Compile freezes at "Computing Prop Detail"

Anagram Man

L2: Junior Member
Nov 30, 2009
71
15
or something amongst that nature.
I've tried waiting for a while (1 hour), it's a very VERY small map.
I've tried VBCT, and copied that into interloppers error thing.
Didn't help.

i r clooless
 
Jan 20, 2010
1,317
902
Are you using alpha textures with detail props or is it doing it without those?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Could you post the compile log?

Before you do. Have you read it yourself? it usually isn't long and errors are usually obvious.

Further more, its pausing at a particular point, so do some investigation into what that point is (ie google prop_detail)..You'll find that detail props are the sprites of grass that spawn from displacements. So you've probably just got near the maximum number of prop_details being spawned by your displacements and should think about reducing it. (64k is the max)
 

Anagram Man

L2: Junior Member
Nov 30, 2009
71
15
I don't even hav- Wait, I have 1 displacement in my map, and I haven't even touched Paint Alpha; here is the compile log, bare with me it's VBCT -







Map File Selected: D:\1stchaptermaptest5.vmf
There is no Custom Profile to load: D:\Stuff\VBCT\1stchaptermaptest5.pro

Full Compile Selected!

NOTE: old vbsp log file deleted: D:\1stchaptermaptest5_vbsp_old.log
NOTE: old vvis log file deleted: D:\1stchaptermaptest5_vvis_old.log

NOTE: existing vbsp log file renamed to : D:\1stchaptermaptest5_vbsp_old.log
NOTE: existing vvis log file renamed to : D:\1stchaptermaptest5_vvis_old.log
Compile Start Time: Friday, March 05, 2010, 3:46:05 PM

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP: d:\steam\steamapps\essilence\sourcesdk\bin\ep1\bin\vbsp.exe -game "d:\steam\steamapps\essilence\half-life 2\hl2" "D:\1stchaptermaptest5"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: d:\steam\steamapps\essilence\half-life 2\hl2\materials
Loading D:\1stchaptermaptest5.vmf
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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\1stchaptermaptest5.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 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) (29063 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 56 texinfos to 42
Reduced 13 texdatas to 12 (323 bytes to 274)
Writing D:\1stchaptermaptest5.bsp
1 second elapsed

Compile Complete for this module.
VBSP Completed: Friday, March 05, 2010, 3:46:08 PM
VBSP: Compile time: 1 second elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS: d:\steam\steamapps\essilence\sourcesdk\bin\ep1\bin\vvis.exe -game "d:\steam\steamapps\essilence\half-life 2\hl2" "D:\1stchaptermaptest5"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading d:\1stchaptermaptest5.bsp
reading d:\1stchaptermaptest5.prt
165 portalclusters
433 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 34 visible clusters (0.00%)
Total clusters visible: 12303
Average clusters visible: 74
Building PAS...
Average clusters audible: 163
visdatasize:8137 compressed from 7920
writing d:\1stchaptermaptest5.bsp
2 seconds elapsed

Compile Complete for this module.
VVIS Completed: Friday, March 05, 2010, 3:46:12 PM
VVIS: Compile time: 2 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD: d:\steam\steamapps\essilence\sourcesdk\bin\ep1\bin\vrad.exe -game "d:\steam\steamapps\essilence\half-life 2\hl2" "D:\1stchaptermaptest5"

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\1stchaptermaptest5.bsp
564 faces
2 degenerate faces
121039 square feet [17429656.00 square inches]
3 displacements
555 square feet [79933.63 square inches]
562 patches before subdivision
5205 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 326405, max 367
transfer lists: 2.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2639, 2359, 2025)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(285, 236, 179)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(43, 33, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(11, 7, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0045 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...










I've tried fast, but it didn't work.
For some reason it didn't even get to 3. :/
 

Resistance

L2: Junior Member
Mar 24, 2009
55
1
Only thing I can think of is to first eliminate the possibilities. I would try creating a new quick small box map and make sure it compiles and doesn't hang up. If it works, then you can eliminate Hammer being wonky and know that it's something with your map.

Then try compiling your map without props and/or entities (except at least 1 entity) and see if that stops it. If that doesn't work, then take sections of your map and compile only those sections and see if it stops....
 

Anagram Man

L2: Junior Member
Nov 30, 2009
71
15
Only thing I can think of is to first eliminate the possibilities. I would try creating a new quick small box map and make sure it compiles and doesn't hang up. If it works, then you can eliminate Hammer being wonky and know that it's something with your map.

Then try compiling your map without props and/or entities (except at least 1 entity) and see if that stops it. If that doesn't work, then take sections of your map and compile only those sections and see if it stops....

When I turn VRAD off it works.
:/
 

Resistance

L2: Junior Member
Mar 24, 2009
55
1
well... one thing that may work is you could add this to the parameters for compiling:

-nodetaillight

Don't light detail props.


Doesn't really fix the problem though, just skips over it.