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Compiling problem

Discussion in 'Mapping Questions & Discussion' started by The_Gl!tch.exe, Apr 12, 2019.

  1. The_Gl!tch.exe

    The_Gl!tch.exe L2: Junior Member

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    I have a problem where hammer doesn't compile everything to the map.
    This is how it looks like in hammer:
    https://i.imgur.com/ZQV1jeP.jpg
    This is how the map looks like:
    https://i.imgur.com/7v1SBac.jpg
    I've already tried it with deleting the map and compiling it as a new map but it's still likethe same before.
    Is it just a bug or is it something else which causes this?
     
  2. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

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    Compile log?
     
  3. The_Gl!tch.exe

    The_Gl!tch.exe L2: Junior Member

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    Here's the compile log:

    Code:
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.vmf"
    
    Valve Software - vbsp.exe (Aug  2 2018)
    2 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.vmf
    Patching WVT material: maps/trade_island_a1/egypt/sky_sand_waves_01_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 (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
      skybox/night_mountain*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
      skybox/night_mountain*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Warning: overflowed 8 displacement corner-neighbor lists.Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    Displacement 34 has bad geometry near -1856.00 -4992.00 -2728.03
    Can't compile displacement physics, exiting.  Texture is NATURE/GRASS_03
    
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1"
    
    Valve Software - vvis.exe (Aug  2 2018)
    2 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.prt
     238 portalclusters
     562 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 (2)
    Optimized: 35 visible clusters (0.07%)
    Total clusters visible: 50699
    Average clusters visible: 213
    Building PAS...
    Average clusters audible: 238
    warning: Vis decompression overrun
    warning: Vis decompression overrun
    warning: Vis decompression overrun
    DecompressVis: 0 repeat
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1"
    
    Valve Software - vrad.exe SSE (Jul 18 2018)
    
      Valve Radiosity Simulator   
    2 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.bsp
    Setting up ray-trace acceleration structure... Done (0.90 seconds)
    1568 faces
    3958852 square feet [570074752.00 square inches]
    31 Displacements
    997603 Square Feet [143654912.00 Square Inches]
    1568 patches before subdivision
    99724 patches after subdivision
    sun extent from map=0.173648
    4 direct lights
    BuildFacelights:  0...1...2...3...4...5...6...7...8...9...10 (22)
    BuildVisLeafs:  0...1...2...3...4...5...6...7...8...9...10 (13)
    transfers 4619892, max 913
    transfer lists:  35.2 megs
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #1 added RGB(11427, 11649, 14718)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #2 added RGB(1575, 1570, 2035)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #3 added RGB(492, 377, 258)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #4 added RGB(115, 88, 60)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #5 added RGB(41, 23, 8)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #6 added RGB(10, 6, 2)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #7 added RGB(4, 2, 0)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (1)
       Bounce #8 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0977 sec>
    FinalLightFace:  0...1...2...3...4...5...6...7...8...9...10 (9)
    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 (8)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models  9/1024  432/49152  ( 0.9%)
    brushes  40/8192  480/98304  ( 0.5%)
    brushsides  240/65536  1920/524288  ( 0.4%)
    planes  202/65536  4040/1310720  ( 0.3%)
    vertexes  1709/65536  20508/786432  ( 2.6%)
    nodes  733/65536  23456/2097152  ( 1.1%)
    texinfos  56/12288  4032/884736  ( 0.5%)
    texdata  14/2048  448/65536  ( 0.7%)
    dispinfos  31/0  5456/0  ( 0.0%)
    disp_verts  2511/0  50220/0  ( 0.0%)
    disp_tris  3968/0  7936/0  ( 0.0%)
    disp_lmsamples  663760/0  663760/0  ( 0.0%)
    faces  1568/65536  87808/3670016  ( 2.4%)
    hdr faces  0/65536  0/3670016  ( 0.0%)
    origfaces  167/65536  9352/3670016  ( 0.3%)
    leaves  743/65536  23776/2097152  ( 1.1%)
    leaffaces  1576/65536  3152/131072  ( 2.4%)
    leafbrushes  440/65536  880/131072  ( 0.7%)
    areas  2/256  16/2048  ( 0.8%)
    surfedges  7270/512000  29080/2048000  ( 1.4%)
    edges  3769/256000  15076/1024000  ( 1.5%)
    LDR worldlights  4/8192  352/720896  ( 0.0%)
    HDR worldlights  0/8192  0/720896  ( 0.0%)
    leafwaterdata  1/32768  12/393216  ( 0.0%)
    waterstrips  30/32768  300/327680  ( 0.1%)
    waterverts  0/65536  0/786432  ( 0.0%)
    waterindices  411/65536  822/131072  ( 0.6%)
    cubemapsamples  0/1024  0/16384  ( 0.0%)
    overlays  0/512  0/180224  ( 0.0%)
    LDR lightdata  [variable]  2968932/0  ( 0.0%)
    HDR lightdata  [variable]  0/0  ( 0.0%)
    visdata  [variable]  31649/16777216 ( 0.2%)
    entdata  [variable]  9138/393216  ( 2.3%)
    LDR ambient table  743/65536  2972/262144  ( 1.1%)
    HDR ambient table  743/65536  2972/262144  ( 1.1%)
    LDR leaf ambient  2987/65536  83636/1835008  ( 4.6%)
    HDR leaf ambient  743/65536  20804/1835008  ( 1.1%)
    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]  1/2290  ( 0.0%)
    pakfile  [variable]  115975/0  ( 0.0%)
    physics  [variable]  16259/4194304  ( 0.4%)
    physics terrain  [variable]  2975/1048576  ( 0.3%)
    
    Level flags = 0
    
    Total triangle count: 3466
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.bsp
    54 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\trade_island_a1.bsp"
    
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf"  +map "trade_island_a1" -steam
    
    
     
  4. The_Gl!tch.exe

    The_Gl!tch.exe L2: Junior Member

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    I've also run it through the compile log check and it says this:

    1. displacement 34 has bad geometry near -1856.00 -4992.00 -2728.03 can't compile displacement physics, exiting. texture is nature/grass_03 (well, I can fix this)

    2. warning: vis decompression overrun
    The map has a low number of props (the map is in the earliest stage of development) and it already has this error. Is there another way to fix this?
     
  5. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

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    I would recommend fixing your displacement errors first and then see if that also fixes the VIS decompression issue.
     
    • Agree Agree x 2
    • Thanks Thanks x 1
  6. The_Gl!tch.exe

    The_Gl!tch.exe L2: Junior Member

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    Fixing the displacement error also fixed the VIS error. The map compiles and works again
     
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