Compile Logs

Discussion in 'Mapping Questions & Discussion' started by Monte H, Jan 20, 2008.

  1. Monte H

    Monte H L1: Registered

    Messages:
    25
    Positive Ratings:
    0
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\monte73\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\monte73\team fortress 2\tf" "C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2"

    Valve Software - vbsp.exe (Sep 21 2007)
    1 threads
    materialPath: c:\program files\steam\steamapps\monte73\team fortress 2\tf\materials
    Loading C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2.vmf
    Patching WVT material: maps/cp_castle_assault2/nature/blendground_canyon_wvt_patch
    Patching WVT material: maps/cp_castle_assault2/nature/blendrockgroundwall004_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (0)
    Find Visible Detail Sides...
    Merged 2022 detail faces...done (0)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Overlay touching too many faces (touching 135, max 64)
    Overlay signs/hazard_yellow001_decal at -2298.6 148.5 -738.0

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\monte73\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\monte73\team fortress 2\tf" "C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2"

    Valve Software - vvis.exe (Nov 8 2007)
    1 threads
    reading c:\documents and settings\monte\my documents\my tf2 maps\cp_castle_assault2.bsp
    reading c:\documents and settings\monte\my documents\my tf2 maps\cp_castle_assault2.prt
    936 portalclusters
    3029 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (7)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (4596)
    Optimized: 3657 visible clusters (0.00%)
    Total clusters visible: 439574
    Average clusters visible: 469
    Building PAS...
    Average clusters audible: 900
    DecompressVis: 0 repeat

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\monte73\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\monte73\team fortress 2\tf" "C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2"

    Valve Software - vrad.exe SSE (Nov 8 2007)

    Valve Radiosity Simulator
    1 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\documents and settings\monte\my documents\my tf2 maps\cp_castle_assault2.bsp
    Setting up ray-trace acceleration structure... Done (8.83 seconds)
    5860 faces
    2 degenerate faces
    4905212 square feet [706350528.00 square inches]
    115 Displacements
    797064 Square Feet [114777224.00 Square Inches]
    5858 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    216880 patches after subdivision
    5 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (222)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (327)
    transfers 12715836, max 948
    transfer lists: 97.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(341721, 188377, 76571)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(42796, 17442, 5579)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(5630, 1724, 471)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(939, 239, 60)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(169, 39, 9)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(37, 9, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(10, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(3, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<2.3753 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (84)
    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 (80)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 11/1024 528/49152 ( 1.1%)
    brushes 204/8192 2448/98304 ( 2.5%)
    brushsides 3227/65536 25816/524288 ( 4.9%)
    planes 5180/65536 103600/1310720 ( 7.9%)
    vertexes 8498/65536 101976/786432 (13.0%)
    nodes 2799/65536 89568/2097152 ( 4.3%)
    texinfos 676/12288 48672/884736 ( 5.5%)
    texdata 27/2048 864/65536 ( 1.3%)
    dispinfos 115/0 20240/0 ( 0.0%)
    disp_verts 33235/0 664700/0 ( 0.0%)
    disp_tris 58880/0 117760/0 ( 0.0%)
    disp_lmsamples 2063741/0 2063741/0 ( 0.0%)
    faces 5860/65536 328160/3670016 ( 8.9%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1421/65536 79576/3670016 ( 2.2%)
    leaves 2811/65536 89952/2097152 ( 4.3%)
    leaffaces 8032/65536 16064/131072 (12.3%)
    leafbrushes 2627/65536 5254/131072 ( 4.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 33970/512000 135880/2048000 ( 6.6%)
    edges 17711/256000 70844/1024000 ( 6.9%)
    LDR worldlights 5/8192 440/720896 ( 0.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 666/32768 6660/327680 ( 2.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 8604/65536 17208/131072 (13.1%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 10/512 3520/180224 ( 2.0%)
    LDR lightdata [variable] 15145156/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 705732/16777216 ( 4.2%)
    entdata [variable] 17141/393216 ( 4.4%)
    LDR ambient table 2811/65536 11244/262144 ( 4.3%)
    HDR ambient table 2811/65536 11244/262144 ( 4.3%)
    LDR leaf ambient 14076/65536 394128/1835008 (21.5%)
    HDR leaf ambient 2811/65536 78708/1835008 ( 4.3%)
    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] 1/2424 ( 0.0%)
    pakfile [variable] 213516/0 ( 0.0%)
    physics [variable] 114137/4194304 ( 2.7%)
    physics terrain [variable] 73004/1048576 ( 7.0%)

    Level flags = 0

    Total triangle count: 16064
    Writing c:\documents and settings\monte\my documents\my tf2 maps\cp_castle_assault2.bsp
    12 minutes, 18 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Documents and Settings\Monte\My Documents\My tf2 maps\cp_castle_assault2.bsp" "c:\program files\steam\steamapps\monte73\team fortress 2\tf\maps\cp_castle_assault2.bsp"

    Why is my map wigging out?
    Anyone know?

    Everything keeps disapearing and reapearing, and changes i have made arent there....
     
  2. hacky

    hacky L2: Junior Member

    Messages:
    83
    Positive Ratings:
    0
    I did a quick compile of ctf_truss, and i'm going to highlight the parts that I want to point out:

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\hackychan\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\hackychan\team fortress 2\tf" "C:\Program Files\Steam\steamapps\hackychan\sourcesdk_content\tf_dev\ctf_truss_042-timertest"

    Valve Software - vbsp.exe (Sep 21 2007)
    4 threads
    materialPath: c:\program files\steam\steamapps\hackychan\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\hackychan\sourcesdk_content\tf_dev\ctf_truss_042-timertest.vmf
    Patching WVT material: maps/ctf_truss_042-timertest/nature/blendrockground001_wvt_patch
    Patching WVT material: maps/ctf_truss_042-timertest/nature/blendrockgroundwall003_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 (1)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 232 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files\Steam\steamapps\hackychan\sourcesdk_content\tf_dev\ctf_truss_042-timertest.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    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) (544496 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 3090 texinfos to 1488
    Reduced 191 texdatas to 149 (6508 bytes to 4357)
    Writing C:\Program Files\Steam\steamapps\hackychan\sourcesdk_content\tf_dev\ctf_truss_042-timertest.bsp
    14 seconds elapsed


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\hackychan\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\hackychan\team fortress 2\tf" "C:\Program Files\Steam\steamapps\hackychan\sourcesdk_content\tf_dev\ctf_truss_042-timertest"

    Valve Software - vvis.exe (Nov 8 2007)
    4 threads
    reading c:\program files\steam\steamapps\hackychan\sourcesdk_content\tf_dev\ctf_truss_042-timertest.bsp
    reading c:\program files\steam\steamapps\hackychan\sourcesdk_content\tf_dev\ctf_truss_042-timertest.prt
    616 portalclusters
    1499 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 (7)
    Optimized: 1221 visible clusters (0.00%)
    Total clusters visible: 115664
    Average clusters visible: 187
    Building PAS...
    Average clusters audible: 502
    visdatasize:88901 compressed from 98560
    writing c:\program files\steam\steamapps\hackychan\sourcesdk_content\tf_dev\ctf_truss_042-timertest.bsp
    7 seconds elapsed


    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\hackychan\sourcesdk_content\tf_dev\ctf_truss_042-timertest.bsp" "c:\program files\steam\steamapps\hackychan\team fortress 2\tf\maps\ctf_truss_042-timertest.bsp"


    Now, what's happening is that VBSP and VVIS are not writing to your map file. If that happens, then you're going to see your old map's data, not what you're compiling. As to why they're stopping, I have no idea. The errors you're getting (like that overlay covering 135 faces) should be a starting point. When compiling, try running only VBSP (set VVIS and VRAD to off) until your map can compile completely.
     
    Last edited: Jan 20, 2008
  3. dirtyminuth

    dirtyminuth L5: Dapper Member

    Messages:
    221
    Positive Ratings:
    14
    (Having made this mistake before) You don't want to compare compile times, you want to compare metrics like portalclusters / numportals (for VIS) and post-subdivision patches (for VRAD). Times are machine-dependent and don't reflect the complexity of the map.
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,531
    I noticed those... not sure what the second is/means, however they shouldn't be the cause of your problems. I think I'd have to see how your map acts for myself to diagnose it better.
     
  5. hacky

    hacky L2: Junior Member

    Messages:
    83
    Positive Ratings:
    0
    Comparing compile times is like comparing your computers' e-peens.