Compiler needed

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
As some of you may or may not know, my computer is currently unable to perform any kind of compiling operation. While I can compile very small portions, and I suspect it has something to do with performance or something, I'm stumped. Just to be clear, I have optimised a fair portion, but have turned off vvis because I'm just trying to get it working. So, would somebody be able to compile this for me, and return the bsp file?
http://www.mediafire.com/download.php?werm1jyyrmm
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Well, I have half an hour free and I'm bored, I'll see what I can do.
EDIT: I need to go and it's not finished :(
I'll do it later if no-one else does by then
 
Last edited:

Eradicatus

L1: Registered
Oct 2, 2009
30
7
I'll have a look at it.

Oh wow, lots of errors pops up.
I'll post the log here, and link the compiled BSP when it's done.
 
Last edited:

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Wow, really? Mine didn't show any errors until it crashed, which is usually at around 8 in the final light face. Keep in mind that I haven't optimised, as I haven't vis compiled it yet (I've barely even gotten one RAD compile), so vis errors are expected.
 

Eradicatus

L1: Registered
Oct 2, 2009
30
7
Code:
================== VBSP ==================



materialPath: e:\steam\steamapps\-\team fortress 2\tf\materials
Loading E:\Steam\steamapps\-\sourcesdk_content\tf\mapsrc\cp_tension.vmf
[color=red]Patching WVT material: maps/cp_tension/dev/dev_blendmeasure_wvt_patch[/color]
fixing up env_cubemap materials on brush sides...
[color=red]Multiple references for cubemap on texture maps/cp_tension/water/water_sawmill_-32_1472_-96!!!
Multiple references for cubemap on texture maps/cp_tension/water/water_sawmill_-1440_3744_-576!!![/color]
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 (1)
Find Visible Detail Sides...
Merged 2638 detail faces...done (3)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing E:\Steam\steamapps\-\sourcesdk_content\tf\mapsrc\cp_tension.prt...Building visibility clusters...
done (0)
[color=green]*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap![/color]
Finding displacement neighbors...
[color=red]Found a displacement edge abutting multiple other edges.[/color]
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (3) (1368572 bytes)
[color=red]Error! To use model "models/props_2fort/chimney007.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_2fort/chimney007.mdl"![/color]
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 816 texinfos to 584
Reduced 95 texdatas to 84 (2765 bytes to 2214)
Writing E:\Steam\steamapps\-\sourcesdk_content\tf\mapsrc\cp_tension.bsp
29 seconds elapsed

================== VVIS ==================




1 threads
reading e:\steam\steamapps\-\sourcesdk_content\tf\mapsrc\cp_tension.bsp
reading e:\steam\steamapps\-\sourcesdk_content\tf\mapsrc\cp_tension.prt
 494 portalclusters
1725 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 901 visible clusters (0.00%)
Total clusters visible: 168933
Average clusters visible: 341
Building PAS...
Average clusters audible: 491
visdatasize:63903  compressed from 63232
writing e:\steam\steamapps\-\sourcesdk_content\tf\mapsrc\cp_tension.bsp
9 minutes, 56 seconds elapsed

================== VRAD ==================




[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\steam\steamapps\-\sourcesdk_content\tf\mapsrc\cp_tension.bsp
Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
Loaded alpha texture materials\models\props_farm\tree001_card.vtf
Loaded alpha texture materials\models\props_farm\tree001_card_skin2.vtf
Loaded alpha texture materials\models\props_foliage\bramble01a.vtf
Loaded alpha texture materials\models\props_foliage\shrub_03.vtf
9296 faces
[color=orange]21 degenerate faces[/color]
1921901 square feet [276753856.00 square inches]
378 Displacements
288397 Square Feet [41529304.00 Square Inches]
9275 patches before subdivision
[color=orange]zero area child patch[/color]
42113 patches after subdivision
127 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3598466, max 562
transfer lists:  27.5 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(145345, 126790, 111608)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(30223, 19740, 13596)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(8269, 4175, 2294)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(2536, 1015, 450)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(869, 276, 98)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(316, 80, 23)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(121, 24, 6)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(47, 7, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(19, 2, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(8, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(3, 0, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3415 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 12 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  83/1024         3984/49152    ( 8.1%) 
brushes               3668/8192        44016/98304    (44.8%) 
brushsides           53423/65536      427384/524288   (81.5%) VERY FULL!
planes               59016/65536     1180320/1310720  (90.1%) VERY FULL!
vertexes             18167/65536      218004/786432   (27.7%) 
nodes                 1894/65536       60608/2097152  ( 2.9%) 
texinfos               584/12288       42048/884736   ( 4.8%) 
texdata                 84/2048         2688/65536    ( 4.1%) 
dispinfos              378/0           66528/0        ( 0.0%) 
disp_verts           39850/0          797000/0        ( 0.0%) 
disp_tris            65472/0          130944/0        ( 0.0%) 
disp_lmsamples      217151/0          217151/0        ( 0.0%) 
faces                 9296/65536      520576/3670016  (14.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             8041/65536      450296/3670016  (12.3%) 
leaves                1978/65536       63296/2097152  ( 3.0%) 
leaffaces            11428/65536       22856/131072   (17.4%) 
leafbrushes           5521/65536       11042/131072   ( 8.4%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            76127/512000     304508/2048000  (14.9%) 
edges                46815/256000     187260/1024000  (18.3%) 
LDR worldlights        126/8192        11088/720896   ( 1.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            8/32768          96/393216   ( 0.0%) 
waterstrips           1203/32768       12030/327680   ( 3.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         24234/65536       48468/131072   (37.0%) 
cubemapsamples          40/1024          640/16384    ( 3.9%) 
overlays                38/512         13376/180224   ( 7.4%) 
LDR lightdata         [variable]     1703740/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       63903/16777216 ( 0.4%) 
entdata               [variable]      139384/393216   (35.4%) 
LDR ambient table     1978/65536        7912/262144   ( 3.0%) 
HDR ambient table     1978/65536        7912/262144   ( 3.0%) 
LDR leaf ambient     13528/65536      378784/1835008  (20.6%) 
HDR leaf ambient      1978/65536       55384/1835008  ( 3.0%) 
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]           1/233528   ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/49784    ( 0.0%) 
pakfile               [variable]        7589/0        ( 0.0%) 
physics               [variable]     1368572/4194304  (32.6%) 
physics terrain       [variable]      151376/1048576  (14.4%) 

Level flags = 0

Total triangle count: 25292
Writing e:\steam\steamapps\-\sourcesdk_content\tf\mapsrc\cp_tension.bsp
12 minutes, 8 seconds elapsed

I highlighted the errors.
Orange errors are errors you can generally ignore, if they don't produce some visible errors.
Green errors are errors which actually are not errors at all, just some annoyances regarding default cubemaps.
(I.E you get purple checkered reflections instead of the default sunset reflection. Building cubemaps fixes this forever and ever! :) )

Download
 
Last edited:

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Thanks for that, I'm going to try to fix whatever I can, though I want to get a working version out before optimising and fixing errors. You wouldn't happen to know how to fix the problem with the whole brushsides and planes limit? Does it mean that I've got some really complex geometry somewhere, or is it because I used so many displacements? Come to think of it, the map was screwing up near the beginning, and I fixed it by reducing the displacement powers. Now that I have twice as many, that means I have even more than when it was crashing. Hmm, could that be it? Anyway, thanks for the help.