Compiling Errors?

Discussion in 'Mapping Questions & Discussion' started by Illium, Mar 17, 2010.

  1. Illium

    Illium L1: Registered

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    So this is my first real attempt at making a fully functional map. It probably would have, thinking back, been a better idea to compile the map as I went along. Seeing as I did not, I have ended with a fun compiling error that I cannot locate. My map simply won't run and reading through this is just no fun.

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\vx_guardian\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\vx_guardian\team fortress 2\tf" "C:\Program Files\Steam\steamapps\vx_guardian\sourcesdk_content\tf\mapsrc\koth_Oil Derrick"

    Valve Software - vbsp.exe (May 19 2009)
    1 threads
    materialPath: c:\program files\steam\steamapps\vx_guardian\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\vx_guardian\sourcesdk_content\tf\mapsrc\koth_Oil Derrick.vmf
    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 2 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files\Steam\steamapps\vx_guardian\sourcesdk_content\tf\mapsrc\koth_Oil Derrick.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_borealis01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_borealis01*.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) (194404 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 723 texinfos to 488
    Reduced 44 texdatas to 34 (1282 bytes to 991)
    Writing C:\Program Files\Steam\steamapps\vx_guardian\sourcesdk_content\tf\mapsrc\koth_Oil Derrick.bsp
    4 seconds elapsed
    -0.279400 -2.044524 0.000000
    0.355600 -1.986289 0.000000
    0.355600 -2.044524 0.000000
    -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    -0.279400 -2.044524 0.000000
    0.355600 -1.986289 0.000000
    0.355600 -2.044524 0.000000
    -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\vx_guardian\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\vx_guardian\team fortress 2\tf" -fast "C:\Program Files\Steam\steamapps\vx_guardian\sourcesdk_content\tf\mapsrc\koth_Oil Derrick"

    Valve Software - vvis.exe (May 19 2009)
    fastvis = true
    1 threads
    reading c:\program files\steam\steamapps\vx_guardian\sourcesdk_content\tf\mapsrc\koth_Oil Derrick.bsp
    reading c:\program files\steam\steamapps\vx_guardian\sourcesdk_content\tf\mapsrc\koth_Oil Derrick.prt
    1113 portalclusters
    4124 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (7)
    Optimized: 30406 visible clusters (0.00%)
    Total clusters visible: 1144923
    Average clusters visible: 1028
    Building PAS...
    Average clusters audible: 1112
    visdatasize:318934 compressed from 320544
    writing c:\program files\steam\steamapps\vx_guardian\sourcesdk_content\tf\mapsrc\koth_Oil Derrick.bsp
    8 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\vx_guardian\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\vx_guardian\team fortress 2\tf" "C:\Program Files\Steam\steamapps\vx_guardian\sourcesdk_content\tf\mapsrc\koth_Oil Derrick"

    Valve Software - vrad.exe SSE (May 19 2009)

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

    Loading c:\program files\steam\steamapps\vx_guardian\sourcesdk_content\tf\mapsrc\koth_Oil Derrick.bsp
    Setting up ray-trace acceleration structure... Done (2.07 seconds)
    3829 faces
    1902085 square feet [273900288.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    3829 patches before subdivision
    31059 patches after subdivision
    sun extent from map=0.087156
    29 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (36)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (48)
    transfers 3926041, max 855
    transfer lists: 30.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(39664, 41026, 38166)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(7490, 6905, 5616)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(1517, 1333, 950)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(363, 303, 198)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(89, 71, 42)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(23, 17, 9)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(6, 4, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(2, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0205 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
    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 (31)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 20/1024 960/49152 ( 2.0%)
    brushes 494/8192 5928/98304 ( 6.0%)
    brushsides 3699/65536 29592/524288 ( 5.6%)
    planes 2610/65536 52200/1310720 ( 4.0%)
    vertexes 5273/65536 63276/786432 ( 8.0%)
    nodes 2146/65536 68672/2097152 ( 3.3%)
    texinfos 488/12288 35136/884736 ( 4.0%)
    texdata 34/2048 1088/65536 ( 1.7%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 3829/65536 214424/3670016 ( 5.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 2057/65536 115192/3670016 ( 3.1%)
    leaves 2167/65536 69344/2097152 ( 3.3%)
    leaffaces 4218/65536 8436/131072 ( 6.4%)
    leafbrushes 1393/65536 2786/131072 ( 2.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 27053/512000 108212/2048000 ( 5.3%)
    edges 15154/256000 60616/1024000 ( 5.9%)
    LDR worldlights 29/8192 2552/720896 ( 0.4%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 297/32768 2970/327680 ( 0.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4602/65536 9204/131072 ( 7.0%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 1138060/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 318934/16777216 ( 1.9%)
    entdata [variable] 41760/393216 (10.6%)
    LDR ambient table 2167/65536 8668/262144 ( 3.3%)
    HDR ambient table 2167/65536 8668/262144 ( 3.3%)
    LDR leaf ambient 9670/65536 270760/1835008 (14.8%)
    HDR leaf ambient 2167/65536 60676/1835008 ( 3.3%)
    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] 1/13390 ( 0.0%)
    pakfile [variable] 176889/0 ( 0.0%)
    physics [variable] 194404/4194304 ( 4.6%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 10983
    Writing c:\program files\steam\steamapps\vx_guardian\sourcesdk_content\tf\mapsrc\koth_Oil Derrick.bsp
    2 minutes, 14 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\vx_guardian\sourcesdk_content\tf\mapsrc\koth_Oil Derrick.bsp" "c:\program files\steam\steamapps\vx_guardian\team fortress 2\tf\maps\koth_Oil Derrick.bsp"

    What in god's name happened here? And listing any generic problems will help.
     
  2. Crash

    aa Crash func_nerd

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    I would say it's probably this part:

    Go to those coords and see if anything looks off. My guess is a wonky brush.
     
  3. The Political Gamer

    aa The Political Gamer

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    http://www.interlopers.net/errors/

    rename it koth_olil_derrick_a1 at all should be fine. :)
     
  4. Crash

    aa Crash func_nerd

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  5. Illium

    Illium L1: Registered

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    My appreciation, amigo. Simply renaming it worked. .. Why do I always miss the simple stuff.