Almost done, stuck though

Discussion in 'Mapping Questions & Discussion' started by Fateye, Aug 14, 2008.

  1. Fateye

    Fateye L1: Registered

    Messages:
    6
    Positive Ratings:
    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: Aug 14, 2008
  2. ArsenaL

    ArsenaL L1: Registered

    Messages:
    49
    Positive Ratings:
    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."
     
    • Thanks Thanks x 1
  3. drp

    aa drp

    Messages:
    2,254
    Positive Ratings:
    2,555
    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)
     
  4. Altaco

    Altaco L7: Fancy Member

    Messages:
    485
    Positive Ratings:
    121
    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?