map wont complete compling

Discussion in 'Mapping Questions & Discussion' started by spot_the_spy, May 21, 2010.

  1. spot_the_spy

    spot_the_spy L1: Registered

    Positive Ratings:
    I've been working on my first map Asylum, all was going good but now i cant run the current version of the map. Its a incredibly small map id say 1/4 the size of 2 fort.
    First when i had the problem i went on the valve developers community wiki to look for visual optimization. I followed the guide and did some simple stuff like placing no-draw on areas that wouldn't be seen, nothing. Then i thought it was the water (the maps an island) first I used normal water, then cheap water, and then no water at all, still nothing. I even compiled and chose to not to run the game and it
    still freezes. it's crazy, it maxes out my CPU, just compiling it?

    like i said it was fine before i also didn't do anything major either, there's also no leaks.


  2. absurdistof

    aa absurdistof

    Positive Ratings:
    A few things, I'll list them in list order :)

    1) Make sure you have a skybox and proper lighting information, screen 2 doesn't suggest anything of that sort
    2) A general rule I follow when hammer is compiling, do not, unless acting out of the most vital necessity, disturb the compile by any means (I have a pretty good rig and hammer maxes it out as well, it's not unusual)
    3) Make sure you're func_detailing irregularly shaped objects
    4) Try to follow this guide as best you can (HL)

    EDIT: Nice avatar :D
    • Thanks Thanks x 1
  3. spot_the_spy

    spot_the_spy L1: Registered

    Positive Ratings:
    How would I go about doing this?
  4. spot_the_spy

    spot_the_spy L1: Registered

    Positive Ratings:

    corner as player would see


    no draw behind the goes into the water. can this cause a leak?


    another possible leak?


    over head view small, simple, no props or flourishes yet, no complicated geometry (unless you count octagons as complicated).

    this is so simple to any valve map, yet it takes a good 15 min to compile it?
    it takes the longest to compile on the area portals, and visleaves. I assume i should add those though i don't know how.

    Also do i even need water all around the map? couldn't i just put it on the side that needs it to create an illusion of an island?

    any help is appreciated, thanks
  5. CapellanCitizen

    CapellanCitizen L2: Junior Member

    Positive Ratings:
  6. Ezekel

    Ezekel L11: Posh Member

    Positive Ratings:
    nodraw brushes cannot cause a leak (never ever). the thing about nodraw is that they aren't see through. but rather just doesn't draw/render anything where they are.
    - they're completely solid. both to players/weapons and to visibility. (you cannot see stuff in an adjacent room even if the joining wall has nodraw texture).

    compilling with hammer: unless you add a certain tag that lets it compile in the background (and consequently slower), hammer will use all the CPU resources it can. - this isn't wrong, and is what is supposed to happen so don't worry. for certain parts of the compile, it can appear to get stuck, but it's still working. it's just got a lot of work to do.
    generally when i want to compile with lighting on a map i switch on the TV or go get something to eat because it can take 5-10 mins depending on the complexity of the map.
    having said that though, my 1st "outside" map took 2.5 hrs for it to compile (i didn't understand properly how to use func_detail or building to grid :p ). so i suppose that gives a good idea of just how long a 1st map can take to compile.

    if your vvis process is taking a while, that's implying that you've got a lot of complex shapes in your map as basic world brush geometry (alternatively it means that the map is just simply VERY big, because a new area is defined every 1024x1024x1024 hammer units regardless of what else is on the map). a rule of thumb is: if it's not building the edges of your map, or the edges of the rooms/buildings of your map, func_detail the brush (by selecting it and pressing CTRL+T). - this helps the compile process because vvis likes simple geometric areas. that means it can break the world up in to fewer areas, and fewer areas means less crosschecking about whether one area has line of sight to another area (which is what vvis actually does).

    in terms of leaks:
    when you compile your map, select bsp as the only option, and check the don't run tickbox. if there's a leak on your map, the compile log will say so (and usually have a few other things pop up like "invalid content solid...").
    after that's done, you can in hammer go to view--> load pointfile.
    this will display a red line that goes from one of the entities on your map and trace a path to the "void" (which lets you find the leak).

    another thing: if there are no entities on your map, then it will have an error compiling, because the compiler won't be able to tell which areas are supposed to be the "inside" of the map and which areas are the empty void.

    and finally: maps have to be sealed. even outside areas are actually sealed boxes. you seal your map by building brushes around the edges and texturing them as "toolsskybox". - the goal is to make it as tight as possible to the rest of the map's world brushes, to help keep the shape of the map as simple as possible.
    in an emergency situation (or for pre-release testing) you can use the cordon ( :cordonedit: ) tool to surround your map in a box. that will make sure you have no leaks to the void. but don't do this when you're planning to release your map, as it's quite inefficient compared to building the walls of toolsskybox yourself.
    - don't worry about the textures on brush faces on the outside parts of a map, as these will automatically be ignored by hammer when it compiles the map (same for all world-brush faces that are completely covered up by other world-brush faces)

    i hope all that helps.
    Last edited: May 21, 2010
  7. Micnax

    aa Micnax Back from the dead (again)

    Positive Ratings:
    Post dat compile log
  8. spot_the_spy

    spot_the_spy L1: Registered

    Positive Ratings:
    here goes, thanks to who ever reads this:

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\kobesteak\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\kobesteak\team fortress 2\tf" "C:\Users\Ditri Family\Downloads\skins 4 tf2\map\CTF_asylum.vmf"

    Valve Software - vbsp.exe (May 7 2010)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\kobesteak\team fortress 2\tf\materials
    Loading C:\Users\Ditri Family\Downloads\skins 4 tf2\map\CTF_asylum.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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    done (0)
    writing C:\Users\Ditri Family\Downloads\skins 4 tf2\map\CTF_asylum.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (76470 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 91 texinfos to 51
    Reduced 14 texdatas to 12 (393 bytes to 297)
    Writing C:\Users\Ditri Family\Downloads\skins 4 tf2\map\CTF_asylum.bsp
    8 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\kobesteak\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\kobesteak\team fortress 2\tf" "C:\Users\Ditri Family\Downloads\skins 4 tf2\map\CTF_asylum"

    Valve Software - vvis.exe (May 7 2010)
    4 threads
    reading c:\users\ditri family\downloads\skins 4 tf2\map\CTF_asylum.bsp
    reading c:\users\ditri family\downloads\skins 4 tf2\map\CTF_asylum.prt
    685 portalclusters
    1927 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 (474)
    Optimized: 2221 visible clusters (0.00%)
    Total clusters visible: 372174
    Average clusters visible: 543
    Building PAS...
    Average clusters audible: 684
    visdatasize:123236 compressed from 120560
    writing c:\users\ditri family\downloads\skins 4 tf2\map\CTF_asylum.bsp
    7 minutes, 55 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\kobesteak\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\kobesteak\team fortress 2\tf" "C:\Users\Ditri Family\Downloads\skins 4 tf2\map\CTF_asylum"

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

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

    Loading c:\users\ditri family\downloads\skins 4 tf2\map\CTF_asylum.bsp
    Setting up ray-trace acceleration structure... Done (3.94 seconds)
    3395 faces
    3935704 square feet [566741376.00 square inches]
    72 Displacements
    663005 Square Feet [95472744.00 Square Inches]
    3395 patches before subdivision
    210657 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (33)
    transfers 10742199, max 972
    transfer lists: 82.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.3105 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (17)
    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 (10)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 11/1024 528/49152 ( 1.1%)
    brushes 216/8192 2592/98304 ( 2.6%)
    brushsides 1407/65536 11256/524288 ( 2.1%)
    planes 734/65536 14680/1310720 ( 1.1%)
    vertexes 3533/65536 42396/786432 ( 5.4%)
    nodes 1559/65536 49888/2097152 ( 2.4%)
    texinfos 51/12288 3672/884736 ( 0.4%)
    texdata 12/2048 384/65536 ( 0.6%)
    dispinfos 72/0 12672/0 ( 0.0%)
    disp_verts 20808/0 416160/0 ( 0.0%)
    disp_tris 36864/0 73728/0 ( 0.0%)
    disp_lmsamples 1386024/0 1386024/0 ( 0.0%)
    faces 3395/65536 190120/3670016 ( 5.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 507/65536 28392/3670016 ( 0.8%)
    leaves 1571/65536 50272/2097152 ( 2.4%)
    leaffaces 3607/65536 7214/131072 ( 5.5%)
    leafbrushes 1396/65536 2792/131072 ( 2.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 16733/512000 66932/2048000 ( 3.3%)
    edges 9026/256000 36104/1024000 ( 3.5%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 127/32768 1270/327680 ( 0.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1809/65536 3618/131072 ( 2.8%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 21301908/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 123236/16777216 ( 0.7%)
    entdata [variable] 4722/393216 ( 1.2%)
    LDR ambient table 1571/65536 6284/262144 ( 2.4%)
    HDR ambient table 1571/65536 6284/262144 ( 2.4%)
    LDR leaf ambient 745/65536 20860/1835008 ( 1.1%)
    HDR leaf ambient 1571/65536 43988/1835008 ( 2.4%)
    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] 211913/0 ( 0.0%)
    physics [variable] 76470/4194304 ( 1.8%)
    physics terrain [variable] 8868/1048576 ( 0.8%)

    Level flags = 0

    Total triangle count: 7900
    Writing c:\users\ditri family\downloads\skins 4 tf2\map\CTF_asylum.bsp
    1 minute, 7 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Ditri Family\Downloads\skins 4 tf2\map\CTF_asylum.bsp" "c:\program files (x86)\steam\steamapps\kobesteak\team fortress 2\tf\maps\CTF_asylum.bsp"
  9. FaTony

    FaTony Banned

    Positive Ratings:
    Post screenshot of hammer with portals enabled. Map-> Load portal file.

    EDIT: Looks like nodraw on displacement (minor problem), no water_lod_control (just place 1 in the map), and no func_detail's etc.
    Last edited: May 21, 2010
  10. spot_the_spy

    spot_the_spy L1: Registered

    Positive Ratings:
    sorry their really bad pics i don't know how to get hammer to render the whole map it blacks most of the map when I'm looking around.




    I also don't have an ENV_light yet only the skybox, can this cause problems?
  11. lana

    aa lana Currently On: ?????

    Positive Ratings:
    env_light is not an entity. light_environment is :engie101:

    The problem is that you tied nodraw to a displacement. Track them down, select them, enter the displacement menu one more time, and click destroy to convert them back to the world.
    • Thanks Thanks x 1