compile is failing without errors

[Tryhards] YannYann123

L1: Registered
Sep 5, 2015
16
3
after maknig a few minor changes to my map it suddenly stops compiling altogether. Putting it in the interlopers check shows there's no errors of any kind. I've read this means that the VBSP is crashing and getting skipped completely, but i have no clue what can actually cause that to happen.

Compile log just in case anybody is interested:
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Tf2maps_VMF\cp_canyonpass.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
8 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Tf2maps_VMF\cp_canyonpass.vmf
BaseWindingForPlane: no axis found

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Tf2maps_VMF\cp_canyonpass"

Valve Software - vvis.exe (Aug 2 2018)
8 threads
reading d:\tf2maps_vmf\cp_canyonpass.bsp
reading d:\tf2maps_vmf\cp_canyonpass.prt
LoadPortals: couldn't read d:\tf2maps_vmf\cp_canyonpass.prt


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Tf2maps_VMF\cp_canyonpass"

Valve Software - vrad.exe SSE (Jul 18 2018)

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

[56 texlights parsed from 'lights.rad']

Loading d:\tf2maps_vmf\cp_canyonpass.bsp
Setting up ray-trace acceleration structure... Done (1.07 seconds)
3700 faces
1915667 square feet [275856096.00 square inches]
88 Displacements
270373 Square Feet [38933756.00 Square Inches]
3700 patches before subdivision
137206 patches after subdivision
sun extent from map=0.069756
148 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 11628541, max 438
transfer lists: 88.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(731071, 568864, 424390)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(155901, 114208, 83868)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(44587, 29598, 19896)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(13646, 8095, 4913)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(4673, 2324, 1253)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1756, 684, 325)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(724, 205, 86)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(324, 62, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(155, 19, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(78, 6, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(41, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(22, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0419 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 62/1024 2976/49152 ( 6.1%)
brushes 747/8192 8964/98304 ( 9.1%)
brushsides 4744/65536 37952/524288 ( 7.2%)
planes 1620/65536 32400/1310720 ( 2.5%)
vertexes 5752/65536 69024/786432 ( 8.8%)
nodes 2046/65536 65472/2097152 ( 3.1%)
texinfos 275/12288 19800/884736 ( 2.2%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 88/0 15488/0 ( 0.0%)
disp_verts 7128/0 142560/0 ( 0.0%)
disp_tris 11264/0 22528/0 ( 0.0%)
disp_lmsamples 261808/0 261808/0 ( 0.0%)
faces 3700/65536 207200/3670016 ( 5.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1787/65536 100072/3670016 ( 2.7%)
leaves 2109/65536 67488/2097152 ( 3.2%)
leaffaces 4046/65536 8092/131072 ( 6.2%)
leafbrushes 1814/65536 3628/131072 ( 2.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 24415/512000 97660/2048000 ( 4.8%)
edges 13815/256000 55260/1024000 ( 5.4%)
LDR worldlights 148/8192 13024/720896 ( 1.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 283/32768 2830/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4866/65536 9732/131072 ( 7.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 14/512 4928/180224 ( 2.7%)
LDR lightdata [variable] 8027940/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 100135/16777216 ( 0.6%)
entdata [variable] 80576/393216 (20.5%)
LDR ambient table 2109/65536 8436/262144 ( 3.2%)
HDR ambient table 2109/65536 8436/262144 ( 3.2%)
LDR leaf ambient 11078/65536 310184/1835008 (16.9%)
HDR leaf ambient 2109/65536 59052/1835008 ( 3.2%)
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] 1/28830 ( 0.0%)
pakfile [variable] 2022271/0 ( 0.0%)
physics [variable] 274158/4194304 ( 6.5%)
physics terrain [variable] 28648/1048576 ( 2.7%)

Level flags = 0

Total triangle count: 9876
Writing d:\tf2maps_vmf\cp_canyonpass.bsp
27 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Tf2maps_VMF\cp_canyonpass.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_canyonpass.bsp"
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
BaseWindingForPlane: no axis found
this is the error - try using cordon to narrow down what's causing it, I believe it may be a corrupt entity? No documentation on it anywhere though
 

nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Sounds like it could also be an issue with a texture face
 

[Tryhards] YannYann123

L1: Registered
Sep 5, 2015
16
3
I tried your solution but it's only become more puzzling: every part of the map works perfectly on it's own. i can load the middle, red and blu section all without fail. I can even load a team side and the middle section without a hitch. But the moment i attempt to load all of it, it fails. The fact that i'm still fairly new to this is likely not helping.
 
Last edited:

[Tryhards] YannYann123

L1: Registered
Sep 5, 2015
16
3
So, a little update:
After coming back from sleeping i now find my entire map is corrupted and won't load because of the same error. So, any advice on what to do now? Should i decompile an old version of the map? I don't think i have any saves with a working vmf left...
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
You could decompile your map, but that's bound to be a few versions behind. You could also post your VMF here (or PM it if you don't want to post it publicly) and see if we can fix it.
 

[Tryhards] YannYann123

L1: Registered
Sep 5, 2015
16
3
I already decompiled my last version and rebuild most of what is missing, but i did keep the original just in case.

If you think you can use it, here you go:
 

Attachments

  • cp_canyonpass.vmf
    2.1 MB · Views: 162

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
After downloading the file and confirming it could not be opened in Hammer, I decided to open it as a raw text file. VMFs are literally just text files, meaning they can be opened and examined fully with any plain text editor (I prefer Notepad++, but the normal Notepad that comes with Windows works just as well). From past experience, I know one thing that can corrupt VMF files is Hammer erroneously replacing certain number values with "nan", so I searched for that string and found a brush full of them:
upload_2019-8-23_12-33-52.png
Prior experience also tells me that this can be fixed by replacing every instance of "nan" with some random number, so I did that, saved with a new filename, and opened the file in Hammer. Hammer told me it found an invalid solid it removed; that's fine, outside of specific circumstances the values that I put in would probably not result in a coherent brush anyway, but at least we can now edit the remaining bits of the file normally. I attached the fixed version of the file, if you still want that. Note that some brush somewhere might be missing.
 

Attachments

  • cp_canyonpass_fixed.vmf
    2.1 MB · Views: 167

[Tryhards] YannYann123

L1: Registered
Sep 5, 2015
16
3
Strange, when i tried the same thing i found no nan values in the text file...

either way, thanks for fixing it! so far i can't seem to find the supposedly missing brush but maybe that might be a good thing?

i seriously can't thank you enough Spud.