Map won't fully compile...

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Hey, I've got another problem... Whenever I try to compile my map, it stops compiling after 10-15 seconds. I checked the map AND INTERLOPERS for problems and everything seems to be ok. But when I run the map, several brushes are missing, lights are all messed up, etc.

Here is my compile log in case you need it.

** Executing...
** Command: "c:\program files\steam\steamapps\jazzy_stick\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf" "C:\Documents and Settings\HP_Owner\My Documents\ctf_pool"

Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf\materials
Loading C:\Documents and Settings\HP_Owner\My Documents\ctf_pool.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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\HP_Owner\My Documents\ctf_pool.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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
Overlay touching too many faces (touching 112, max 64)
Overlay overlays/drain001 at 251.1 379.7 -1344.0

** Executing...
** Command: "c:\program files\steam\steamapps\jazzy_stick\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf" -fast "C:\Documents and Settings\HP_Owner\My Documents\ctf_pool"

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\documents and settings\hp_owner\my documents\ctf_pool.bsp
reading c:\documents and settings\hp_owner\my documents\ctf_pool.prt
1 portalclusters
0 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing c:\documents and settings\hp_owner\my documents\ctf_pool.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\jazzy_stick\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf" -noextra "C:\Documents and Settings\HP_Owner\My Documents\ctf_pool"

Valve Software - vrad.exe SSE (Nov 8 2007)

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

Loading c:\documents and settings\hp_owner\my documents\ctf_pool.bsp
Setting up ray-trace acceleration structure... Done (3.23 seconds)
4187 faces
819897 square feet [118065224.00 square inches]
60 Displacements
181586 Square Feet [26148472.00 Square Inches]
4187 patches before subdivision
83857 patches after subdivision
DecompressVis: 0 repeat

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\HP_Owner\My Documents\ctf_pool.bsp" "c:\program files\steam\steamapps\jazzy_stick\team fortress 2\tf\maps\ctf_pool.bsp"
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
open tf2 and see if it needs to be updated, that happened to me once...and after the update the map ran just fine

and just saying...it appears that the compile does finish, id recommend a 2nd opinion though, im still a newb at this :D
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Overlay touching too many faces (touching 112, max 64)
Overlay overlays/drain001 at 251.1 379.7 -1344.0

Thats your problem. go into hammer find the offending overlay (may not actually cover that many brushes) and delete it compile it again to make sure it works then try adding it back in smaller or in different location.
Its so nice it even gives you the co-ords of the overlay!
Note: If interlopers comes back negative then READ THE LOG YOURSELF The error usuall falls right out.
Edit: just gotta keep hammering in this compile log checking business, the more we say it, the more people will pick up on it. I stress it every time I say it, not because i'm having a go at you, but because its important. people need to become independant, one of the simplest ways of doing that with mapping is checking out errors yourself, whilst using interlopers isnt strictly independant its damn close to it, then if your best friend for finding errors fails read the log yourself, it only takes a moment.
 
Last edited:

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
While we're on the subject of checking your own compile logs, what does this mean?

Found a displacement edge abutting multiple other edges.

Also, is there a directory or glossary of common (and uncommon) compiler errors and warnings?
 

phatal

L6: Sharp Member
Jan 8, 2008
259
21
open tf2 and see if it needs to be updated, that happened to me once...and after the update the map ran just fine

and just saying...it appears that the compile does finish, id recommend a 2nd opinion though, im still a newb at this :D

This has happened so many times for me as well. The first few times I was clueless.
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Thats your problem. go into hammer find the offending overlay (may not actually cover that many brushes) and delete it compile it again to make sure it works then try adding it back in smaller or in different location.
Its so nice it even gives you the co-ords of the overlay!
Note: If interlopers comes back negative then READ THE LOG YOURSELF The error usuall falls right out.
Edit: just gotta keep hammering in this compile log checking business, the more we say it, the more people will pick up on it. I stress it every time I say it, not because i'm having a go at you, but because its important. people need to become independant, one of the simplest ways of doing that with mapping is checking out errors yourself, whilst using interlopers isnt strictly independant its damn close to it, then if your best friend for finding errors fails read the log yourself, it only takes a moment.

Yea, you were right about the overlay thing. Thanks.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
This has happened so many times for me as well. The first few times I was clueless.

yeah...it took me quite awhile to figure that one out, but not as long as it took me to notice that my light_env slipped out of the map when I shrunk the skybox <_<

and I can't help but notice your sig, i happen to have the same processor. What temp is yours running at? Ive only overclocked it to 3.2 before it got too hot for my liking
 

phatal

L6: Sharp Member
Jan 8, 2008
259
21
I can't help but notice your sig, i happen to have the same processor. What temp is yours running at? Ive only overclocked it to 3.2 before it got too hot for my liking

When I'm running her at 3.6 I idle at 39-40C, but my cores stay around 35-38C. After compiling my level with hdr -slow (~5 minutes to complete) she can get up to 60C cores 52-56. I live in GA so it gets really hot. :D When it was colder I'd stay around 33 idle and 50 under load.

What heatsink do you have and what vcore do you run @ 3.2. You probably should only need 1.31. I think I have mine @ 1.39 or 1.41.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
hmm...mine is about the same when idle, but it only gets up to about 46 at full load (it was running room temp before i oced it)
my heatsink is some copper setup, no idea what the name is, and i used some silver based thermal compound

and i have absolutely no idea what vcore is...ill take a look on google and get back to you XD

ahh...just checked, and i never actually did that, I only went as far as increasing the frequency of the fsb