Almost done, stuck though

Fateye

L1: Registered
Jul 14, 2008
6
0
I created something that doesn't want to compile but can't figure out what. I'm sure this is common but whenever I make something in hammer thats screwed up nothing I make afterwards thats ok will compile when testing. Here is my compile log...


** Executing...
** Command: "d:\valve\steam\steamapps\louie174\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\valve\steam\steamapps\louie174\team fortress 2\tf" "D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: d:\valve\steam\steamapps\louie174\team fortress 2\tf\materials
Loading D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity.vmf
Patching WVT material: maps/cubecity/nature/blendgroundtograss002_wvt_patch
Patching WVT material: maps/cubecity/nature/blendgroundtograss003_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 (1)
Find Visible Detail Sides...
Merged 15980 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (3501 prims, max 32768 :: 65562 indices, max 65536)


** Executing...
** Command: "d:\valve\steam\steamapps\louie174\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\valve\steam\steamapps\louie174\team fortress 2\tf" -fast "D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity"

Valve Software - vvis.exe (Mar 11 2008)
fastvis = true
2 threads
reading d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.bsp
reading d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.prt
LoadPortals: couldn't read d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.prt


** Executing...
** Command: "d:\valve\steam\steamapps\louie174\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "d:\valve\steam\steamapps\louie174\team fortress 2\tf" -noextra "D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity"

Valve Software - vrad.exe SSE (Mar 11 2008)

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

Loading d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.bsp
Setting up ray-trace acceleration structure... Done (4.54 seconds)
25950 faces
2 degenerate faces
6022669 square feet [867264384.00 square inches]
6 Displacements
4580 Square Feet [659538.50 Square Inches]
25948 patches before subdivision
303338 patches after subdivision
67 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (36)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (374)
transfers 92771902, max 3417
transfer lists: 707.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (47)
Bounce #1 added RGB(595580, 602388, 541398)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (16)
Bounce #2 added RGB(121951, 110689, 84819)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(34608, 29618, 20721)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #4 added RGB(10495, 7997, 4962)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(3885, 2618, 1487)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1419, 827, 421)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #7 added RGB(582, 293, 136)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(229, 99, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(97, 37, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #10 added RGB(39, 13, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(17, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(7, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #13 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<16.5049 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (67)
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 (73)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 227/1024 10896/49152 (22.2%)
brushes 8065/8192 96780/98304 (98.4%) VERY FULL!
brushsides 57094/65536 456752/524288 (87.1%) VERY FULL!
planes 21786/65536 435720/1310720 (33.2%)
vertexes 39417/65536 473004/786432 (60.1%)
nodes 6182/65536 197824/2097152 ( 9.4%)
texinfos 4782/12288 344304/884736 (38.9%)
texdata 87/2048 2784/65536 ( 4.2%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 486/0 9720/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 13320/0 13320/0 ( 0.0%)
faces 25950/65536 1453200/3670016 (39.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 20421/65536 1143576/3670016 (31.2%)
leaves 6410/65536 205120/2097152 ( 9.8%)
leaffaces 32920/65536 65840/131072 (50.2%)
leafbrushes 11541/65536 23082/131072 (17.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 211868/512000 847472/2048000 (41.4%)
edges 128990/256000 515960/1024000 (50.4%)
LDR worldlights 67/8192 5896/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 3481/32768 34810/327680 (10.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 65424/65536 130848/131072 (99.8%) VERY FULL!
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 12954596/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1493169/16777216 ( 8.9%)
entdata [variable] 180574/393216 (45.9%)
LDR ambient table 6410/65536 25640/262144 ( 9.8%)
HDR ambient table 6410/65536 25640/262144 ( 9.8%)
LDR leaf ambient 26978/65536 755384/1835008 (41.2%)
HDR leaf ambient 6410/65536 179480/1835008 ( 9.8%)
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] 434758/0 ( 0.0%)
physics [variable] 2768137/4194304 (66.0%)
physics terrain [variable] 1566/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 78287
Writing d:\valve\steam\steamapps\louie174\sourcesdk_content\tf\mapsrc\cubecity.bsp
11 minutes, 15 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Valve\Steam\SteamApps\louie174\sourcesdk_content\tf\mapsrc\cubecity.bsp" "d:\valve\steam\steamapps\louie174\team fortress 2\tf\maps\cubecity.bsp"


** Executing...
** Command: "d:\valve\steam\steamapps\louie174\team fortress 2\hl2.exe"
** Parameters: -game "d:\valve\steam\steamapps\louie174\team fortress 2\tf" +map "cubecity"

anyone know what it might be? i'm just about finished with my map, just touching things up abit.

This in particular stands out
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 (1)
Find Visible Detail Sides...
Merged 15980 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (3501 prims, max 32768 :: 65562 indices, max 65536)
 
Last edited:

ArsenaL

L1: Registered
Jun 7, 2008
49
42
Too many T-juncs to fix up!


Description:
(from Jeff Lane, Valve) "VBSP does cleanup of edges where func_detail geometry meets world geometry to avoid getting visual cracks. One of the ways it does is this by elminating t-junctions. It sounds like you may have hit a limit of the number of those cleanups in the level.

Solution:
If that is the case, you could fix the problem by reducing the number of func_detail brushes in the level, especially ones that touch non-detail geometry. It's probably a sign that you have too much complex brush geometry in the level, and would benefit from having some of it be model geometry instead."
 

drp

aa
Oct 25, 2007
2,273
2,628
just skimming through your compile log, this jumped up at me.

Too many t-junctions to fix up! (3501 prims, max 32768 :: 65562 indices, max 65536)
 

Altaco

L420: High Member
Jul 3, 2008
484
120
As well as the fact that you have a huge number of brushes, and too much func_detail (waterindices = func_detail). Could we see a screenshot of the map?