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Compile freezes at "Computing Prop Detail"

Discussion in 'Mapping Questions & Discussion' started by Anagram Man, Mar 4, 2010.

  1. Anagram Man

    Anagram Man L2: Junior Member

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    or something amongst that nature.
    I've tried waiting for a while (1 hour), it's a very VERY small map.
    I've tried VBCT, and copied that into interloppers error thing.
    Didn't help.

    i r clooless
     
  2. Leminnes

    aa Leminnes

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    Are you using alpha textures with detail props or is it doing it without those?
     
  3. The Political Gamer

    aa The Political Gamer

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    Could you post the compile log?
     
  4. YM

    aa YM LVL100 YM

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    Before you do. Have you read it yourself? it usually isn't long and errors are usually obvious.

    Further more, its pausing at a particular point, so do some investigation into what that point is (ie google prop_detail)..You'll find that detail props are the sprites of grass that spawn from displacements. So you've probably just got near the maximum number of prop_details being spawned by your displacements and should think about reducing it. (64k is the max)
     
  5. Anagram Man

    Anagram Man L2: Junior Member

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    I don't even hav- Wait, I have 1 displacement in my map, and I haven't even touched Paint Alpha; here is the compile log, bare with me it's VBCT -







    Map File Selected: D:\1stchaptermaptest5.vmf
    There is no Custom Profile to load: D:\Stuff\VBCT\1stchaptermaptest5.pro

    Full Compile Selected!

    NOTE: old vbsp log file deleted: D:\1stchaptermaptest5_vbsp_old.log
    NOTE: old vvis log file deleted: D:\1stchaptermaptest5_vvis_old.log

    NOTE: existing vbsp log file renamed to : D:\1stchaptermaptest5_vbsp_old.log
    NOTE: existing vvis log file renamed to : D:\1stchaptermaptest5_vvis_old.log
    Compile Start Time: Friday, March 05, 2010, 3:46:05 PM

    -------------- Start Compile BSP ----------------
    VBSP Started, Please Wait!

    VBSP: d:\steam\steamapps\essilence\sourcesdk\bin\ep1\bin\vbsp.exe -game "d:\steam\steamapps\essilence\half-life 2\hl2" "D:\1stchaptermaptest5"

    Valve Software - vbsp.exe (Dec 11 2006)
    2 threads
    materialPath: d:\steam\steamapps\essilence\half-life 2\hl2\materials
    Loading D:\1stchaptermaptest5.vmf
    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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\1stchaptermaptest5.prt...done (0)
    Creating default cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    Run buildcubemaps in the engine to get the correct cube maps.

    No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
    Can't load skybox file skybox/sky_day01_01 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...
    done (0) (29063 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 56 texinfos to 42
    Reduced 13 texdatas to 12 (323 bytes to 274)
    Writing D:\1stchaptermaptest5.bsp
    1 second elapsed

    Compile Complete for this module.
    VBSP Completed: Friday, March 05, 2010, 3:46:08 PM
    VBSP: Compile time: 1 second elapsed

    -------------- Start Compile VVIS ----------------
    VVIS Started, Please Wait!

    VVIS: d:\steam\steamapps\essilence\sourcesdk\bin\ep1\bin\vvis.exe -game "d:\steam\steamapps\essilence\half-life 2\hl2" "D:\1stchaptermaptest5"

    Valve Software - vvis.exe (Nov 8 2007)
    2 threads
    reading d:\1stchaptermaptest5.bsp
    reading d:\1stchaptermaptest5.prt
    165 portalclusters
    433 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Optimized: 34 visible clusters (0.00%)
    Total clusters visible: 12303
    Average clusters visible: 74
    Building PAS...
    Average clusters audible: 163
    visdatasize:8137 compressed from 7920
    writing d:\1stchaptermaptest5.bsp
    2 seconds elapsed

    Compile Complete for this module.
    VVIS Completed: Friday, March 05, 2010, 3:46:12 PM
    VVIS: Compile time: 2 seconds elapsed

    -------------- Start Compile VRAD ----------------
    VRAD Started, Please Wait!

    VRAD: d:\steam\steamapps\essilence\sourcesdk\bin\ep1\bin\vrad.exe -game "d:\steam\steamapps\essilence\half-life 2\hl2" "D:\1stchaptermaptest5"

    Valve Software - vrad.exe SSE (Nov 8 2007)
    ----- Radiosity Simulator ----
    2 threads
    [Reading texlights from 'lights.rad']
    [45 texlights parsed from 'lights.rad']

    Loading d:\1stchaptermaptest5.bsp
    564 faces
    2 degenerate faces
    121039 square feet [17429656.00 square inches]
    3 displacements
    555 square feet [79933.63 square inches]
    562 patches before subdivision
    5205 patches after subdivision
    6 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 326405, max 367
    transfer lists: 2.5 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(2639, 2359, 2025)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(285, 236, 179)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(43, 33, 22)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(11, 7, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(3, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0045 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...










    I've tried fast, but it didn't work.
    For some reason it didn't even get to 3. :/
     
  6. Anagram Man

    Anagram Man L2: Junior Member

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  7. Resistance

    Resistance L2: Junior Member

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    Only thing I can think of is to first eliminate the possibilities. I would try creating a new quick small box map and make sure it compiles and doesn't hang up. If it works, then you can eliminate Hammer being wonky and know that it's something with your map.

    Then try compiling your map without props and/or entities (except at least 1 entity) and see if that stops it. If that doesn't work, then take sections of your map and compile only those sections and see if it stops....
     
  8. Anagram Man

    Anagram Man L2: Junior Member

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    When I turn VRAD off it works.
    :/
     
  9. Micnax

    aa Micnax I maek map

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    Does it work on fast compiling?
     
  10. Resistance

    Resistance L2: Junior Member

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    well... one thing that may work is you could add this to the parameters for compiling:

    -nodetaillight

    Don't light detail props.


    Doesn't really fix the problem though, just skips over it.
     
  11. Anagram Man

    Anagram Man L2: Junior Member

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    :/, I'll try.
     
  12. Tehrasha

    Tehrasha L3: Member

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    Make it (virtually) smaller.

    Use the :cordonedit: cordon tool and try compiling only parts of it.
    Eventually you should be able to find the bit that is giving you grief.