vbis getting stuck

veng

L1: Registered
Jul 22, 2014
46
3
i've been in the steam chat getting some help on this problem but I still can't seem to fix it. My bvis is not responding and sometimes just crashes. I've tried to compile my map on vbct and still gets stuck. I figured there was a leak so I just made a huge box for the skybox that contains everything and I'm still getting stuck. This all started happening when I started adding a shit ton of displacements and some props.

here is the link to the ginormous sky box.

https://drive.google.com/file/d/0B8Fdv9mIgcM5V01YUk5zSTQ1WEk/view?usp=sharing

Thanks for helping I really appreciate it guys it has been really frustrating.

edit: vbsp is getting stuck. i don't know what vbis is.
 
Last edited:

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
It's also worth noting that putting a huge skybox box around your map isn't going to fix all leaks.

Not every leak is the result of bits of the map touching the void but the majority of them are.

You can still have leaks without an entity being able to see the void.

EDIT: But yes do what YM said.
 

veng

L1: Registered
Jul 22, 2014
46
3
Compile log in here -> www.interlopers.net/errors/
If that doesn't give you something to fix, post the log here.
Valve Software - vbsp.exe (Dec 7 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\HammerAutosave\koth_outland_a14.vmf
Patching WVT material: maps/koth_outland_a14/moon/blend_moon_dust_moon_craters2_wvt_patch
Patching WVT material: maps/koth_outland_a14/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/koth_outland_a14/moon/blend_moon_dust_moon_craters3_wvt_patch
Patching WVT material: maps/koth_outland_a14/moon/blend_moon_dust_moon_craters_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 618 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\HammerAutosave\koth_outland_a14.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (301203 bytes)

interlopers didn't give me much. The compile gets stuck here.

It's also worth noting that putting a huge skybox box around your map isn't going to fix all leaks.

Not every leak is the result of bits of the map touching the void but the majority of them are.

You can still have leaks without an entity being able to see the void.

EDIT: But yes do what YM said.

Really? How does that work? and how can I fix it?
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Really? How does that work? and how can I fix it?

Typically I think of areaportals leaks.

Based on your compile log though you don't seem to have a leak.

If the compile isn't finishing/the compile seems to hang then I think something is seriously wrong with your map.
 

veng

L1: Registered
Jul 22, 2014
46
3
Also to note i'm using props from rd_ asteroid. Perhaps not totally implemented props are to cause?
 

YM

LVL100 YM
aa
Dec 5, 2007
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Are you using power 4 displacements?
Are you making a single face from each brush the displacement, or all 6?
 

veng

L1: Registered
Jul 22, 2014
46
3
Are you using power 4 displacements?
Are you making a single face from each brush the displacement, or all 6?

Earlier I was using all 6 faces for displacements but my map compiled fine then and only in a few cases.Since the added displacements they have all been 1 faced. I havn't used power 4, only 3 to my knowledge. Is there a way to mass check?
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Disable all visgroups except for displacements and check them, though if I were you I would straight up destroy all existing displacements and do them again from scratch.

I did notice this in your compile log error report:
f6ab08fabf.png


Have a look at that, however this should not cause the compile to fail at all.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
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Disable all visgroups, enable displacement, select all, shift-a, displacement tab, should tell you the power on the bottom; if it's blank there's multiple powers, which means there's probably a power four somewhere. Unless you remember changing the power there shouldn't be any though.
 

veng

L1: Registered
Jul 22, 2014
46
3
Disable all visgroups except for displacements and check them, though if I were you I would straight up destroy all existing displacements and do them again from scratch.

I did notice this in your compile log error report:

Have a look at that, however this should not cause the compile to fail at all.


god no; so many hours with displacements i'd die If I had to redo them. I ran with only displacments on and vbsp just crashes.

here is the log

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\HammerAutosave\koth_outland_a14.vmf"

Valve Software - vbsp.exe (Dec 7 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\HammerAutosave\koth_outland_a14.vmf
Patching WVT material: maps/koth_outland_a14/moon/blend_moon_dust_moon_craters3_wvt_patch
Patching WVT material: maps/koth_outland_a14/moon/blend_moon_dust_moon_craters2_wvt_patch
Patching WVT material: maps/koth_outland_a14/moon/blend_moon_dust_moon_craters_wvt_patch
fixing up env_cubemap materials on brush sides...
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -fast "C:\HammerAutosave\koth_outland_a14"

Valve Software - vvis.exe (Dec 7 2014)
fastvis = true
4 threads
reading c:\hammerautosave\koth_outland_a14.bsp
Error opening c:\hammerautosave\koth_outland_a14.bsp

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -noextra "C:\HammerAutosave\koth_outland_a14"

Valve Software - vrad.exe SSE (Dec 7 2014)

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

Loading c:\hammerautosave\koth_outland_a14.bsp
Error opening c:\hammerautosave\koth_outland_a14.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\HammerAutosave\koth_outland_a14.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\koth_outland_a14.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
 

veng

L1: Registered
Jul 22, 2014
46
3
Disable all visgroups, enable displacement, select all, shift-a, displacement tab, should tell you the power on the bottom; if it's blank there's multiple powers, which means there's probably a power four somewhere. Unless you remember changing the power there shouldn't be any though.

Wow neat!

Yeah all power 3.
 

veng

L1: Registered
Jul 22, 2014
46
3
Interloper's is giving me too many displacement errors. Could this be the cause?
 

veng

L1: Registered
Jul 22, 2014
46
3
Interloper's is giving me too many displacement errors. Could this be the cause?

Fixed that issue but I'm still not able to compile map. still getting stuck on VBSP

edit:the vbsp just crashes after a bit.
 
Last edited:

veng

L1: Registered
Jul 22, 2014
46
3
FIXED IT. A prop was making it so the vbsp crash. The skybox props for rd_asteroid i'd suggest you guys don't use them yet. (the nebula / stars)
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
FIXED IT. A prop was making it so the vbsp crash. The skybox props for rd_asteroid i'd suggest you guys don't use them yet. (the nebula / stars)

Asteroid doesn't even use those props anymore I don't think, it uses particles for the skybox elements instead now.