Compile doesn't work

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Jorolap

L1: Registered
Jul 13, 2014
12
0
I wanted to compile my newest map but it takes more than 30min. and still nothing happens.
If anyone experinst the same problem or has a verry good pc can you pls help me.

I will post .vmf if you want but atleast it will take 12h until this is posted. (Timezones are the worst)
 

Jorolap

L1: Registered
Jul 13, 2014
12
0
It won't compile so I dont know what the problem is? I have 2219 numportals is that alot for a small map?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
It won't compile so I dont know what the problem is? I have 2219 numportals is that alot for a small map?
What do you define by small? About 2000 numportals is what's normal for a medium-sized map.

Mind posting your compile log?
 

Jorolap

L1: Registered
Jul 13, 2014
12
0
I cant find it beacous it crashes if it compiles for more than 10min so I don't know whats wrong , but when I use the normal,fast,fast type I get this :


** Executing...
** Command: "D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\BUREAUBLAD\IGG\cp_choke_v1_16.vmf"

Valve Software - vbsp.exe (Jan 19 2016)
8 threads
materialPath: D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading D:\BUREAUBLAD\IGG\cp_choke_v1_16.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5Brush 148: WARNING, microbrush
...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5Brush 148: WARNING, microbrush
...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\BUREAUBLAD\IGG\cp_choke_v1_16.prt...Building visibility clusters...
done (0)
*** 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) (183457 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1044 texinfos to 554
Reduced 11 texdatas to 11 (213 bytes to 213)
Writing D:\BUREAUBLAD\IGG\cp_choke_v1_16.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: "D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\tf" -fast "D:\BUREAUBLAD\IGG\cp_choke_v1_16"

Valve Software - vvis.exe (Jan 19 2016)
fastvis = true
8 threads
reading d:\bureaublad\igg\cp_choke_v1_16.bsp
reading d:\bureaublad\igg\cp_choke_v1_16.prt
1013 portalclusters
2991 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 21224 visible clusters (2.33%)
Total clusters visible: 910867
Average clusters visible: 899
Building PAS...
Average clusters audible: 1012
visdatasize:262003 compressed from 259328
writing d:\bureaublad\igg\cp_choke_v1_16.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed

** Executing...
** Command: "D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\tf" -noextra "D:\BUREAUBLAD\IGG\cp_choke_v1_16"

Valve Software - vrad.exe SSE (Jan 19 2016)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading d:\bureaublad\igg\cp_choke_v1_16.bsp
Setting up ray-trace acceleration structure... Done (0.15 seconds)
3097 faces
10 degenerate faces
500895 square feet [72129008.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3087 patches before subdivision
49909 patches after subdivision
sun extent from map=0.008727
69 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 5110896, max 717
transfer lists: 39.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1713164, 677085, 266989)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(875186, 134060, 3411)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(455542, 27765, 259)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(250175, 5907, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(137498, 1272, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(77411, 277, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(43593, 61, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(24876, 13, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(14212, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(8185, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4723, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2741, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1594, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(931, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(545, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(320, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(189, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(112, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(66, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(40, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(24, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(14, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0095 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (4)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 47/1024 2256/49152 ( 4.6%)
brushes 686/8192 8232/98304 ( 8.4%)
brushsides 5458/65536 43664/524288 ( 8.3%)
planes 2846/65536 56920/1310720 ( 4.3%)
vertexes 4794/65536 57528/786432 ( 7.3%)
nodes 2143/65536 68576/2097152 ( 3.3%)
texinfos 554/12288 39888/884736 ( 4.5%)
texdata 11/2048 352/65536 ( 0.5%)
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 3097/65536 173432/3670016 ( 4.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1504/65536 84224/3670016 ( 2.3%)
leaves 2191/65536 70112/2097152 ( 3.3%)
leaffaces 3625/65536 7250/131072 ( 5.5%)
leafbrushes 1480/65536 2960/131072 ( 2.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 20613/512000 82452/2048000 ( 4.0%)
edges 11825/256000 47300/1024000 ( 4.6%)
LDR worldlights 69/8192 6072/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 321/32768 3210/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4929/65536 9858/131072 ( 7.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1427596/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 262003/16777216 ( 1.6%)
entdata [variable] 64938/393216 (16.5%)
LDR ambient table 2191/65536 8764/262144 ( 3.3%)
HDR ambient table 2191/65536 8764/262144 ( 3.3%)
LDR leaf ambient 13750/65536 385000/1835008 (21.0%)
HDR leaf ambient 2191/65536 61348/1835008 ( 3.3%)
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] 1/12 ( 8.3%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 183457/4194304 ( 4.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 8439
Writing d:\bureaublad\igg\cp_choke_v1_16.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
14 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\BUREAUBLAD\IGG\cp_choke_v1_16.bsp" "D:\Program files\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\cp_choke_v1_16.bsp"
 
Jul 6, 2015
1,425
819
http://www.interlopers.net/errors/ - Site I used
Dear god this has SO many errors...
I suggest you copy the entire compile log, go to the site, and check it out for yourself but these are the biggest issues I saw on the long list of errors:

Side note: I suggest you func_detail alot of your map, as that is a common theme with many of the errors
Compiling takes too long
Description:
As you create bigger maps, the compile process will take longer and longer. You can prevent a lot of this by optimizing your map. By telling the compile tools what to ignore and how to work, you can seriously decrease the time needed to build your map.

Solution:
Optimize your map. Use func_detail and hints to speed up the compile process. Alternatively, you can use visgroups or cordon tools to only compile a part of your level. This is great for checking only a part of your level. Lastly, you can set vvis.exe and vrad.exe to [-fast], so they do a worse job (not for final compiles!) but much faster than before.
----
Error opening mapname.bsp
Description:
Half-life couldn't open your map. Did you recieve any errors in the compile process? Got your paths set up right? Maybe your map is empty?

Solution:
Scan your compile-log for other errors and fix those
----
The command failed. Windows reported the error: The system cannot find the file specified.
Description:
At the end of the compiling process the BSP file is copied from the directory your vmf file is in to the game/maps directory so it can be played. This error means it couldn't find the BSP to copy it.(the message Windows returns may vary on it's language)

The cause is usually some fatal error in vbsp.exe (the program that generates the bare bsp-file) so check for other errors in your log. The other cause is some invalid setup of directories, or bad mapnames, too long pathnames etc.
In which case you should also see the effects further upwards in the log (something like the other programs not being able to load your map). For mapnames, remember to avoid any strange characters, like brackets, dots, commas and spaces. try to build your mapname out of characters ( a-z ), numbers ( 0-9 ) and the underscore ( _ ) only. The exact cause is usally findable in the logfile.

Remember this error is not a cause of your map to not compile, it is merely a sign that your map didn't compile.

Solution:
Check your logfile for errors, check your directory setup or rename your map.
----
**** leaked ****
Description:
You have a leak. A leak is a hole in your map that exposes any entity in your map to the void (the black space outside your map).

Solution:
Fix the leak.
----
bmodel [number] has no head node (class '[entity-type]', targetname '[entity-name]')
Description:
A [entity-type] should be brush-based, but doesn't have a brush tied to it. This can happen for instance when you tie the brushes of this entity to another entity in "Ignore groups"-mode.

Solution:
Find your entity (use entity report in Hammer to filter for the entities class and/or name) and delete it or tie it to a brush.
----
brush [brush-id] , side [brushside-id]: duplicate plane
Description:
This error means you have a brush with coplanar planes (a.k.a. an invalid brush). simply put, two sides of the same brush aren't allowed to be on the same plane.

Solution:
The fix is to repair the brush, by either merging the two brushsides or moving them so they aren't on the same plane anymore. You can find the brush using view->goto brush number ( [brush-id] ).

See also:
Reference: Invalid solids
----
Brush [brush-id]: MAX_MAP_BRUSHSIDES
Description:
You have too many brushsides in your map. The mentioned brush is simply the first one that didn't fit in the buffer.
----
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Even though your maps has a lot of errors, the compiler in hammer does tend to freeze up (not responding) especially in the vrad part for me. I usually just leave it be and it finishes, so just give it some time. Or you can try using VBCT as it doesn't freeze up as badly.
 

Jorolap

L1: Registered
Jul 13, 2014
12
0
I don't understand how I can fix all this I am new and this is alot to take in for me could you pleas help me by going trough the vmf file whit me (do you have skype ?).
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
@Davekillerish did you hit "check log" after pasting it in the error checker...? Because you just gave a list of generic errors that appears on the site when you load the page. The actual log indicates that the compile is finishing and is mostly error-free, save for this one:

Brush 148: WARNING, microbrush

This does not cause a compile to fail by itself, but you can fix it by going to View > Go to brush number, pasting the number in, and either deleting or enlarging the brush you find. The compiler doesn't like super tiny brushes.

@Jorolap I highly doubt the compiler is actually crashing because the log shows that a bsp is being copied to your maps folder at the end. Are you absolutely sure it's not because you're trying to interact with Hammer while the compile is going? Because it may appear to stop responding, but rest assured that it's still working. You just have to leave it alone while it does its thing.
 
Jul 6, 2015
1,425
819

sooshey

:3c
aa
Jan 7, 2015
514
410
@Davekillerish You just copied and pasted the beginning of index of errors you can browse through (aka every single error that exists). If you put it through the checker you only get 3 results. What are you trying to say?
 
Jul 6, 2015
1,425
819
@Davekillerish You just copied and pasted the beginning of index of errors you can browse through (aka every single error that exists). If you put it through the checker you only get 3 results. What are you trying to say?
I did that exactly...
Dont make me look like a dck for pointing out errors i found in the compile and linking the site used.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
I did that exactly...
Dont make me look like a dck for pointing out errors i found in the compile and linking the site used.

I would suggest you learn how to read a compile log without the error checker, then...if you just skimmed through it, you'd see that it contains none of the errors you posted. Going to http://www.interlopers.net/errors/ and scrolling down without pasting anything in the box also shows the exact same list of errors you gave, word-for-word. These are generic errors, listed for reference, with no information like brush ID or coordinates attached.
 
Oct 6, 2008
1,947
445
vis and rad take the longest to do - watch your light_env anlges if you want rad to stand still have the light go horizontal - will take 48 hours to go 25% of it's process but you do get interesting light effects happening.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
vis and rad take the longest to do - watch your light_env anlges if you want rad to stand still have the light go horizontal - will take 48 hours to go 25% of it's process but you do get interesting light effects happening.
I still want to see what would happen, and you said you've done it. Mind sharing some pictures?
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
I would also steer away from compiling in Hammer. User Compile Pal instead! It's waaay better: https://github.com/ruarai/CompilePal

While this won't fix your errors. It'll let you still use hammer on something else while you wait for this to compile.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I would also steer away from compiling in Hammer. User Compile Pal instead! It's waaay better: https://github.com/ruarai/CompilePal

While this won't fix your errors. It'll let you still use hammer on something else while you wait for this to compile.
Not entirely.

All Compilepal (or any other external compiler for that matter) does is just add a GUI to VBSP, VVIS and VRAD which is what Hammer also uses to compile. You can compile with every single compiler out there, it will grind your system to a halt anyway since compiling takes up 100% of the CPU time. The only way to make your system not stop responding while compiling is via the -threads command available on the three compile steps. I always compile with the -thread command set on 7 (quad core i7 with hyperthreading makes 8 logical threads, I let the compilers use 7 of those threads) on both VVIS and VRAD (VBSP takes no time anyway so I let it use every thread to the max) so I can still use the computer I'm compiling with. That said, the -threads command is a bit misleading, as it still uses up all available cores/threads on your machine. It just doesn't task them fully (instead of actually dropping one thread for the compile process and using up the other 7 at 100%). But hey, it's Source. It does weird stuff like that.
 
Oct 6, 2008
1,947
445
I still want to see what would happen, and you said you've done it. Mind sharing some pictures?

I'll have to make up a simple test map for you and then compile something when I have nothing better for my machine to do - lol
 

henke37

aa
Sep 23, 2011
2,075
515
Not entirely.

All Compilepal (or any other external compiler for that matter) does is just add a GUI to VBSP, VVIS and VRAD which is what Hammer also uses to compile. You can compile with every single compiler out there, it will grind your system to a halt anyway since compiling takes up 100% of the CPU time. The only way to make your system not stop responding while compiling is via the -threads command available on the three compile steps. I always compile with the -thread command set on 7 (quad core i7 with hyperthreading makes 8 logical threads, I let the compilers use 7 of those threads) on both VVIS and VRAD (VBSP takes no time anyway so I let it use every thread to the max) so I can still use the computer I'm compiling with. That said, the -threads command is a bit misleading, as it still uses up all available cores/threads on your machine. It just doesn't task them fully (instead of actually dropping one thread for the compile process and using up the other 7 at 100%). But hey, it's Source. It does weird stuff like that.
I prefer the -low flag instead. Let them have as many threads as they like, just don't schedule them when there is something more important to do.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I prefer the -low flag instead. Let them have as many threads as they like, just don't schedule them when there is something more important to do.
All I ever do when compiling is watching some YouTube or general web browsing. And as I said, even with -threads set to a lower number it's still taking all the threads, it just doesn't use everything at full load.