Problem compiling displacement

gommi

L2: Junior Member
Jun 18, 2015
57
0
what?? now worked

i post the compile log:

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.vmf"

Valve Software - vbsp.exe (Oct 29 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_hightower/nature/blendgroundtogravel004_wvt_patch
Patching WVT material: maps/cp_hightower/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/cp_hightower/nature/blendgrasstosnow001_wvt_patch
Patching WVT material: maps/cp_hightower/nature/blendgroundtogravel004_grass_wvt_patch
Patching WVT material: maps/cp_hightower/nature/blendgroundtogravel005_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity sky_camera (-11768.00 -12787.00 -8856.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15360.0 1536.0 -3628.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14952.0 2048.0 -3628.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (14440.0 2048.0 -3628.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13824.0 2048.0 -3628.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15360.0 512.0 -3628.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12800.0 2048.0 -3628.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11776.0 2048.0 772.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11776.0 2048.0 -84.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (5031408 bytes)
Static prop models/props_farm/vent001.mdl outside the map (8097.75, 7591.56, 643.20)
Static prop models/props_gameplay/security_fence_light01.mdl outside the map (8109.00, 7589.94, 77.00)
Static prop models/props_2fort/chimney004.mdl outside the map (6736.00, 7781.00, 1088.00)
Static prop models/props_farm/vent001.mdl outside the map (6768.00, 7635.00, 1109.00)
Static prop models/props_farm/vent001.mdl outside the map (8296.00, 8860.00, 900.00)
Static prop models/props_coalmines/window5.mdl outside the map (7524.00, 6072.00, 1084.00)
Static prop models/props_coalmines/window6.mdl outside the map (7408.00, 6072.00, 1084.00)
Static prop models/props_2fort/chimney005.mdl outside the map (7700.00, 5972.00, 1240.00)
Static prop models/props_gameplay/security_fence_light01.mdl outside the map (6280.00, 7592.00, 596.00)
Static prop models/props_2fort/nail002.mdl outside the map (6277.00, 7665.00, 448.49)
Static prop models/props_2fort/nail002.mdl outside the map (6275.00, 7696.00, 442.49)
Static prop models/props_coalmines/window6.mdl outside the map (7900.00, 6276.00, 904.00)
Static prop models/props_2fort/chimney002.mdl outside the map (8371.00, 6088.94, 586.00)
Static prop models/props_lights/hangingbulb.mdl outside the map (5217.67, 7034.00, 457.21)

qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
Static prop models/props_lights/flood_light_right001.mdl outside the map (6541.53, 8999.08, 973.45)
Static prop models/props_lights/flood_light_left001.mdl outside the map (6538.04, 8996.43, 974.38)
Static prop models/props_coalmines/window6.mdl outside the map (6624.00, 9132.00, 732.00)
Static prop models/props_mining/crane001_small.mdl outside the map (7904.00, 6276.00, 664.00)
Static prop models/props_coalmines/window6.mdl outside the map (6218.43, 6220.25, 433.59)
Static prop models/props_coalmines/window5.mdl outside the map (6314.43, 6220.25, 449.59)
Static prop models/props_foliage/cactus01.mdl outside the map (6635.61, 6127.65, 1020.76)
Static prop models/props_foliage/cactus01.mdl outside the map (8944.00, 9264.00, -403.59)
Static prop models/props_farm/vent001.mdl outside the map (5760.25, 8143.96, 1435.17)
Static prop models/props_2fort/nail002.mdl outside the map (6620.00, 6460.00, 136.63)
Static prop models/props_2fort/nail002.mdl outside the map (6698.00, 6462.00, 146.00)
Static prop models/props_2fort/nail002.mdl outside the map (6169.40, 6462.33, 149.00)
Static prop models/props_2fort/nail002.mdl outside the map (6260.38, 6460.86, 135.00)
Static prop models/props_foliage/joshuatree01.mdl outside the map (10300.00, 7836.00, -643.62)
Static prop models/props_foliage/joshuatree02.mdl outside the map (10184.00, 7320.00, -712.00)
Static prop models/props_foliage/joshuatree02.mdl outside the map (10300.00, 7924.00, -668.00)
Static prop models/props_foliage/joshuatree01.mdl outside the map (10766.20, 6986.59, -449.83)
Static prop models/props_foliage/joshuatree01.mdl outside the map (9931.87, 9166.32, -1183.08)
Static prop models/props_foliage/joshuatree01.mdl outside the map (10604.70, 9660.51, -513.33)
Static prop models/props_foliage/joshuatree01.mdl outside the map (11157.20, 4598.42, -431.55)
Static prop models/props_foliage/joshuatree02.mdl outside the map (10866.30, 4284.37, -511.41)
Static prop models/props_2fort/telephonepole001.mdl outside the map (11810.00, 7018.00, -459.00)
Static prop models/props_2fort/telephonepole001.mdl outside the map (11685.00, 9520.00, -276.00)
Static prop models/props_2fort/telephonepole001.mdl outside the map (10503.00, 10528.00, -523.00)
Static prop models/props_mining/conduit_outdoor512.mdl outside the map (10980.00, 2580.00, -244.00)
Static prop models/props_mining/truss005b.mdl outside the map (11304.00, 4144.00, -420.59)
Static prop models/props_mining/truss005b.mdl outside the map (11784.00, 4872.00, -362.16)
Static prop models/props_mining/truss001_256.mdl outside the map (11128.00, 3248.00, -512.00)
Static prop models/props_coalmines/window6.mdl outside the map (8484.00, 7884.25, 398.00)
Static prop models/props_2fort/nail002.mdl outside the map (6698.00, 8721.05, 146.00)
Static prop models/props_2fort/nail002.mdl outside the map (6620.00, 8723.05, 136.63)
Static prop models/props_2fort/nail002.mdl outside the map (6169.40, 8720.72, 149.00)
Static prop models/props_2fort/nail002.mdl outside the map (6260.38, 8722.20, 135.00)
Static prop models/props_forest/wood_patch2.mdl outside the map (7864.00, 6364.00, 288.00)
Static prop models/props_mining/track_straight_128.mdl outside the map (6690.57, 6885.37, 9.65)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6230 texinfos to 4308
Reduced 82 texdatas to 77 (2235 bytes to 2077)
Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.bsp
15 seconds elapsed
-0.050800 -1.690353 0.000000
0.101600 -1.690353 0.000000
-0.101600 -1.690353 0.000000
-0.101600 -1.370356 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower"

Valve Software - vvis.exe (Oct 29 2015)
8 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower"

Valve Software - vrad.exe SSE (Oct 29 2015)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.69 seconds)
15703 faces
840660 square feet [121055160.00 square inches]
533 Displacements
1239369 Square Feet [178469248.00 Square Inches]
sun extent from map=0.258819
190 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (61)
Build Patch/Sample Hash Table(s).....Done<0.0677 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (18)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 70/1024 3360/49152 ( 6.8%)
brushes 3490/8192 41880/98304 (42.6%)
brushsides 24383/65536 195064/524288 (37.2%)
planes 12730/65536 254600/1310720 (19.4%)
vertexes 29696/65536 356352/786432 (45.3%)
nodes 12711/65536 406752/2097152 (19.4%)
texinfos 4308/12288 310176/884736 (35.1%)
texdata 77/2048 2464/65536 ( 3.8%)
dispinfos 533/0 93808/0 ( 0.0%)
disp_verts 22421/0 448420/0 ( 0.0%)
disp_tris 33472/0 66944/0 ( 0.0%)
disp_lmsamples 2436260/0 2436260/0 ( 0.0%)
faces 15703/65536 879368/3670016 (24.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9216/65536 516096/3670016 (14.1%)
leaves 12782/65536 409024/2097152 (19.5%)
leaffaces 17958/65536 35916/131072 (27.4%)
leafbrushes 7226/65536 14452/131072 (11.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 111115/512000 444460/2048000 (21.7%)
edges 67626/256000 270504/1024000 (26.4%)
LDR worldlights 190/8192 16720/720896 ( 2.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1669/32768 16690/327680 ( 5.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27513/65536 55026/131072 (42.0%)
cubemapsamples 14/1024 224/16384 ( 1.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 16047276/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 147117/393216 (37.4%)
LDR ambient table 12782/65536 51128/262144 (19.5%)
HDR ambient table 12782/65536 51128/262144 (19.5%)
LDR leaf ambient 57183/65536 1601124/1835008 (87.3%) VERY FULL!
HDR leaf ambient 12782/65536 357896/1835008 (19.5%)
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] 1/1212 ( 0.1%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/63436 ( 0.0%)
pakfile [variable] 1591344/0 ( 0.0%)
physics [variable] 5031408/4194304 (120.0%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 42865
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.bsp
1 minute, 28 seconds elapsed
-0.050800 -1.690353 0.000000
0.101600 -1.690353 0.000000
-0.101600 -1.690353 0.000000
-0.101600 -1.370356 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_hightower.bsp"
 

gommi

L2: Junior Member
Jun 18, 2015
57
0
ow i don't have compiled everything. that's why it worked. i retry compiling
 

JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
That compile log shows that you have a leak.
(also, I didn't even consider that it could just be normal behaviour. -rep to me)
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
vvis runs first, that's visibility. Then vrad runs afterwards, that's lighting. If the map leaks, vbps will show errors and vvis wont run. If the map isn't sealed it can't possibly run due to the way the engine works. if vvis doesn't run, vrad will only do half it's job.

While you're testing leaks and stuff, you should turn off vvis and vrad. it's a waste of time running them if the error you're looking for comes in vbsp. vbsp almost always only takes a few seconds so you can go through a very fast compile-fix-compile loop with vvis and vrad turned off. Once vbsp is compiling fine, turn vvis and vrad back on.

for quick lighting tests, you should use vvis on fast and vrad on fast. for more thorough lighting tests use vvis on fast and vrad on full.

When you want to test visibility, use vvis on full but leave vrad off, you've no need for lighting when testing visibility.

When you're doing a release, have everything on full.


if vvis is taking a long time you need to optimise your geometry. Look up func_detail and read this for how your skybox brushes should be: http://www.optimization.interlopers.net/index.php?chapter=notices
 

gommi

L2: Junior Member
Jun 18, 2015
57
0
now it is stopped comiling displacements, it says WARNING: Map using 4 displacements, terrain physics cannot be co|
and i cannot read more
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
You can't use power 4 displacements. Select any that are power 4 and make them power 3
 

gommi

L2: Junior Member
Jun 18, 2015
57
0
ok compiled with only vbsp and that's the log:

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.vmf"

Valve Software - vbsp.exe (Oct 29 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_hightower/nature/blendgroundtogravel004_wvt_patch
Patching WVT material: maps/cp_hightower/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/cp_hightower/nature/blendgrasstosnow001_wvt_patch
Patching WVT material: maps/cp_hightower/nature/blendgroundtogravel004_grass_wvt_patch
Patching WVT material: maps/cp_hightower/nature/blendgroundtogravel005_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (3)
writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (5220901 bytes)
Static prop models/props_lights/hangingbulb.mdl outside the map (5217.67, 7034.00, 457.21)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6750 texinfos to 4455
Reduced 87 texdatas to 81 (2331 bytes to 2151)
Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.bsp
35 seconds elapsed
-0.050800 -1.690353 0.000000
0.101600 -1.690353 0.000000
-0.101600 -1.690353 0.000000
-0.101600 -1.370356 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_hightower.bsp"

 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
The only error there is the power 4 displacement. It's not going to stop it compiling, but it will cause physics errors if you ignore it.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
I rarely see the compile dialog progress after the first vbsp part is done and it starts making vvis. After that the dialog freezes but compile progresses normally. Then when it finishes all stages and file is ready, i see the full log. Occasionally, maybe 3 times i've managed to see how compile progresses.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
If you're cool with sharing your .vmf, or posting some screenshots of it in Hammer, it might be easier to figure out what the problem is here. I get the feeling you're leaving out something important.
 

gommi

L2: Junior Member
Jun 18, 2015
57
0
ok i'm tryng different compiling process

vbsp : normal
vvis: no
vrad: no​
ok


vbsp: normal
vvis: fast
vrad: fast​
ok


vbsp: normal
vvis: fast
vrad: normal​
ok


vbsp: normal
vvis: normal
vrad: no​
freeze/ takes ages

vbsp: normal
vvis: normal
vrad: normal​
freeze/ takes ages


If you're cool with sharing your .vmf, or posting some screenshots of it in Hammer, it might be easier to figure out what the problem is here. I get the feeling you're leaving out something important.

ye sure how i share my .vmf file privately?



EDIT:
after 20 minutes is still compiling:
vbsp: normal
vvis: normal
vrad: no​
 
Last edited:

Crash

func_nerd
aa
Mar 1, 2010
3,320
5,500

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
You said this was a decompiled map? Where did you get it from? Because there's no way a map with this many problems was functional in the first place unless you changed everything.
 

gommi

L2: Junior Member
Jun 18, 2015
57
0
You said this was a decompiled map? Where did you get it from? Because there's no way a map with this many problems was functional in the first place unless you changed everything.
i don't remember. i think i've download from tf2maps. i dont know why it had so may problems. i didn't removed skyboxer or other necessary stuffs. now i'm optimizing. i'll try to compile and i'll post there if it is ok
 

gommi

L2: Junior Member
Jun 18, 2015
57
0
@Mystery Biscuits helped me noticing me some problems:

2AxI2Jt.png


sm1Yefw.png


qkN924y.png



6wUMUqo.png





unfortunately still cannot compile. i've fixed everything but the displacement (removing faces that player cannot see or interact with, because i don't know wich tool i should use to do that) but still cannot complile. it freezes