More compiling issues

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Scampi

L4: Comfortable Member
Feb 8, 2017
186
151
Alrighty, here I am again, suffering from more compiling madness. Here's the rundown:

I have been incrementally making a detail map (not for gameplay, probably) and compiling after each large change. It's loaded with custom content, and each time Compile Pal has been able to pack it all up.

About an hour ago, I ran another compile after adding a new set of lights... and now everything is broken in a weird way. First, a random selection of custom assets won't pack. This changes during each compile, some times Construction stuff will fail, sometimes Frontline. Even when I do nothing more than immediately delete the bsp and recompile, it changes. Second, some sound effects are 'echoed'. They don't sound right, like they're being played in a large empty room. Only some sound effects. Third, sound effects can no longer be triggered by inputs. It just doesn't play no matter what. Fourth, every few compiles turn my func_tracktrain into a normal brush.

Guys, all I did was add a func_illusionary with the light texture on it. Now everything is fucked. I'm losing my mind here. What the hell is going on?

Compile Log:

Starting a 'Fast' compile.
Starting compilation of dm_phobos
Valve Software - vbsp.exe (Jun 21 2018)
8 threads
materialPath: C:\program files (x86)\steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\gcamp\Desktop\HAMMER\dm_phobos.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/dm_phobos/moon/blend_moon_dust_moon_craters2_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 (1)
Processing areas...done (0)
Building Faces...error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 212 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\gcamp\Desktop\HAMMER\dm_phobos.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (942655 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1315 texinfos to 811
Reduced 67 texdatas to 62 (1520 bytes to 1311)
Writing C:\Users\gcamp\Desktop\HAMMER\dm_phobos.bsp
Wrote ZIP buffer, estimated size 1846, actual size 1364
14 seconds elapsed
Valve Software - vvis.exe (Jun 21 2018)
fastvis = true
nosort = true
8 threads
reading c:\users\gcamp\desktop\hammer\dm_phobos.bsp
reading c:\users\gcamp\desktop\hammer\dm_phobos.prt
584 portalclusters
1514 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 16871 visible clusters (7.38%)
Total clusters visible: 228679
Average clusters visible: 391
Building PAS...
Average clusters audible: 577
visdatasize:87239 compressed from 93440
writing c:\users\gcamp\desktop\hammer\dm_phobos.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Jun 21 2018)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\gcamp\desktop\hammer\dm_phobos.bsp
Setting up ray-trace acceleration structure... Done (4.42 seconds)
9016 faces
12945048 square feet [1864086912.00 square inches]
53 Displacements
297187 Square Feet [42794996.00 Square Inches]
9016 patches before subdivision
9016 patches after subdivision
sun extent from map=0.008727
216 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (40)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 282021, max 297
transfer lists: 2.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(28463, 24292, 18025)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4370, 3569, 2440)
Build Patch/Sample Hash Table(s).....Done<0.4918 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
3 of 18 (16% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 893/8192 10716/98304 (10.9%)
brushsides 6092/65536 48736/524288 ( 9.3%)
planes 2720/65536 54400/1310720 ( 4.2%)
vertexes 11664/65536 139968/786432 (17.8%)
nodes 1984/65536 63488/2097152 ( 3.0%)
texinfos 811/12288 58392/884736 ( 6.6%)
texdata 62/2048 1984/65536 ( 3.0%)
dispinfos 53/0 9328/0 ( 0.0%)
disp_verts 3605/0 72100/0 ( 0.0%)
disp_tris 5632/0 11264/0 ( 0.0%)
disp_lmsamples 966731/0 966731/0 ( 0.0%)
faces 9016/65536 504896/3670016 (13.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2155/65536 120680/3670016 ( 3.3%)
leaves 1995/65536 63840/2097152 ( 3.0%)
leaffaces 9578/65536 19156/131072 (14.6%)
leafbrushes 2303/65536 4606/131072 ( 3.5%)
areas 3/256 24/2048 ( 1.2%)
surfedges 48869/512000 195476/2048000 ( 9.5%)
edges 27228/256000 108912/1024000 (10.6%)
LDR worldlights 216/8192 19008/720896 ( 2.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 280/32768 2800/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4854/65536 9708/131072 ( 7.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 154/512 54208/180224 (30.1%)
LDR lightdata [variable] 56999816/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 87239/16777216 ( 0.5%)
entdata [variable] 141751/393216 (36.0%)
LDR ambient table 1995/65536 7980/262144 ( 3.0%)
HDR ambient table 1995/65536 7980/262144 ( 3.0%)
LDR leaf ambient 8871/65536 248388/1835008 (13.5%)
HDR leaf ambient 1995/65536 55860/1835008 ( 3.0%)
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] 1/86054 ( 0.0%)
pakfile [variable] 1364/0 ( 0.0%)
physics [variable] 942655/4194304 (22.5%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 22106
Writing c:\users\gcamp\desktop\hammer\dm_phobos.bsp
59 seconds elapsed
C:\Users\gcamp\Desktop\HAMMER\dm_phobos.bsp -> C:\program files (x86)\steam\steamapps\common\Team Fortress 2\tf\maps\dm_phobos.bsp
1 File(s) copied
CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: C:\program files (x86)\steam\steamapps\common\Team Fortress 2\tf\custom\
Found search path: C:\program files (x86)\steam\steamapps\common\Team Fortress 2\tf
Found search path: C:\program files (x86)\steam\steamapps\common\Team Fortress 2\tf\bin
Found search path: C:\program files (x86)\steam\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Finished!
---------------------
99 materials found
74 models found
0 particle files found
0 sounds found
additional files:
---------------------
'Fast' compile finished in 00:01:20
3 errors/warnings logged:
3 errors/warnings logged for dm_phobos:
● 2x: Caution: Can't load skybox file [sub:1] to build the default cubemap!
● 1x: Info: fastvis = true
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Well, a: you're compiling in fastvis mode for VVIS which can cause issues, but what puzzles me more is b: why do you have a concrete texture/material with a $bottommaterial value? That stuff is reserved for the water shader and shouldn't be in a normal material VMF.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Of everything in the compile log, this concerns me the most:
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
Like Vel0city said, I'd also try running a full VVIS compile, and also figure out why VBSP is complaining about a concrete texture lacking a bottom material.
 

Scampi

L4: Comfortable Member
Feb 8, 2017
186
151
Well, I fixed the bottom material issues, turns out I had a fluid with its sides and bottom as that concrete instead of nodraw. But more importantly, the packing issue is gone. I did nothing besides restart my computer. I'm not going to declare this as resolved however, no telling when it may return.
 

Scampi

L4: Comfortable Member
Feb 8, 2017
186
151

Scampi

L4: Comfortable Member
Feb 8, 2017
186
151
Alright, most of the problems have left except for a few regarding sound.

Any type of sound entity that I place refuses to work, however existing ones function normally. However:

-Copied-and-pasted ambient generics do not work, even if they are copies of the old ones that still function.
-Deleting and undoing that deletion of one of the old ambient generics breaks it. In addition, altering them in any way causes this as well.
-Copying in functioning sound effects from other maps doesn't work.
-Sounds still cannot be triggered by logic.
-Soundscapes are now broken (I haven't touched them since they last worked)
-When loaded in garrysmod, many sounds on the map simply don't play. Mostly explosions and physics noise, but stuff like NPCs and gunfire still work.

I haven't tested any other maps, but I'm afraid of breaking them.

As usual, alt+p brings up no errors and interlopers tells me nothing.
 

Scampi

L4: Comfortable Member
Feb 8, 2017
186
151
If anyone could help me with this, I would really appreciate it. I've tried everything I could think of, restarting every applicable program including my pc, checking for errors in both hammer, the console, and the compiler, saving it as a different map and trying again, even testing through all of the glitches I've mentioned above for changes. There is no difference. While I can still work on visual detailing, anything regarding sound has ground to a halt.