Compile process stops halfway through.

Discussion in 'Mapping Questions & Discussion' started by Naso, Aug 8, 2009.

  1. Naso

    Naso L2: Junior Member

    Messages:
    84
    Positive Ratings:
    9
    I have been working on this map for a little while, I have compiled fine before, but this time all of a sudden I start getting errors.

    I compiled the map fine before I complied but this time all I did was go In and change the cap times, but this time I got a ton of overlay errors, I fixed those errors.

    After that It would just stop half way through at the build visleafs part. Sometimes at 6 sometimes at 9, It even got past that and then stopped at Build Patch/Sample Hash Tables. I don't know whats wrong I'm guessing It's something wrong with the lighting?

    Here is the comp log If It Helps:
    Code:
    [SIZE="3"]materialPath: d:\steam\steamapps\alinay\team fortress 2\tf\materials
    Loading D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.vmf
    Patching WVT material: maps/cp_orange_n_final2/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1360 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.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
    Overlay touching too many faces (touching 138, max 64)
    Overlay signs/hazard_yellow001 at 2200.0 1343.2 -87.0
    
    
    2 threads
    reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    Error opening d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    
    
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    Error opening d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    
    
    materialPath: d:\steam\steamapps\alinay\team fortress 2\tf\materials
    Loading D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.vmf
    Patching WVT material: maps/cp_orange_n_final2/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1360 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.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
    Overlay touching too many faces (touching 71, max 64)
    Overlay overlays/logo_blue_white at -679.0 466.0 -419.0
    
    
    2 threads
    reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    Error opening d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    
    
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    Error opening d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    
    
    materialPath: d:\steam\steamapps\alinay\team fortress 2\tf\materials
    Loading D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.vmf
    Patching WVT material: maps/cp_orange_n_final2/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1360 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.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) (378142 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 460 texinfos to 151
    Reduced 73 texdatas to 57 (3051 bytes to 2064)
    Writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    15 seconds elapsed
    
    
    
    2 threads
    reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.prt
     349 portalclusters
     849 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 201 visible clusters (0.00%)
    Total clusters visible: 75040
    Average clusters visible: 215
    Building PAS...
    Average clusters audible: 347
    visdatasize:32689  compressed from 33504
    writing d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    12 seconds elapsed
    
    
    
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    9018 faces
    1220092 square feet [175693280.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    9018 patches before subdivision
    626094 patches after subdivision
    43 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...
    
    
    materialPath: d:\steam\steamapps\alinay\team fortress 2\tf\materials
    Loading D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.vmf
    Patching WVT material: maps/cp_orange_n_final2/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1360 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.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) (352283 bytes)
    Error! To use model "models/ichthyosaur.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/ichthyosaur.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 404 texinfos to 155
    Reduced 74 texdatas to 58 (3066 bytes to 2080)
    Writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    15 seconds elapsed
    
    
    
    2 threads
    reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.prt
     470 portalclusters
    1276 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 770 visible clusters (0.00%)
    Total clusters visible: 133176
    Average clusters visible: 283
    Building PAS...
    Average clusters audible: 468
    visdatasize:58890  compressed from 60160
    writing d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    34 seconds elapsed
    
    
    
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    8895 faces
    1645647 square feet [236973248.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8895 patches before subdivision
    625919 patches after subdivision
    43 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 121872923, max 2725
    transfer lists: 929.8 megs
    0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(3614830, 1768805, 2008651)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(494121, 136908, 153879)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(100458, 12964, 14765)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(26075, 1427, 1747)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(8006, 172, 230)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(2673, 22, 33)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(938, 3, 5)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(338, 0, 1)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(124, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(46, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(17, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(6, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #13 added RGB(2, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #14 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....
    
    
    materialPath: d:\steam\steamapps\alinay\team fortress 2\tf\materials
    Loading D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.vmf
    Patching WVT material: maps/cp_orange_n_final2/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1360 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.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 (1) (352283 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 404 texinfos to 155
    Reduced 74 texdatas to 58 (3066 bytes to 2080)
    Writing D:\Steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    16 seconds elapsed
    
    
    
    2 threads
    reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    reading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.prt
     470 portalclusters
    1276 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 770 visible clusters (0.00%)
    Total clusters visible: 133176
    Average clusters visible: 283
    Building PAS...
    Average clusters audible: 468
    visdatasize:58890  compressed from 60160
    writing d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    35 seconds elapsed
    
    
    
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading d:\steam\steamapps\alinay\sourcesdk_content\tf\mapsrc\cp_orange_n_final2.bsp
    8895 faces
    1645647 square feet [236973248.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8895 patches before subdivision
    625919 patches after subdivision
    43 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...[/SIZE]
    This part makes me wonder, but I really have no idea:
    Code:
    [SIZE="3"]8895 faces
    1645647 square feet [236973248.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8895 patches before subdivision
    625919 patches after subdivision
    43 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 121872923, max 2725
    transfer lists: 929.8 megs[/SIZE]
     
  2. Kazagin

    Kazagin L3: Member

    Messages:
    130
    Positive Ratings:
    9
  3. zornor

    zornor L4: Comfortable Member

    Messages:
    195
    Positive Ratings:
    23
    I took the liberty of running it for you.

    There's another error in there, you should run it yourself to check it

    That also looks like a hell of a lot of visclusters, especially for what appears to be an orange map. Have a quick read about optimisation here: http://developer.valvesoftware.com/wiki/Optimization_(level_design)
    and remember to use func_detail as much as possible.
     
  4. Smetzle

    Smetzle L3: Member

    Messages:
    112
    Positive Ratings:
    51
    These bits may have something to do with it.
     
  5. zornor

    zornor L4: Comfortable Member

    Messages:
    195
    Positive Ratings:
    23
    First one is just a prop that shouldn't be a prop_static but rather a prop_dynamic.

    Second is a result of the map stopping halfway through compile.
     
  6. Naso

    Naso L2: Junior Member

    Messages:
    84
    Positive Ratings:
    9
    Yeah this is a compile log of many complies and I've fixed all the errors.

    I read that optimization guide that was in the links post but ill read this one too. I think It's optimized to the max that I can think of tho. If the vis clusters are the problem then I'll try to look at that and optimize it better, I use funq_detail a good amount to strip everything down to its bare bone.
     
  7. Naso

    Naso L2: Junior Member

    Messages:
    84
    Positive Ratings:
    9
    Alright, It's working now, I read through all of It, most everything was already done I guess I just missed a spot on the map, and I also changed the shadow quality setting to a higher number and It seemed to work, Thanks.