- Jan 7, 2014
- 9
- 0
This problem's surfaced quite often around the internet quite frequently, but not recently from all the research I've done.
Title says it all, VBSP crashes during compile. Porting 100's of surf maps from CS:S to TF2, it's never once happened, but lo and behold, I decide to make a map of my own and it won't compile.
I've haven't even had this problem before with this map until just recently (a couple days ago?), but now, VBSP will only run for about 5 seconds, then vvis and vrad kick in as they usually do.
When I do compile the map, it reverts back to an older compile and all the changes I've made to it don't save, and most of the geometry 'flashes' in and out of existence. Models I"ve made for the map don't show up either.
I've done everything everybody's suggested on the internet~reinstalling sdk, steam, fixing displacements, running the compile log through interlopers (which they haven't found anything wrong with), reverting .vtf's back to an older version (7.2), propping complicated brushwork, cutting down large sized geometry, even giving the .vmf to a friend and having him try compiling it...which he was able to do easily. It just won't compile for me and I'm now completely clueless as to what to do.
I wondered if any of you professional sort would be able to throw a few ideas on the table as to why it won't work.
The compile log, if anybody's interested. Maybe there's something on it that I'm not seeing.
Title says it all, VBSP crashes during compile. Porting 100's of surf maps from CS:S to TF2, it's never once happened, but lo and behold, I decide to make a map of my own and it won't compile.
I've haven't even had this problem before with this map until just recently (a couple days ago?), but now, VBSP will only run for about 5 seconds, then vvis and vrad kick in as they usually do.
When I do compile the map, it reverts back to an older compile and all the changes I've made to it don't save, and most of the geometry 'flashes' in and out of existence. Models I"ve made for the map don't show up either.
I've done everything everybody's suggested on the internet~reinstalling sdk, steam, fixing displacements, running the compile log through interlopers (which they haven't found anything wrong with), reverting .vtf's back to an older version (7.2), propping complicated brushwork, cutting down large sized geometry, even giving the .vmf to a friend and having him try compiling it...which he was able to do easily. It just won't compile for me and I'm now completely clueless as to what to do.
I wondered if any of you professional sort would be able to throw a few ideas on the table as to why it won't work.
The compile log, if anybody's interested. Maybe there's something on it that I'm not seeing.
Code:
================== VBSP ==================
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\John\Desktop\Source Editing\MAPS\surf_iT\nastystage3.vmf
Patching WVT material: maps/nastystage3/nature/blendrockgroundwallforest004_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 614 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\John\Desktop\Source Editing\MAPS\surf_iT\nastystage3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/mpa115*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/mpa115*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (1) (357627 bytes)
Unable to load vertex data "models/end_pylon.vvd"
Compile Complete
0 minutes, 5 seconds elapsed
================== VVIS ==================
2 threads
reading c:\users\john\desktop\source editing\maps\surf_it\nastystage3.bsp
reading c:\users\john\desktop\source editing\maps\surf_it\nastystage3.prt
460 portalclusters
1254 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 192 visible clusters (0.39%)
Total clusters visible: 49086
Average clusters visible: 106
Building PAS...
Average clusters audible: 176
visdatasize:47247 compressed from 58880
writing c:\users\john\desktop\source editing\maps\surf_it\nastystage3.bsp
1 minute, 3 seconds elapsed
================== VRAD ==================
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\john\desktop\source editing\maps\surf_it\nastystage3.bsp
5887 faces
14 degenerate faces
5404252 square feet [778212352.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5873 patches before subdivision
zero area child patch
zero area child patch
191779 patches after subdivision
4 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 15071719, max 583
transfer lists: 115.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(242112, 312560, 321264)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(56519, 66049, 55165)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(14910, 16455, 11276)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4384, 4491, 2596)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1353, 1288, 629)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(433, 382, 167)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(142, 116, 45)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(47, 36, 14)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(16, 11, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(5, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1554 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 20/1024 960/49152 ( 2.0%)
brushes 671/8192 8052/98304 ( 8.2%)
brushsides 7791/65536 62328/524288 (11.9%)
planes 10644/65536 212880/1310720 (16.2%)
vertexes 8175/65536 98100/786432 (12.5%)
nodes 1535/65536 49120/2097152 ( 2.3%)
texinfos 1058/12288 76176/884736 ( 8.6%)
texdata 31/2048 992/65536 ( 1.5%)
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 5887/65536 329672/3670016 ( 9.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2111/65536 118216/3670016 ( 3.2%)
leaves 1556/65536 49792/2097152 ( 2.4%)
leaffaces 7185/65536 14370/131072 (11.0%)
leafbrushes 2287/65536 4574/131072 ( 3.5%)
areas 4/256 32/2048 ( 1.6%)
surfedges 35233/512000 140932/2048000 ( 6.9%)
edges 19142/256000 76568/1024000 ( 7.5%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 444/32768 4440/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6909/65536 13818/131072 (10.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7278236/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 47247/16777216 ( 0.3%)
entdata [variable] 7243/393216 ( 1.8%)
LDR ambient table 1556/65536 6224/262144 ( 2.4%)
HDR ambient table 1556/65536 6224/262144 ( 2.4%)
LDR leaf ambient 7544/65536 211232/1835008 (11.5%)
HDR leaf ambient 1556/65536 43568/1835008 ( 2.4%)
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] 1/978 ( 0.1%)
pakfile [variable] 32791110/0 ( 0.0%)
physics [variable] 244062/4194304 ( 5.8%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 15080
Writing c:\users\john\desktop\source editing\maps\surf_it\nastystage3.bsp
1 minute, 55 seconds elapsed
Last edited: