Compile doesn't complete

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Now this just baffles me completely. My map won't compile properly, as it skips large parts of the compile for some reason. I've been unable to get a solution from the chat, so I'll post my compile log here. Hopefully someone will be able to help.

By the way. Yes I have checked Interlopers.

Also, compile was run with fast VIS and RAD.

Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kirderf22\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\kirderf22\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.vmf
Patching WVT material: maps/cp_blackgold_a1/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/cp_blackgold_a1/nature/blendgroundtograss007_wvt_patch
Patching WVT material: maps/cp_blackgold_a1/nature/blendgroundtogravel001_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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 18 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 7 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (220520 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 443 texinfos to 260
Reduced 42 texdatas to 37 (1110 bytes to 882)
Writing C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\kirderf22\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.bsp
reading c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.prt
 438 portalclusters
1041 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 8775 visible clusters (0.00%)
Total clusters visible: 111097
Average clusters visible: 253
Building PAS...
Average clusters audible: 422
visdatasize:48661  compressed from 49056
writing c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\kirderf22\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.bsp
Setting up ray-trace acceleration structure... Done (1.94 seconds)
2055 faces
625545 square feet [90078592.00 square inches]
290 Displacements
145668 Square Feet [20976284.00 Square Inches]
2055 patches before subdivision
52375 patches after subdivision
41 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (6)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 3476313, max 349
transfer lists:  26.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(249584, 148409, 141083)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(35282, 11189, 12288)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(7807, 2046, 1916)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(1907, 529, 400)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(531, 168, 104)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(159, 57, 30)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(52, 20, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(18, 7, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(6, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0306 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  25/1024         1200/49152    ( 2.4%) 
brushes                606/8192         7272/98304    ( 7.4%) 
brushsides            3925/65536       31400/524288   ( 6.0%) 
planes                1476/65536       29520/1310720  ( 2.3%) 
vertexes              3612/65536       43344/786432   ( 5.5%) 
nodes                 1243/65536       39776/2097152  ( 1.9%) 
texinfos               260/12288       18720/884736   ( 2.1%) 
texdata                 37/2048         1184/65536    ( 1.8%) 
dispinfos              290/0           51040/0        ( 0.0%) 
disp_verts            7250/0          145000/0        ( 0.0%) 
disp_tris             9280/0           18560/0        ( 0.0%) 
disp_lmsamples      361524/0          361524/0        ( 0.0%) 
faces                 2055/65536      115080/3670016  ( 3.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1516/65536       84896/3670016  ( 2.3%) 
leaves                1269/65536       40608/2097152  ( 1.9%) 
leaffaces             2065/65536        4130/131072   ( 3.2%) 
leafbrushes           1309/65536        2618/131072   ( 2.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            15468/512000      61872/2048000  ( 3.0%) 
edges                 9581/256000      38324/1024000  ( 3.7%) 
LDR worldlights         41/8192         3608/720896   ( 0.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            198/32768        1980/327680   ( 0.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          3204/65536        6408/131072   ( 4.9%) 
cubemapsamples           3/1024           48/16384    ( 0.3%) 
overlays                37/512         13024/180224   ( 7.2%) 
LDR lightdata         [variable]     2313268/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       48661/16777216 ( 0.3%) 
entdata               [variable]       31914/393216   ( 8.1%) 
LDR ambient table     1269/65536        5076/262144   ( 1.9%) 
HDR ambient table     1269/65536        5076/262144   ( 1.9%) 
LDR leaf ambient      6550/65536      183400/1835008  (10.0%) 
HDR leaf ambient      1269/65536       35532/1835008  ( 1.9%) 
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]           1/1441280  ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/16138    ( 0.0%) 
pakfile               [variable]        1811/0        ( 0.0%) 
physics               [variable]      220520/4194304  ( 5.3%) 
physics terrain       [variable]       39564/1048576  ( 3.8%) 

Level flags = 0

Total triangle count: 5361
Writing c:\program files (x86)\steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.bsp
44 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1.bsp" "c:\program files (x86)\steam\steamapps\kirderf22\team fortress 2\tf\maps\cp_blackgold_a1.bsp"

As I was told by Interlopers, this is the interesting part:

Code:
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 7 displacement corner-neighbor lists.

I've tried eliminating this problem by splitting displacements into tiny bits to make sure that pretty much all of them were only facing one other displacement on each side... I tried putting some of them in visgroups to see where the "bad" displacement was, but even when I had eliminated all possible offending displacements, "Found a displacement edge abutting multiple other edges." still remained (the latter line disappeared) and the compile still didn't complete. I'm in desperate need for some help now.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
It looks like it's doing everything to me. Are you aware you have -fast stuck in vvis after the -game parameter? I could take a look at the VMF when I get back from lunch if you want.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
It's pretty strange if it's doing it all, because it does it in half a minute or so. :S

I can send you the VMF in a forum PM.

EDIT: I don't really know what you mean by -fast being stuck in vvis after the -game parameter.
 

Steff0o

L6: Sharp Member
May 31, 2009
295
132
EDIT: I don't really know what you mean by -fast being stuck in vvis after the -game parameter.

** Parameters: -game "c:\program files (x86)\steam\steamapps\kirderf22\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\kirderf22\sourcesdk_content\tf\mapsrc\cp_blackgold_a1"
i think he means that that file path isnt meant to be there
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
No, the filepath is required, that's telling it what map to run on. The point is vvis is running on fast mode because that is there (meaning something is left out of the compile). I just figured he may not have known it was there because it's after the big long path for the game parameter.
 

Eradicatus

L1: Registered
Oct 2, 2009
30
7
"displacement edge abutting multiple other edges."

This means more than two edges connected have displacements on them.

As an example:

If you have two brush cubes next to each other, and make the two front faces into displacements, it will be OK.
If you accidentally select one of the faces that shares the edge between the two front faces and also make this into a displacement, making a total of three displacements in a "T" (non manifold, or "impossible" geometry) position, you will receive this error.
 

Cynick

L4: Comfortable Member
Feb 7, 2010
153
284
"displacement edge abutting multiple other edges."

This means more than two edges connected have displacements on them.

As an example:

If you have two brush cubes next to each other, and make the two front faces into displacements, it will be OK.
If you accidentally select one of the faces that shares the edge between the two front faces and also make this into a displacement, making a total of three displacements in a "T" (non manifold, or "impossible" geometry) position, you will receive this error.

That's correct, but it usually doesn't crash the compiler IIRC

You don't have any displacements that have more or less than 4 sides, do you? Because all displacement faces MUST be quadrilaterals, or the compile will crash/freeze. Or func_detail displacements?
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
The compiler didn't crash though, it just appeared to do stuff unnaturally fast. The cause of my problem was... pretty much what Eradicatus explained.

Either way, I think this has been taken care of now. Thanks for the help, everyone.