv1.bsp
Error! Unable to load file "models/static_props/barrel_01_multiple.dx80.vtx"
Error! Unable to load file "models/static_props/container_01_closed.dx80.vtx"
Error! Unable to load file "models/static_props/pallet_caches_01.dx80.vtx"
Error! Unable to load file "models/static_props/container_01_open2.dx80.vtx"
Error! Unable to load file "models/static_props/container_01_open.dx80.vtx"
Error! Unable to load file "models/static_fittings/prop_stoop_96_16_32_2.dx80.vtx"
Error! Unable to load file "models/static_fittings/prop_stoop_64_16_32.dx80.vtx"
Error! Unable to load file "models/static_props/c4_static_prop.dx80.vtx"
Error! Unable to load file "models/static_fittings/fluorescent_light_01.dx80.vtx"
Error! Unable to load file "models/static_appliances/cables_01_long.dx80.vtx"
Error! Unable to load file "models/static_appliances/cables_01_short.dx80.vtx"
Error! Unable to load file "models/static_appliances/cable_box_04.dx80.vtx"
Error! Unable to load file "models/static_appliances/cable_box_02.dx80.vtx"
Error! Unable to load file "models/static_props/barrel_01_single.dx80.vtx"
Error! Unable to load file "models/furniture/foldingtable_folded.dx80.vtx"
Error! Unable to load file "models/props/rubble_pieces/rubble_02.dx80.vtx"
Error! Unable to load file "models/static_fittings/light04b.dx80.vtx"
Error! Unable to load file "models/static_fittings/electric_equipmentcluster03.dx80.vtx"
Error! Invalid VTX file checksum: -1016378617, expected -307952802 "models/furniture/foldingtable.dx80.vtx"
Error! Unable to load file "models/siege/prop_stool1960.dx80.vtx"
Error! Unable to load file "models/siege/prop_garagetools4.dx80.vtx"
Error! Unable to load file "models/siege/prop_garagetools3.dx80.vtx"
Error! Unable to load file "models/physics_props/electronics/cellphone_01.dx80.vtx"
Error! Unable to load file "models/physics_props/boxes/box_electronicmd05.dx80.vtx"
Error! Unable to load file "models/physics_props/boxes/box_electroniclg04.dx80.vtx"
Error! Unable to load file "models/physics_props/electronics/vcr_05.dx80.vtx"
Error! Unable to load file "models/siege/prop_toolboard0a.dx80.vtx"
Error! Unable to load file "models/physics_props/boxes/box_appliancelg04.dx80.vtx"
Error! Unable to load file "models/physics_props/boxes/box_appliancelg05.dx80.vtx"
Error! Unable to load file "models/physics_props/boxes/box_appliancelg01.dx80.vtx"
Error! Unable to load file "models/physics_props/boxes/box_electroniclg03.dx80.vtx"
Error! Unable to load file "models/static_fittings/window_frame_02_40x60.dx80.vtx"
Error! Unable to load file "models/static_furniture/chair_03.dx80.vtx"
Error! Unable to load file "models/physics_props/electronics/boombox_03.dx80.vtx"
Error! Unable to load file "models/siege/prop_garagetools1.dx80.vtx"
Error! Unable to load file "models/static_fittings/work_light_lamps.dx80.vtx"
Error! Unable to load file "models/static_fittings/work_light.dx80.vtx"
Error! Unable to load file "models/static_fittings/ir_satellite_dish_roofmount_01.dx80.vtx"
Error! Unable to load file "models/static_fittings/ir_satellite_dish_roofmount_02.dx80.vtx"
Error! Unable to load file "models/static_fittings/ir_satellite_dish_wallmount_01.dx80.vtx"
Error! Unable to load file "models/static_fittings/ir_satellite_dish_wallmount_03.dx80.vtx"
Error! Unable to load file "models/iraq/ir_hesco_basket_01_row.dx80.vtx"
Error! Unable to load file "models/static_fittings/prop_framing_door_112_single.dx80.vtx"
Error! Unable to load file "models/static_junk/filthy_mattress_02.dx80.vtx"
Error! Unable to load file "models/static_props/wcache_box_01.dx80.vtx"
Error! Unable to load file "models/siege/prop_cable15x137_0.dx80.vtx"
Error! Unable to load file "models/static_furniture/wall_painting_01_memorial.dx80.vtx"
Error! Unable to load file "models/props_foliage/rock_007.dx80.vtx"
Error! Unable to load file "models/props_foliage/rock_005b.dx80.vtx"
Error! Unable to load file "models/props_foliage/rock_007b.dx80.vtx"
Error! Unable to load file "models/props_foliage/rock_006.dx80.vtx"
Error! Unable to load file "models/props_foliage/rock_004.dx80.vtx"
Error! Unable to load file "models/props_foliage/rock_005.dx80.vtx"
Error! Unable to load file "models/static_props/wcache_ins_01_destr.dx80.vtx"
Error! Unable to load file "models/static_rubble/metal_sheet_01.dx80.vtx"
Error! Unable to load file "models/static_rubble/prop_rubble_plank_a.dx80.vtx"
Error! Unable to load file "models/static_rubble/prop_rubble_plank_b.dx80.vtx"
Error! Unable to load file "models/static_rubble/prop_rubble_plank_d.dx80.vtx"
Error! Unable to load file "models/static_rubble/prop_rubble_plank_c.dx80.vtx"
Error! Unable to load file "models/static_fittings/door_01_frame.dx80.vtx"
Error! Unable to load file "models/static_junk/woodencrate_01.dx80.vtx"
Error! Unable to load file "models/static_afghan/prop_interior_lamp.dx80.vtx"
Error! Unable to load file "models/static_afghan/prop_framing_beam_small_b.dx80.vtx"
Error! Unable to load file "models/static_furniture/table_small.dx80.vtx"
Error! Unable to load file "models/static_fittings/window_frame_01.dx80.vtx"
Error! Unable to load file "models/static_fittings/prop_framing_window_standard.dx80.vtx"
Error! Unable to load file "models/static_afghan/prop_afg_rugs_flat_b.dx80.vtx"
Error! Unable to load file "models/static_props/prop_interior_table_small.dx80.vtx"
Error! Unable to load file "models/static_props/papers_stack_02.dx80.vtx"
Error! Unable to load file "models/static_props/papers_stack_01.dx80.vtx"
Error! Unable to load file "models/siege/prop_stairshandrail0_cap.dx80.vtx"
Error! Unable to load file "models/siege/prop_stairshandrail0_64.dx80.vtx"
Error! Unable to load file "models/siege/prop_stairshandrail0_32.dx80.vtx"
Error! Unable to load file "models/static_fittings/ceiling_light02a.dx80.vtx"
Error! Unable to load file "models/static_fittings/light04a.dx80.vtx"
Error! Unable to load file "models/static_furniture/mattress.dx80.vtx"
Error! Unable to load file "models/static_props/wcache_crate_01.dx80.vtx"
Error! Unable to load file "models/static_props/ir_computerlab_station.dx80.vtx"
Error! Unable to load file "models/physics_props/electronics/keyboard_02.dx80.vtx"
Error! Invalid VTX file checksum: 1122989676, expected 124341422 "models/generic/ammocrate3.dx80.vtx"
Error! Unable to load file "models/static_props/wcache_crate_03.dx80.vtx"
Error! Unable to load file "models/static_furniture/locker01_single.dx80.vtx"
Error! Unable to load file "models/static_furniture/locker01_single02.dx80.vtx"
Error! Unable to load file "models/static_pipes/pipeset16_128straight.dx80.vtx"
Error! Unable to load file "models/static_pipes/pipeset16_bend90.dx80.vtx"
Error! Unable to load file "models/static_fittings/electric_equipmentcluster06.dx80.vtx"
Error! Unable to load file "models/static_afghan/afg_window_medium.dx80.vtx"
Error! Unable to load file "models/props_nature/campfire.dx80.vtx"
Error! Invalid VTX file checksum: -1989648022, expected -1849106627 "models/props_nature/puddle_001.dx80.vtx"
Error! Invalid VTX file checksum: 1303719054, expected 1035761079 "models/props_urban/concrete_car_stop001.dx80.vtx"
Error! Invalid VTX file checksum: -404225048, expected -551091331 "models/props_equipment/firehosebox01.dx80.vtx"
Error! Invalid VTX file checksum: -1044252778, expected -1980529911 "models/props_docks/marina_firehosebox.dx80.vtx"
Error! Invalid VTX file checksum: 1441758039, expected 1547259282 "models/props_urban/air_conditioner001.dx80.vtx"
Error! Invalid VTX file checksum: -428703672, expected -2055839595 "models/props_interiors/side_table_square.dx80.vtx"
Error! Unable to load file "models/props_furniture/it_mkt_table2.dx80.vtx"
Error! Unable to load file "models/props_interiors/ceda_table_maps.dx80.vtx"
Error! Invalid VTX file checksum: 2019958384, expected 2053744288 "models/props_foliage/pine_001_extralarge.dx80.vtx"
Error! Invalid VTX file checksum: 2735722, expected -1057738346 "models/props_foliage/spruce_001_small.dx80.vtx"
Setting up ray-trace acceleration structure... Done (13.78 seconds)
13054 faces
3 degenerate faces
9018418 square feet [1298652160.00 square inches]
558 Displacements
3443624 Square Feet [495881856.00 Square Inches]
13051 patches before subdivision
13051 patches after subdivision
227 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (65)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 1781942, max 2813
transfer lists:  13.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(20960, 7854, 3280)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(2100, 811, 316)
Build Patch/Sample Hash Table(s).....Done<0.0919 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
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 (14)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 154/1024         7392/49152    (15.0%) 
brushes               4019/8192        48228/98304    (49.1%) 
brushsides           35459/65536      283672/524288   (54.1%) 
planes               29684/65536      593680/1310720  (45.3%) 
vertexes             26168/65536      314016/786432   (39.9%) 
nodes                 2572/65536       82304/2097152  ( 3.9%) 
texinfos              4450/12288      320400/884736   (36.2%) 
texdata                218/2048         6976/65536    (10.6%) 
dispinfos              558/0           98208/0        ( 0.0%) 
disp_verts           37526/0          750520/0        ( 0.0%) 
disp_tris            58272/0          116544/0        ( 0.0%) 
disp_lmsamples     6024324/0         6024324/0        ( 0.0%) 
faces                13054/65536      731024/3670016  (19.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            10817/65536      605752/3670016  (16.5%) 
leaves                2727/65536       87264/2097152  ( 4.2%) 
leaffaces            15568/65536       31136/131072   (23.8%) 
leafbrushes           6745/65536       13490/131072   (10.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges           110579/512000     442316/2048000  (21.6%) 
edges                72012/256000     288048/1024000  (28.1%) 
LDR worldlights        227/8192        19976/720896   ( 2.8%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips           2020/32768       20200/327680   ( 6.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         42372/65536       84744/131072   (64.7%) 
cubemapsamples          24/1024          384/16384    ( 2.3%) 
overlays               130/512         45760/180224   (25.4%) 
LDR lightdata         [variable]    30879076/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       78463/16777216 ( 0.5%) 
entdata               [variable]      293693/393216   (74.7%) 
LDR ambient table     2727/65536       10908/262144   ( 4.2%) 
HDR ambient table     2727/65536       10908/262144   ( 4.2%) 
LDR leaf ambient      7797/65536      218316/1835008  (11.9%) 
HDR leaf ambient      2727/65536       76356/1835008  ( 4.2%) 
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]           1/360110   ( 0.0%) 
pakfile               [variable]     2193883/0        ( 0.0%) 
physics               [variable]     1515881/4194304  (36.1%) 
physics terrain       [variable]      106912/1048576  (10.2%) 

Level flags = 0

Total triangle count: 40856
Writing c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\maps\rp_test_mrpv1.bsp
1 minute, 43 seconds elapsed
C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_test_mrpv1.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_test_mrpv1.bsp
0 File(s) copied
'Fast' compile finished in 00:01:55
13 errors/warnings logged:
(1) - Material not found!: [sub:1] (Caution)
(2) - Material not found!: [sub:1] (Caution)
(3) - Material not found!: [sub:1] (Caution)
(4) - Material not found!: [sub:1] (Caution)
(5) - Material not found!: [sub:1] (Caution)
(6) - Material not found!: [sub:1] (Caution)
(7) - Material not found!: [sub:1] (Caution)
(8) - Material not found!: [sub:1] (Caution)
(9) - Material [sub:1] uses unknown detail object type [sub:2]!  (Caution)
(10) - make_triangles:calc_triangle_representation: Cannot convert (Warning)
(11) - make_triangles:calc_triangle_representation: Cannot convert (Warning)
(12) - make_triangles:calc_triangle_representation: Cannot convert (Warning)
(13) - fastvis = true (Info)

Not really got much info past this, it's using a bunch of custom content. Models, materials etc. I've compiled other maps just fine before.

This useless box that seems like a text box.

useless box
For some strange reason when I try and click on the box it does nothing, im trying to make the copy function copy the bsp to my mod's maps folder, but it seems like I cant do it. Is this a glitch?

Issue packing model collisions

For some reason compile pal won't pack my custom models collision files. The collisions work and are turned on in hammer. The .phy file has the same name as the rest of the model files and sits in the same folder. Compile pal packs the model without any issue, error or warning and the files are correctly packed and working except for the .phy file.
I've tried with renaming and recompiling the map, running as admin and using other peoples custom props that compile pal manages to pack just fine into their levels. Whatever or whenever I pack, the model collisions won't be included. I tried packing with VIDE and its auto function finds and packs the collision files without any trouble.

I'm really at a loss here.

Edit:
Had someone pack the same files and it worked for them. I tried multiple versions of compile pal including the one he used that worked for him and the collisions still wont pack. :(

Edit 2:
I tried anything that comes to mind but can't get it to pack the .phy files. The files.txt correctly shows their origin and target paths but somehow compile pal won't add them to the bsp when packing without throwing any errors.

Hyper threading fail :(

Hi. I tryed to compile wia stock hammer editor tools and it's going really slow. In CompilePal it take forever to count how many treads my PC has. After that it's not going anywhere. Anyway i'm not sure if it's any issue just letting you know. Before compile a map disable hyper threading via BIOS.

(packing) Ensure the checksum for .mdl, .phy and .vtx are matching for each prop

(low priority, nice to have)
The goal is to ensure there is no conflicts in the case where people have multiple versions of the same prop under the same name (same internal path). Checking the checksum would ensures that the packing won't mix and match files of different versions (altho this is unlikely to happen in any sane folder structure). Mixing and matching prop files from different props under the same name will create errors when loading assets ingame.

https://developer.valvesoftware.com/wiki/MDL
https://developer.valvesoftware.com/wiki/VTX
https://developer.valvesoftware.com/wiki/PHY

Add the ability to input your own compile parameters

Hi ruarai and company,

I've been loving CompilePal and have been using it to compile maps for every game from TF2 to Insurgency and its been a real trooper. However, there is one major situation in which I will still use Hammer's compiler: when I have the game I'm compiling for open and I've been making edits that I want to update quickly into the game. This is pretty much 90% of the time I'm compiling, so the "-hijack" parameter has been extremely useful to me. It recycles the current instance of the game and reloads the map so you don't have to keep closing and opening the game to see changes made to the map.

I'm sure there are some other, more obscure compile parameters that some people use so it would be nice to be able to manually input your own parameters instead of selecting from a pre-defined list.

Thanks and great job so far!
Sevin

No warning when compiling without steam

TF2 can't load maps when steam isn't running, rendering cubemaps & any other compile options that require the game to be active useless.

You don't have to turn steam on for the user, just throwing up a "Steam is not running, are you sure you want to compile?" warning / alert would be enough imo

Crash when loading custom config

Reproduce:

  • Download Compile Pal from GitHub releases section
  • Extract to new folder
  • Launch CompilePal
  • Select Team Fortress 2 and "launch" it
  • Type "CUSTOM" into config name text entry
  • Hit "Save As"
  • Select CUSTOM from dropdown menu
    CompilePal will now crash and crash on launch until the CUSTOM config is deleted.

[REQUEST] Add compile log error checker

Hi there! I've been using CompilePal for quite awhile now and I have a feature request/idea. One of the most useful tools for mappers to check their work is the error page at Interlopers: http://www.interlopers.net/errors/

My request would be to add an error checker to CompilePal that scans for compile errors automatically after the compile has completed. Maybe the interlopers error checker could even somehow be integrated into CompilePal?

I can just envision the CompilePal GUI having a little red notification bubble in the bottom corner if there are compile errors, or a green checkmark if no errors are present. If errors are present, you could click on the notification and CompilePal would tell you what's wrong and what needs to be fixed.

CompilePal is a great application, and I think having this feature would honestly top it off and make it extremely popular for people to use as their primary map compiler.

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