Compile process stops halfway through.

Naso

L2: Junior Member
Jun 11, 2009
84
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]
 

zornor

L4: Comfortable Member
Jan 14, 2009
195
23
I took the liberty of running it for you.

overlay touching too many faces (touching 138, max 64) overlay signs/hazard_yellow001 at 2200.0 1343.2 -87.0

Description:
You have an overlay (info_overlay) entity that is touching too many brushes, or parts of a brush. The error message tells you also how much you have and allowed (touching 138, max 64)

Solution:
You can find the overlay using the coordinates. View -> go to coordinates( 2200.0 1343.2 -87.0 ) You can delete, move or resize the overlay.

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.
 

Smetzle

L3: Member
May 20, 2009
112
51
Error! To use model "models/ichthyosaur.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/ichthyosaur.mdl"!

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

These bits may have something to do with it.
 

zornor

L4: Comfortable Member
Jan 14, 2009
195
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.
 

Naso

L2: Junior Member
Jun 11, 2009
84
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.
 

Naso

L2: Junior Member
Jun 11, 2009
84
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.