- Jul 2, 2010
- 79
- 40
Ive been reduced to making the rest of my map in sections for the sole reason that the whole first half of the map wont compile and I've tried everything in my power to try and get to the bottom of the problem and I'm at a loss. Yes this is a Metal Gear Solid map that I plan to release in a month or two but this is one hell of an annoying road block I'm going to admit this I suck at fixing problems in hammer when I run into a problem I cant figure out I start over again I've put a lot of work into this an I really don't feel like having to boot up my PS3 for another 4 months re doing this. The problems started happening as soon as I finished the Nuclear Warhead Storage Building. If I need to I can provide the vmf for the first half of the map (just pm me your email.) The people who help me fix this will be in the development credits.
The Main Thread For My Map (so you can see how much work I've put into it)
http://forums.tf2maps.net/showthread.php?t=15379
-compile log-
(I know fast compile is bad but not for testing)
The Main Thread For My Map (so you can see how much work I've put into it)
http://forums.tf2maps.net/showthread.php?t=15379
-compile log-
VBSP Advanced: -notjunc
VVIS Advanced:
VRAD Advanced:
Welcome to VBCT
Session Date: Tuesday, November 30, 2010, 10:12:11 PM
VBCT Version: 1.0L Beta
Fast Compile Selected!
Compile Start Time: Tuesday, November 30, 2010, 10:12:12 PM
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: d:\steam\steamapps\user\sourcesdk\bin\orangebox\bin\vbsp.exe -leaktest -notjunc -game "d:\steam\steamapps\user\team fortress 2\tf" "D:\Steam\steamapps\user\sourcesdk_content\tf\MGSTF\CP_Ice_Bound_Inferno_2"
Valve Software - vbsp.exe (Jul 7 2010)
leaktest = true
notjunc = true
2 threads
materialPath: d:\steam\steamapps\user\team fortress 2\tf\materials
Loading D:\Steam\steamapps\user\sourcesdk_content\tf\MGSTF\CP_Ice_Bound_Inferno_2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_ice_bound_inferno_2/swamp/brick/blendswampcobble001_wvt_patch
Patching WVT material: maps/cp_ice_bound_inferno_2/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/cp_ice_bound_inferno_2/nature/blendrockgroundwallsnow_wvt_patch
Patching WVT material: maps/cp_ice_bound_inferno_2/nature/snowblend003_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 4984 detail faces...done (5)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (14)
writing D:\Steam\steamapps\user\sourcesdk_content\tf\MGSTF\CP_Ice_Bound_Inferno_2.prt...Building visibility clusters...
done (1)
Too many unique verts, max = 65536 (map has too much brush geometry)
Compile Complete for this module.
VBSP Completed: Tuesday, November 30, 2010, 10:12:43 PM
Abnormal Exit in VBSP ParseLog caught!
Catch: in vbsp_finish!
(I know fast compile is bad but not for testing)
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