HaMmEr CrAsHe

Discussion in 'Mapping Questions & Discussion' started by gloob, Jul 23, 2016.

  1. gloob

    gloob L1: Registered

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    I just started a 5cp map which i am calling cp_pugnacious to participate in the jam, and I used ABS gametype library to place the 5cp things, and i have some regular brushes with displacement. I wanted to check some sizes of things by compiling and looking at it in game. when i start compiling hammer stops responding and it crashes
    :(
    any ideas as to why hammer crashes?
     
  2. Viperi

    aa Viperi not actually a snek

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    Would you post your compile log? Under a spoiler though.
     
  3. gloob

    gloob L1: Registered

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    there is no compile log bc it crashes everytime i try to compile. am i missing something? (ive only made one map)
     
  4. killohurtz

    aa killohurtz Distinction in Applied Carving

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    This is normal. Hammer's default compiler causes it to stop responding, but it will continue to work in the background if you leave it alone. As long as your task manager reports a CPU-heavy process called vbsp.exe, vvis.exe, or vrad.exe, then everything is working as intended. Check out CompilePal if you'd like to continue using Hammer while a compile is going.

    On a related note, if you're only compiling to check scale, then you can turn off VVIS and VRAD in the Run Map dialog before compiling. VBSP is the only process that needs to run for the map to be built, and it usually only takes seconds (the other two follow with visibility and lighting calculations, respectively, and can take much longer).
     
  5. Viperi

    aa Viperi not actually a snek

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    Compiling with lower end computers can cause Hammer to stop responding and then work again after a few. Just don't spam Left Click if it's not responding, just wait.

    Edit: Killo beat me it seems.
     
  6. Viperi

    aa Viperi not actually a snek

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    You can turn them off for sure, but it's still better compiling with VVIS and VRAD set to Fast since it also skips their process, but avoids making your map fullbright (Compiling without VRAD/No light entities).

    And since VRAD basically works on what VVIS did, compiling with VBSP and VRAD, but without VVIS causes VRAD to fail.
     
  7. gloob

    gloob L1: Registered

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    ** 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\tf\maps\cp_pugnacious_a1.vmf"

    Valve Software - vbsp.exe (Jun 27 2016)
    6 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\tf\maps\cp_pugnacious_a1.vmf
    Patching WVT material: maps/cp_pugnacious_a1/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    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) (13064 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 22 texinfos to 15
    Reduced 8 texdatas to 7 (205 bytes to 184)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_pugnacious_a1.bsp
    Wrote ZIP buffer, estimated size 483, actual size 403
    1 second elapsed

    ** 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\tf\maps\cp_pugnacious_a1"

    Valve Software - vvis.exe (Jun 27 2016)
    6 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\cp_pugnacious_a1.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\cp_pugnacious_a1.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\cp_pugnacious_a1.prt


    ** 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\tf\maps\cp_pugnacious_a1"

    Valve Software - vrad.exe SSE (Jun 27 2016)

    Valve Radiosity Simulator
    6 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\tf\maps\cp_pugnacious_a1.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.11 seconds)
    923 faces
    7608154 square feet [1095574144.00 square inches]
    1 Displacements
    7281 Square Feet [1048576.00 Square Inches]
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Build Patch/Sample Hash Table(s).....Done<0.0015 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (38)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 36/8192 432/98304 ( 0.4%)
    brushsides 222/65536 1776/524288 ( 0.3%)
    planes 200/65536 4000/1310720 ( 0.3%)
    vertexes 1692/65536 20304/786432 ( 2.6%)
    nodes 1823/65536 58336/2097152 ( 2.8%)
    texinfos 15/12288 1080/884736 ( 0.1%)
    texdata 7/2048 224/65536 ( 0.3%)
    dispinfos 1/0 176/0 ( 0.0%)
    disp_verts 81/0 1620/0 ( 0.0%)
    disp_tris 128/0 256/0 ( 0.0%)
    disp_lmsamples 17424/0 17424/0 ( 0.0%)
    faces 923/65536 51688/3670016 ( 1.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 128/65536 7168/3670016 ( 0.2%)
    leaves 1825/65536 58400/2097152 ( 2.8%)
    leaffaces 972/65536 1944/131072 ( 1.5%)
    leafbrushes 706/65536 1412/131072 ( 1.1%)
    areas 1/256 8/2048 ( 0.4%)
    surfedges 4410/512000 17640/2048000 ( 0.9%)
    edges 2270/256000 9080/1024000 ( 0.9%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 39/32768 390/327680 ( 0.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 546/65536 1092/131072 ( 0.8%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 225284/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 252/393216 ( 0.1%)
    LDR ambient table 1825/65536 7300/262144 ( 2.8%)
    HDR ambient table 1825/65536 7300/262144 ( 2.8%)
    LDR leaf ambient 1122/65536 31416/1835008 ( 1.7%)
    HDR leaf ambient 1825/65536 51100/1835008 ( 2.8%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 403/0 ( 0.0%)
    physics [variable] 13064/4194304 ( 0.3%)
    physics terrain [variable] 139/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 2052
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\cp_pugnacious_a1.bsp
    39 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_pugnacious_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_pugnacious_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 "cp_pugnacious_a1" -steam

    sorry i dont know how to use a spoiler.
    this compile made my computer VERY VERY SLOW. im restarting my computer now. it took me several minutes just to close tf2
    this compile is with everything but brushes off in visgroups
     
  8. Viperi

    aa Viperi not actually a snek

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    Well there's your problem. Your map has a leak in it causing the compile to fail completely. Use your pointfile to pinpoint the leak with a red line that goes from the entity to the Void (Your entity is just reporting it.).

    Spoiler works by spoiler surrounded with [ and ].
     
    • Funny Funny x 1
  9. henke37

    aa henke37

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    You have a leak. Fix that.
     
  10. gloob

    gloob L1: Registered

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    thanks man
    thanks

    edit: compiling is working great after i fixed the leak (remade the skybox) and restarted my computer. compile is now fast and not slow :^)
     
    Last edited: Jul 23, 2016
  11. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Leaks do not actually cause a compile to fail. In fact, they make the compile faster, but only because VVIS doesn't run and VRAD doesn't do a complete job as a result.
     
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  12. Viperi

    aa Viperi not actually a snek

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    Oh, I forgot about that. It does, however break the 2D skybox doesn't it? Haven't had a leak for months since I haven't been active on Hammer.
     
  13. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Not necessarily! The hall of mirrors effect you see in the sky only happens when a) the sky name is invalid, b) there's no skybox at all (which will cause a leak, obviously) or c) a transparent texture such as nodraw is the only thing between you and the void.
     
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  14. henke37

    aa henke37

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    You get hall of mirrors if the current pvs doesn't include any skybox faces. Or when the game completely failed to load a skybox to begin with.
     
  15. gloob

    gloob L1: Registered

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    this is what got me
    i had some of my skybox with a nodraw in a place i didnt mean to,so there was a leak
     
  16. Crowbar

    aa Crowbar perfektoberfest

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    Nodraw doesn't make leaks itself unless it's entity, but if it is texture won't matter.