Map refuses to compile

Discussion in 'Mapping Questions & Discussion' started by Tapp, Sep 30, 2009.

  1. Tapp

    Tapp L10: Glamorous Member

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    I have been working on two maps simultaneously, and at about the same time both of them ceased to compile. I have tried many different things (some extremely risky) such as deleting the GCF and re-installing, doing the same with the actual source sdk folders, and checking EVERYWHERE for leaks and errors. Cordoning off my map seems to allow it to compile, but I need the whole thing for devshots. A copy of my map is here (please don't steal my- I mean Uriak's idea/game mode). I have a feeling that it might simply be a lack of ram, as it stops at an arbitrary location in VRAD. Any ideas?
     
  2. Darth Cyrax

    Darth Cyrax L2: Junior Member

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    So it just stops on Vrad... Do you have a bunch of dynamic lights? Did you name any of your lights?
    Also, which file is it? There are several on that mediafire link.
     
  3. Peterm

    Peterm Banned

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    Mine used to do this. I beleive where it stops is by chance and that you may be having errors somewhere along the line.

    My maps being odd though it compiles i can see the BSP file and it wont run on tf2
     
  4. PL-7764

    PL-7764 L6: Sharp Member

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    Do you have a compile log that could be posted? No idea if it would show anything, but where it stops might make the problem obvious to someone who sees it.
     
  5. Cameron:D

    Cameron:D L6: Sharp Member

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    Vvis will take a while, especially on slower machines. If is the posit at which it lights the level. If you use Vista or win7, the compile window will freeze and you can't see the progress of the compile. I reccomend VBCT (google it) as it gives you a compile progress that won't freeze and pits less stress on your system/other programs while compiling.
     
  6. Terr

    aa Terr Cranky Coder

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    I second the recommendation of VBCT.

    Can you post a log about how it "stops at an arbitrary location in VRAD"?

    As Cyrax mentions, none of your lights should have a "Name:" value unless you actively plan to turn them on or off.
     
  7. Lancey

    aa Lancey Currently On: ?????

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    Optimize your lightmaps
     
  8. Tapp

    Tapp L10: Glamorous Member

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    None of my lights have names. I have no dynamic lights. All lightmaps are at default, as it is still in beta. I have tried the batch compiler and it freezes as well in the same place. I will double-check for anything out of the ordinary, and try excessively cutting down on world brushes to see if that helps. As it is right now, everything that isn't a massive, square, important and grid aligned has been turned into a func_detail. I have but one areaportal at this point at time, but I will try turning it off. Also, how do you get the batch compiler to run at a lower priority? It still crashes my computer.
     
  9. Cameron:D

    Cameron:D L6: Sharp Member

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    Add the -low parameter to the three different compile stages.

    VVIS and VRAD both take their time, possibly hours depending on a) your map and b) your computer. How much ram and what CPU do you have?
    Also, post a compile log.
     
  10. Darth Cyrax

    Darth Cyrax L2: Junior Member

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    Oh, and to post the compile log since it gets stuck, run your map again and when it reaches the part where it stops have task manager end vrad.exe, then you'll be able to copy/paste what remains.
    Of course this will fuck up the bsp that's created, so don't load it:O.
     
  11. Smetzle

    Smetzle L3: Member

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    Which of the maps in your link is the one that won't compile? There are about five maps on that page.
     
  12. Cameron:D

    Cameron:D L6: Sharp Member

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    I'll go with the 2 that were uploaded on the 30th
     
  13. Lancey

    aa Lancey Currently On: ?????

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    Default != Optimized. It usually does, but not always. Try setting some lightmaps higher.
     
  14. Cameron:D

    Cameron:D L6: Sharp Member

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    Ok.... taking a look.... cp_diamond.... Massive leak under the level, once I fixed that and am now compiling, and it is asploding my computer on portal flow, so you have a lot of func_detailing to do (I can see where this needs to be done). I think the problem you were having is the compile log window was freezing, as when I first complied without checking the leak it did it in 22 seconds, 20 of which the log window was frozen.

    EDIT: compile log......
    Code:
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\cameron_d\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf" "C:\Users\Cameron\Desktop\Cp_diamond"
    
    Valve Software - vbsp.exe (May 19 2009)
    4 threads
    materialPath: c:\program files\steam\steamapps\cameron_d\team fortress 2\tf\materials
    Loading C:\Users\Cameron\Desktop\Cp_diamond.vmf
    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)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 8 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Cameron\Desktop\Cp_diamond.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 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) (109850 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 260 texinfos to 168
    Reduced 61 texdatas to 47 (1751 bytes to 1193)
    Writing C:\Users\Cameron\Desktop\Cp_diamond.bsp
    2 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\cameron_d\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf" "C:\Users\Cameron\Desktop\Cp_diamond"
    
    Valve Software - vvis.exe (May 19 2009)
    4 threads
    reading c:\users\cameron\desktop\Cp_diamond.bsp
    reading c:\users\cameron\desktop\Cp_diamond.prt
     646 portalclusters
    2064 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 (949)
    Optimized: 1729 visible clusters (0.00%)
    Total clusters visible: 234923
    Average clusters visible: 363
    Building PAS...
    Average clusters audible: 636
    visdatasize:106038  compressed from 113696
    writing c:\users\cameron\desktop\Cp_diamond.bsp
    15 minutes, 49 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\cameron_d\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf" "C:\Users\Cameron\Desktop\Cp_diamond"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\users\cameron\desktop\Cp_diamond.bsp
    Setting up ray-trace acceleration structure... Done (0.60 seconds)
    1974 faces
    691318 square feet [99549920.00 square inches]
    1 Displacements
    120636 Square Feet [17371648.00 Square Inches]
    1974 patches before subdivision
    35696 patches after subdivision
    sun extent from map=0.707107
    37 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (11)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (7)
    transfers 3015747, max 465
    transfer lists:  23.0 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(179044, 137762, 101151)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(40452, 25258, 16292)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(14961, 7414, 3865)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(5914, 2324, 991)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #5 added RGB(2544, 790, 272)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(1130, 277, 77)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #7 added RGB(514, 99, 22)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(237, 36, 7)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #9 added RGB(111, 13, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(52, 5, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #11 added RGB(25, 2, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #12 added RGB(12, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #13 added RGB(6, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #14 added RGB(3, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #15 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #16 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0176 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
    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 (4)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  13/1024          624/49152    ( 1.3%) 
    brushes                297/8192         3564/98304    ( 3.6%) 
    brushsides            1955/65536       15640/524288   ( 3.0%) 
    planes                 976/65536       19520/1310720  ( 1.5%) 
    vertexes              2778/65536       33336/786432   ( 4.2%) 
    nodes                 1256/65536       40192/2097152  ( 1.9%) 
    texinfos               168/12288       12096/884736   ( 1.4%) 
    texdata                 47/2048         1504/65536    ( 2.3%) 
    dispinfos                1/0             176/0        ( 0.0%) 
    disp_verts             289/0            5780/0        ( 0.0%) 
    disp_tris              512/0            1024/0        ( 0.0%) 
    disp_lmsamples       71470/0           71470/0        ( 0.0%) 
    faces                 1974/65536      110544/3670016  ( 3.0%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             1041/65536       58296/3670016  ( 1.6%) 
    leaves                1270/65536       40640/2097152  ( 1.9%) 
    leaffaces             2339/65536        4678/131072   ( 3.6%) 
    leafbrushes            801/65536        1602/131072   ( 1.2%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            13538/512000      54152/2048000  ( 2.6%) 
    edges                 7998/256000      31992/1024000  ( 3.1%) 
    LDR worldlights         37/8192         3256/720896   ( 0.5%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            155/32768        1550/327680   ( 0.5%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          2394/65536        4788/131072   ( 3.7%) 
    cubemapsamples          18/1024          288/16384    ( 1.8%) 
    overlays                24/512          8448/180224   ( 4.7%) 
    LDR lightdata         [variable]     1558496/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      106038/16777216 ( 0.6%) 
    entdata               [variable]       35761/393216   ( 9.1%) 
    LDR ambient table     1270/65536        5080/262144   ( 1.9%) 
    HDR ambient table     1270/65536        5080/262144   ( 1.9%) 
    LDR leaf ambient      6229/65536      174412/1835008  ( 9.5%) 
    HDR leaf ambient      1270/65536       35560/1835008  ( 1.9%) 
    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]           1/16466    ( 0.0%) 
    pakfile               [variable]        5721/0        ( 0.0%) 
    physics               [variable]      109850/4194304  ( 2.6%) 
    physics terrain       [variable]         130/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 5400
    Writing c:\users\cameron\desktop\Cp_diamond.bsp
    33 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Cameron\Desktop\Cp_diamond.bsp" "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf\maps\Cp_diamond.bsp"
    
    
    ** Executing...
    ** Command: c:\program files\steam\steam.exe
    ** Parameters: -applaunch 440 -game "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf" -toconsole -dev -console +sv_lan 1 +sv_cheats 1 +map "Cp_diamond"
    
    
    Everything is normal........ (after fixing the leak)

    EDIT EDIT: pl_regret also complied fine.... I was missing a bunch of textures, so VVIS didn't run.
     
    Last edited: Oct 1, 2009