Hammer Compile Issue

Discussion in 'Mapping Questions & Discussion' started by Gamer90234, Feb 24, 2011.

  1. Gamer90234

    Gamer90234 L1: Registered

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    Hello, everyone. I'm new here to the forums and was hoping someone could help me out with what I gather is a fairly common problem that i'm having.

    When I compile my map, it does not acknowledge any of the changes I have made since last night. The confusing part is that I am getting no compile errors (checked it against the error list at interlopers.net, gave me no errors) and the listing map file's date in the tf2 map folder still shows up as if it were a new copy.

    What follows is my compile log. I hope someone can help me out. Thank you.


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\gamer902\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\gamer902\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\gamer902\sourcesdk_content\tf\mapsrc\ctf_campus.vmf"

    Valve Software - vbsp.exe (Jul 7 2010)
    8 threads
    materialPath: c:\program files (x86)\steam\steamapps\gamer902\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\gamer902\sourcesdk_content\tf\mapsrc\ctf_campus.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/ctf_campus/brick/blendcobbletocobblesnow001_wvt_patch
    Patching WVT material: maps/ctf_campus/nature/blendgroundtograss002_wvt_patch
    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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 200 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    Too many unique verts, max = 65536 (map has too much brush geometry)


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\gamer902\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\gamer902\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\gamer902\sourcesdk_content\tf\mapsrc\ctf_campus"

    Valve Software - vvis.exe (Jul 7 2010)
    8 threads
    reading c:\program files (x86)\steam\steamapps\gamer902\sourcesdk_content\tf\mapsrc\ctf_campus.bsp
    reading c:\program files (x86)\steam\steamapps\gamer902\sourcesdk_content\tf\mapsrc\ctf_campus.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\gamer902\sourcesdk_content\tf\mapsrc\ctf_campus.prt


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\gamer902\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\gamer902\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\gamer902\sourcesdk_content\tf\mapsrc\ctf_campus"

    Valve Software - vrad.exe SSE (Jul 7 2010)

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

    Loading c:\program files (x86)\steam\steamapps\gamer902\sourcesdk_content\tf\mapsrc\ctf_campus.bsp
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (4.73 seconds)
    32141 faces
    12735838 square feet [1833960704.00 square inches]
    10 Displacements
    633798 Square Feet [91267024.00 Square Inches]
    38 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (60)
    Build Patch/Sample Hash Table(s).....Done<0.4748 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
    FinalLightFace Done
    1 of 1 (100% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (42)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 45/1024 2160/49152 ( 4.4%)
    brushes 3682/8192 44184/98304 (44.9%)
    brushsides 23169/65536 185352/524288 (35.4%)
    planes 6832/65536 136640/1310720 (10.4%)
    vertexes 45664/65536 547968/786432 (69.7%)
    nodes 16035/65536 513120/2097152 (24.5%)
    texinfos 4640/12288 334080/884736 (37.8%)
    texdata 44/2048 1408/65536 ( 2.1%)
    dispinfos 10/0 1760/0 ( 0.0%)
    disp_verts 642/0 12840/0 ( 0.0%)
    disp_tris 992/0 1984/0 ( 0.0%)
    disp_lmsamples 108448/0 108448/0 ( 0.0%)
    faces 32141/65536 1799896/3670016 (49.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 12914/65536 723184/3670016 (19.7%)
    leaves 16081/65536 514592/2097152 (24.5%)
    leaffaces 39823/65536 79646/131072 (60.8%)
    leafbrushes 10607/65536 21214/131072 (16.2%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 206908/512000 827632/2048000 (40.4%)
    edges 118389/256000 473556/1024000 (46.2%)
    LDR worldlights 38/8192 3344/720896 ( 0.5%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 3686/32768 36860/327680 (11.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 62349/65536 124698/131072 (95.1%) VERY FULL!
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 6/512 2112/180224 ( 1.2%)
    LDR lightdata [variable] 61156380/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 41953/393216 (10.7%)
    LDR ambient table 16081/65536 64324/262144 (24.5%)
    HDR ambient table 16081/65536 64324/262144 (24.5%)
    LDR leaf ambient 44328/65536 1241184/1835008 (67.6%)
    HDR leaf ambient 16081/65536 450268/1835008 (24.5%)
    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] 1/31368 ( 0.0%)
    pakfile [variable] 1246/0 ( 0.0%)
    physics [variable] 1353868/4194304 (32.3%)
    physics terrain [variable] 1778/1048576 ( 0.2%)

    Level flags = 0

    Total triangle count: 90922
    Writing c:\program files (x86)\steam\steamapps\gamer902\sourcesdk_content\tf\mapsrc\ctf_campus.bsp
    2 minutes, 0 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\gamer902\sourcesdk_content\tf\mapsrc\ctf_campus.bsp" "c:\program files (x86)\steam\steamapps\gamer902\team fortress 2\tf\maps\ctf_campus.bsp"


    ** Executing...
    ** Command: c:\program files (x86)\steam\steam.exe
    ** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\gamer902\team fortress 2\tf" +map "ctf_campus"
     
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    The fact that the log shows NO errors at all is raise for concern, usually there is a skybox texture issue or something.

    Have you used vertex manipulation to make any wedges recently?
     
  3. Gamer90234

    Gamer90234 L1: Registered

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    I don't believe so.
     
  4. Seba

    aa Seba DR. BIG FUCKER, PHD

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    You made a fatal error - most likely an invalid solid or something. Alt-p and fix everything.

    EDIT: Also, you've a lot of waterindices; I don't know exactly what that means, but it could be doing something bad.
     
    Last edited: Feb 24, 2011
  5. ardysqrrl

    ardysqrrl L4: Comfortable Member

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    that looks like a fatal error to me
     
    • Thanks Thanks x 1
  6. KingOfSandvich

    KingOfSandvich L1: Registered

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    "Too many unique verts, max = 65536 (map has too much brush geometry)"

    There's your problem. If one of the hard-coded brush limits (verticies, sides, faces, etc.) is reached, vbsp simplly will not compile your map.

    The next question is: How did you get so many verticies? there must be something REALLY complicated (func_detailed or not doesn't matter with this) in your map to cause that. Did you use the carve tool on a sphere or something? turn off props on the visgroup selector then check the 2D views of your map for REALLY dense areas.

    What's really odd is that VRAD's report shows you are well under the limit, with only 45664 verticies. Hammer is contradicting itself... That's just weird. It sounds like VBSP is freaking out over a limit it hasn't even reached. I don't know what to say.

    Try turning off some visgroups and/or cordoning. See if there is a specific thing that is causing the problem, or if the geometry really is too complicated.
     
  7. Gamer90234

    Gamer90234 L1: Registered

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    The geometry is actually quite simple. I think the problem is that I have just relied too heavily on it, and now there is an overabundance. But hey, i'm a newcomer to hammer and still learning. I'll try and delete some of it where I can. Thanks for the help everyone.