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Looping Compile Error

Discussion in 'Mapping Questions & Discussion' started by Gamer90234, Sep 26, 2011.

  1. Gamer90234

    Gamer90234 L1: Registered

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    Hi Everyone. I am having a very frustrating time trying to compile my map. I asked for help here back in february, but I never ended up getting anywhere. I shelved the map for a few months and I have recently pulled the map back out, made modifications to it, and I finally have it to a playable state. h=However, I am still stuck on this error. here is the compile log:

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\gamer902\sourcesdk\bin\orang ebox\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\t f\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\t f\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\orang ebox\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\t f\mapsrc\ctf_campus"

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


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\gamer902\sourcesdk\bin\orang ebox\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\t f\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\t f\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\t f\mapsrc\ctf_campus.bsp
    2 minutes, 0 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\gamer902\sourcesdk_content\t f\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"

    Here is the problem, this is the EXACT same compile log that I got in february. It was determined back then that there was too much brush geometry. I can say with all certainty that this is not the case. I have gone as far as deleting half of the map and it still arrives at the same conclusion. Hammer's compiler is pretty much stuck in a loop at this point.

    And yes, I have checked the log at interlopers.net. It didn't find anything wrong with it.

    Any suggestions? I would really appreciate it.
     
  2. Sergis

    aa Sergis L666: ])oo]v[

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    vbsp stops after this

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

    i blame tjunctions
     
  3. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    TJuncts (since doom didn't explain them) are places where 2 brushes intersect to form a T. So if you have stuff like, fences, railings, a long brush with a lot of walls interesting to it, these all add to th TJunct count. Either remove them, or use propper to make them models.


    Also as a warning, I notice the maps name is "ctf_campus" There have been many times in the past where students make maps of their school and such, and get into a lot of trouble with the police, the school (and their parents), because it is construed as planning something harmful for people.
     
  4. Jeremy

    Jeremy L11: Posh Member

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    I found this in the log:

    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    No vis information, direct lighting only.
     
  5. Kill_the_Bug

    aa Kill_the_Bug

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    Yep - be careful about what you DO choose to map - mapping the wrong thing will probably put you onto the Department Of Homeland Security's Watch List, No Fly lst and a bunch of other lists you've never even heard of.
     
  6. Gamer90234

    Gamer90234 L1: Registered

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    I appreciate the advice. This is really just a pet project for my schools community and I have never planned to have it go further than that. As a precaution, I am also planning to have anyone who downloads the map, sign a waiver stating that they are not allowed to redistribute it publicly.
     
  7. Sergis

    aa Sergis L666: ])oo]v[

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    there goes my idea of pl_pentagon
     
  8. Gamer90234

    Gamer90234 L1: Registered

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    So, after sectioning off areas of my map with the cordon tool, I have determined that there is too much geometry. Does anyone know if I would be able to view how many vertices I have in the map so I can have an idea of how much I need to work on?