Strange compile errors...*fixed*

DrSquishy

we've all had better times to die
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Feb 10, 2017
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I am trying to compile my map, but this weird error message appears in the log, then hammer crashes
How can I fix it?
crashlog.png
 

Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
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Put the full compile log here, it's a very handy tool that checks a compile log for errors and gives a description of each one.
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
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Put the full compile log here, it's a very handy tool that checks a compile log for errors and gives a description of each one.
I am actually not able to. Hammer crashes when i interfere with the log before its done, and it is crashing when this error appears. Would uploading the .mdmp file help?
 
Last edited:

zahndah

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Jul 4, 2015
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hammer should save the compile log to a text document with the same name as your vmf, in the same location as your vmf is stored. If you have ABS' mapping resource pack it'll be in 'Team Fortress 2 > sourcesdk_content > tf > mapsrc.
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
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hammer should save the compile log to a text document with the same name as your vmf, in the same location as your vmf is stored. If you have ABS' mapping resource pack it'll be in 'Team Fortress 2 > sourcesdk_content > tf > mapsrc.
Thanks for that. Here is the log:

materialPath: C:\Program Files\Steam\steamapps\common\team fortress 2\tf\materials
Loading C:\Users\John\Documents\Warehouse test.vmf
Patching WVT material: maps/warehouse test/construction/concrete/concreteblendground003_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 504 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\John\Documents\Warehouse test.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: invalid neighbor connection on displacement near (723.00 797.00 -1532.50)
Warning: invalid neighbor connection on displacement near (723.00 797.00 -1532.50)
Warning: invalid neighbor connection on displacement near (723.00 3997.00 -1532.50)
Warning: invalid neighbor connection on displacement near (723.00 2692.00 -1532.50)
Warning: invalid neighbor connection on displacement near (98.00 797.00 -1516.00)
Warning: invalid neighbor connection on displacement near (98.00 3997.00 -1516.00)
Warning: invalid neighbor connection on displacement near (723.00 797.00 -1516.00)
Warning: invalid neighbor connection on displacement near (723.00 797.00 -1516.00)
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...

qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
.


2 threads
reading c:\users\john\documents\Warehouse test.bsp
reading c:\users\john\documents\Warehouse test.prt
775 portalclusters
2875 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3..8.4......59..
 
Mar 23, 2013
1,013
347
This error isn't listed on interloopers as it seems. This error might be caused by super thing brushes or just invalid brushes. Do you have some odd ones in your map? Redo them. Can't find them? Use the cordon tool to compile parts of your map until you find the area that causes the issue and check the brushes there.

Also there is another mistake in your map. "Warning: invalid neighbor connection on displacement near (723.00 797.00 -1532.50)"

This won't mess up your compiling but you probably don't want it. When you create displacements, only select the faces of the brush that is supposed to be a displacement, because the other faces will then disappear. If you select all of them, the other faces will be displacements and will be compiled and just waste resources and can also cause bad lighting.
To fix this, select all displacements you have which you don't need, go to the displacement tab and click "destroy" which will then remove all selected displacement faces.
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
1,300
974
I actually found why it wasn't working. A had accidentally created a super small brush to the power of three