Help! Compile Problems

Discussion in 'Mapping Questions & Discussion' started by Forker, Feb 6, 2013.

  1. Forker

    Forker L1: Registered

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    I have been working this map on and off for a while. I decided to get it moving after letting it lie dormant for over a year and with the latest hammer software, it will not compile. Even old vmfs that went through before will not go.

    I have attached a link to the hammer vmf, log, material etc files and a few screenshots. You will have to install the materials.

    If you can get this to compile on your end I will give you credit in any release. Its a very nice looking map. Its untested playwise or for framerates.

    Anybody can feel free to use any materials found within for anything.

    The Map Files:http://www12.zippyshare.com/v/50172057/file.html

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    THANKS! :rolleyes:
     
  2. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    did you try using VBSP?
     
  3. Forker

    Forker L1: Registered

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    I see that vbsp.exe is set to run by default so yes I guess. I looked up zoners tools but they appear older than latest valve release.

    Right now the main problem is every time I compile I get a MAX_MAP_PLANES error and it points to a picture frame, If I remove the frame it just keep going to the next frame after each compile seemingly indefinitely. Those are most likely the last items I put in so I'm not sure what to make of it.

    I noticed one of the bottom containment brushes wasn't connected to the others flush(there are 3 large no draw brushes enclosing the bottom). So if you compile it check that, I'm not sure at what point that happened.

    Has anyone tried to compile this? I know its a hassle but I would really appreciate it.

    There are hundreds of Medieval style paintings, frames, shields and tapestries you can use for yourselves included in the downloads.
     
  4. The Asylum

    aa The Asylum

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    Have you tried running the log though this: http://www.interlopers.net/errors/

    I just did and it's telling me you've got leaks is at least two places. This will cause a map to completely fail its compile.

    If you didnt already know, if something leaks, you can load the pointfile to see what's leaking and where it's leaking to. Under the Map menu, there's an option called Load Pointfile. That'll draw a red line for you to follow to the leak
     
  5. Fish 2.0

    Fish 2.0 L6: Sharp Member

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    I also looked at your problem brushes. I'm not gonna lie, they are shaped very oddly. Anyway, I took the first brush that spewed out an error and dropped it into one of my maps that I know don't have any errors.

    Nothing. It compiled like a charm, no errors or anything. It isn't the physical brushes, then.
     
  6. Shanghai

    Shanghai L6: Sharp Member

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    I think he meant VBCT by the way. It's a standalone compiler with some more options that can be a bit more clear about what's going wrong.
     
  7. Forker

    Forker L1: Registered

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    I don't think the brushes are the problem either, this map used to compile great before they modified the hammer software.

    Even if I throw a giant hollow box around the whole map it complains of leaks.

    The point file brings up a red line right through the center of a solid 2d sky brush.

    I think I remember why I let this map die, after the 100th or so bug you just give up.
     
  8. Micnax

    aa Micnax I maek map

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    You've exceeded the maximum number of planes you can have in a map, which is 65536. Until you get below this limit by deleting items, it will ALWAYS show this error. This may also be causing the leak error too, because VBSP will not be able to complete fully because of the excessive planes, which then causes it to detect a leak.

    Have you used func_detail on your brushes?
     
  9. Fish 2.0

    Fish 2.0 L6: Sharp Member

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    On some he has, others he hasn't.
     
  10. henke37

    aa henke37

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    I am not sure if func_Detail helps when you run out of planes.
     
  11. Forker

    Forker L1: Registered

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    That was it, combined with the fact that something behind the scenes changed from much earlier times when the map compiled fine. I've read other posts stating that certain things will cause MAX_MAP_PLANES erros to occur, probably due to some of the complex geometry I had in the map.

    I was able to use Propper (thanks to English Mobster http://forums.tf2maps.net/showthread.php?t=18754) and make a bunch of props in place of some of the more cumbersome and repetitive brushes.

    Thanks everyone for your help, I should have this map out once I have it refined and packaged in 2 or 3 more years. :)