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More compiling issues

Discussion in 'Mapping Questions & Discussion' started by Scampi, Jul 17, 2018.

  1. Scampi

    Scampi L4: Comfortable Member

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    Alrighty, here I am again, suffering from more compiling madness. Here's the rundown:

    I have been incrementally making a detail map (not for gameplay, probably) and compiling after each large change. It's loaded with custom content, and each time Compile Pal has been able to pack it all up.

    About an hour ago, I ran another compile after adding a new set of lights... and now everything is broken in a weird way. First, a random selection of custom assets won't pack. This changes during each compile, some times Construction stuff will fail, sometimes Frontline. Even when I do nothing more than immediately delete the bsp and recompile, it changes. Second, some sound effects are 'echoed'. They don't sound right, like they're being played in a large empty room. Only some sound effects. Third, sound effects can no longer be triggered by inputs. It just doesn't play no matter what. Fourth, every few compiles turn my func_tracktrain into a normal brush.

    Guys, all I did was add a func_illusionary with the light texture on it. Now everything is fucked. I'm losing my mind here. What the hell is going on?

    Compile Log:

    Starting a 'Fast' compile.
    Starting compilation of dm_phobos
    Valve Software - vbsp.exe (Jun 21 2018)
    8 threads
    materialPath: C:\program files (x86)\steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\gcamp\Desktop\HAMMER\dm_phobos.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/dm_phobos/moon/blend_moon_dust_moon_craters2_wvt_patch
    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...error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
    error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
    error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
    error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
    error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
    error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
    error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
    error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
    error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
    error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
    error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
    error: material CONCRETE/BUNKERWALL003 doesn't have a $bottommaterial
    done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 212 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\gcamp\Desktop\HAMMER\dm_phobos.prt...Building visibility clusters...
    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...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (1) (942655 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1315 texinfos to 811
    Reduced 67 texdatas to 62 (1520 bytes to 1311)
    Writing C:\Users\gcamp\Desktop\HAMMER\dm_phobos.bsp
    Wrote ZIP buffer, estimated size 1846, actual size 1364
    14 seconds elapsed
    Valve Software - vvis.exe (Jun 21 2018)
    fastvis = true
    nosort = true
    8 threads
    reading c:\users\gcamp\desktop\hammer\dm_phobos.bsp
    reading c:\users\gcamp\desktop\hammer\dm_phobos.prt
    584 portalclusters
    1514 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 16871 visible clusters (7.38%)
    Total clusters visible: 228679
    Average clusters visible: 391
    Building PAS...
    Average clusters audible: 577
    visdatasize:87239 compressed from 93440
    writing c:\users\gcamp\desktop\hammer\dm_phobos.bsp
    0 seconds elapsed
    Valve Software - vrad.exe SSE (Jun 21 2018)

    Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\gcamp\desktop\hammer\dm_phobos.bsp
    Setting up ray-trace acceleration structure... Done (4.42 seconds)
    9016 faces
    12945048 square feet [1864086912.00 square inches]
    53 Displacements
    297187 Square Feet [42794996.00 Square Inches]
    9016 patches before subdivision
    9016 patches after subdivision
    sun extent from map=0.008727
    216 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (40)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
    transfers 282021, max 297
    transfer lists: 2.2 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(28463, 24292, 18025)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(4370, 3569, 2440)
    Build Patch/Sample Hash Table(s).....Done<0.4918 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
    FinalLightFace Done
    3 of 18 (16% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 10/1024 480/49152 ( 1.0%)
    brushes 893/8192 10716/98304 (10.9%)
    brushsides 6092/65536 48736/524288 ( 9.3%)
    planes 2720/65536 54400/1310720 ( 4.2%)
    vertexes 11664/65536 139968/786432 (17.8%)
    nodes 1984/65536 63488/2097152 ( 3.0%)
    texinfos 811/12288 58392/884736 ( 6.6%)
    texdata 62/2048 1984/65536 ( 3.0%)
    dispinfos 53/0 9328/0 ( 0.0%)
    disp_verts 3605/0 72100/0 ( 0.0%)
    disp_tris 5632/0 11264/0 ( 0.0%)
    disp_lmsamples 966731/0 966731/0 ( 0.0%)
    faces 9016/65536 504896/3670016 (13.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 2155/65536 120680/3670016 ( 3.3%)
    leaves 1995/65536 63840/2097152 ( 3.0%)
    leaffaces 9578/65536 19156/131072 (14.6%)
    leafbrushes 2303/65536 4606/131072 ( 3.5%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 48869/512000 195476/2048000 ( 9.5%)
    edges 27228/256000 108912/1024000 (10.6%)
    LDR worldlights 216/8192 19008/720896 ( 2.6%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 280/32768 2800/327680 ( 0.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4854/65536 9708/131072 ( 7.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 154/512 54208/180224 (30.1%)
    LDR lightdata [variable] 56999816/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 87239/16777216 ( 0.5%)
    entdata [variable] 141751/393216 (36.0%)
    LDR ambient table 1995/65536 7980/262144 ( 3.0%)
    HDR ambient table 1995/65536 7980/262144 ( 3.0%)
    LDR leaf ambient 8871/65536 248388/1835008 (13.5%)
    HDR leaf ambient 1995/65536 55860/1835008 ( 3.0%)
    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] 1/86054 ( 0.0%)
    pakfile [variable] 1364/0 ( 0.0%)
    physics [variable] 942655/4194304 (22.5%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 22106
    Writing c:\users\gcamp\desktop\hammer\dm_phobos.bsp
    59 seconds elapsed
    C:\Users\gcamp\Desktop\HAMMER\dm_phobos.bsp -> C:\program files (x86)\steam\steamapps\common\Team Fortress 2\tf\maps\dm_phobos.bsp
    1 File(s) copied
    CompilePal - Automated Packaging
    Finding sources of game content...
    Found search paths...
    Found wildcard path: C:\program files (x86)\steam\steamapps\common\Team Fortress 2\tf\custom\
    Found search path: C:\program files (x86)\steam\steamapps\common\Team Fortress 2\tf
    Found search path: C:\program files (x86)\steam\steamapps\common\Team Fortress 2\tf\bin
    Found search path: C:\program files (x86)\steam\steamapps\common\Team Fortress 2\tf\download
    Reading BSP...
    Initializing pak file...
    Writing file list...
    Running bspzip...
    Finished!
    ---------------------
    99 materials found
    74 models found
    0 particle files found
    0 sounds found
    additional files:
    ---------------------
    'Fast' compile finished in 00:01:20
    3 errors/warnings logged:
    3 errors/warnings logged for dm_phobos:
    ● 2x: Caution: Can't load skybox file [sub:1] to build the default cubemap!
    ● 1x: Info: fastvis = true
     
  2. Vel0city

    aa Vel0city func_fish

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    Well, a: you're compiling in fastvis mode for VVIS which can cause issues, but what puzzles me more is b: why do you have a concrete texture/material with a $bottommaterial value? That stuff is reserved for the water shader and shouldn't be in a normal material VMF.
     
  3. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

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    Of everything in the compile log, this concerns me the most:
    Like Vel0city said, I'd also try running a full VVIS compile, and also figure out why VBSP is complaining about a concrete texture lacking a bottom material.
     
  4. Scampi

    Scampi L4: Comfortable Member

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    Well, I fixed the bottom material issues, turns out I had a fluid with its sides and bottom as that concrete instead of nodraw. But more importantly, the packing issue is gone. I did nothing besides restart my computer. I'm not going to declare this as resolved however, no telling when it may return.
     
  5. [Rx.] Christian Troy

    [Rx.] Christian Troy L5: Dapper Member

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  6. Scampi

    Scampi L4: Comfortable Member

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    • Like Like x 1
  7. ics

    aa ics http://ics-base.net

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    Did you check alt+p for error dialog?
     
  8. Scampi

    Scampi L4: Comfortable Member

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    Alright, most of the problems have left except for a few regarding sound.

    Any type of sound entity that I place refuses to work, however existing ones function normally. However:

    -Copied-and-pasted ambient generics do not work, even if they are copies of the old ones that still function.
    -Deleting and undoing that deletion of one of the old ambient generics breaks it. In addition, altering them in any way causes this as well.
    -Copying in functioning sound effects from other maps doesn't work.
    -Sounds still cannot be triggered by logic.
    -Soundscapes are now broken (I haven't touched them since they last worked)
    -When loaded in garrysmod, many sounds on the map simply don't play. Mostly explosions and physics noise, but stuff like NPCs and gunfire still work.

    I haven't tested any other maps, but I'm afraid of breaking them.

    As usual, alt+p brings up no errors and interlopers tells me nothing.
     
  9. Scampi

    Scampi L4: Comfortable Member

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    If anyone could help me with this, I would really appreciate it. I've tried everything I could think of, restarting every applicable program including my pc, checking for errors in both hammer, the console, and the compiler, saving it as a different map and trying again, even testing through all of the glitches I've mentioned above for changes. There is no difference. While I can still work on visual detailing, anything regarding sound has ground to a halt.
     
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