Problem compiling displacement

gommi

L2: Junior Member
Jun 18, 2015
57
0
the problem is definitely vvis.exe

i was monitoring on task manager the process and vbis goes well. when vvis.exe started the percent cpu goes 99% for vvis, so i waited up to 25 minutes but remained frezed and than decided to end the vvis process. after few seconds started vrad and in 30/40 sec the compile finished.

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 (0)
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
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...

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'.

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'.

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'.

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'.

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'.

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'.
done (1) (1394222 bytes)
Static prop models/props_lights/light_fluorescent_farm.mdl outside the map (6632.42, 10320.00, 324.00)
Static prop models/props_lights/light_fluorescent_farm.mdl outside the map (6864.42, 10320.00, 324.00)
Static prop models/props_lights/light_cone_farm.mdl outside the map (6864.42, 10556.00, 397.00)
Static prop models/props_lights/hangingbulb.mdl outside the map (6677.67, 5464.00, 620.21)
Static prop models/props_lights/hangingbulb.mdl outside the map (6813.67, 5464.00, 620.21)
Static prop models/props_lights/hangingbulb.mdl outside the map (6549.67, 5464.00, 620.21)
Static prop models/props_vehicles/mining_car_metal.mdl outside the map (6121.00, 5640.00, 210.00)
Static prop models/props_vehicles/mining_car_metal.mdl outside the map (5948.00, 5640.00, 196.00)
Static prop models/props_mining/ceiling_pipe01_thick.mdl outside the map (6488.00, 10410.00, 276.30)
Static prop models/props_mining/ceiling_pipe_64_thick.mdl outside the map (6488.00, 10375.90, 284.00)
Static prop models/props_mining/ceiling_pipe01_thick.mdl outside the map (6488.00, 10376.60, 220.31)
Static prop models/props_mining/ceiling_pipe01_thick.mdl outside the map (6488.00, 10355.00, 197.19)
Static prop models/props_mining/ceiling_pipe_64_thick.mdl outside the map (6488.00, 10357.00, 261.00)
Static prop models/props_mining/ceiling_pipe01_thick.mdl outside the map (6488.00, 10391.00, 259.00)
Static prop models/props_gameplay/weight_scale.mdl outside the map (6510.00, 10387.00, 128.25)
Static prop models/props_gameplay/towel_rack.mdl outside the map (6539.00, 10496.00, 183.00)
Static prop models/props_farm/vent001.mdl outside the map (6948.00, 10676.00, 296.00)
Static prop models/props_farm/vent001.mdl outside the map (6548.00, 10676.00, 296.00)
Static prop models/props_2fort/tire002.mdl outside the map (6976.00, 10462.00, 129.00)
Static prop models/props_lights/light_cone_farm.mdl outside the map (6632.42, 10556.00, 397.00)
Static prop models/props_trainyard/handrail128.mdl outside the map (6698.00, 10498.00, 192.00)
Static prop models/props_trainyard/handrail128.mdl outside the map (6826.00, 10498.00, 192.00)
Static prop models/props_trainyard/handrail128.mdl outside the map (6954.00, 10498.00, 192.00)
Static prop models/props_trainyard/handrail128.mdl outside the map (6570.00, 10498.00, 192.00)
Static prop models/props_trainyard/handrail28.mdl outside the map (6478.00, 10498.00, 192.00)
Static prop models/props_spytech/bench001a.mdl outside the map (6553.00, 10478.00, 128.25)
Static prop models/props_spytech/bench001b.mdl outside the map (6700.00, 10484.00, 128.25)
Static prop models/props_spytech/control_room_console01.mdl outside the map (6646.00, 10672.00, 193.00)
Static prop models/props_spytech/control_room_console02.mdl outside the map (6728.00, 10672.00, 193.00)
Static prop models/props_spytech/terminal_chair.mdl outside the map (6632.00, 10618.00, 193.00)
Static prop models/props_spytech/terminal_chair.mdl outside the map (6724.00, 10616.00, 193.00)
Static prop models/props_spytech/time_card_machine.mdl outside the map (6798.00, 10710.00, 242.00)
Static prop models/props_spytech/bench001a.mdl outside the map (6850.00, 10481.00, 128.25)
Static prop models/props_spytech/time_card_rack.mdl outside the map (6850.00, 10707.00, 193.00)
Static prop models/props_spytech/intercom.mdl outside the map (6476.00, 10632.00, 252.00)
Static prop models/props_spytech/wall_clock.mdl outside the map (6690.00, 10708.00, 302.00)
Static prop models/props_2fort/spytech_roofbeam03.mdl outside the map (6982.00, 10444.00, 478.00)
Static prop models/props_2fort/spytech_roofbeam03.mdl outside the map (6838.00, 10444.00, 478.00)
Static prop models/props_2fort/spytech_roofbeam03.mdl outside the map (6646.00, 10444.00, 478.00)
Static prop models/props_2fort/spytech_roofbeam03.mdl outside the map (6490.00, 10444.00, 478.00)
Static prop models/props_spytech/computer_printer.mdl outside the map (6948.00, 10656.00, 193.00)
Static prop models/props_spytech/computer_wall03.mdl outside the map (7019.00, 10611.00, 193.00)
Static prop models/props_spytech/computer_wall04.mdl outside the map (7020.00, 10548.00, 193.00)
Static prop models/props_mining/truss001_256.mdl outside the map (6192.00, 5640.00, 32.00)
Static prop models/props_mining/truss001_256.mdl outside the map (5937.00, 5640.00, 12.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6716 texinfos to 4394
Reduced 87 texdatas to 81 (2331 bytes to 2151)
Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\cp_hightower.bsp
15 seconds elapsed
33.375599 161.036026 0.000000
31.572199 160.477203 0.000000
31.572199 159.918396 0.000000
31.572199 161.036011 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-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
4611 portalclusters
14697 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
PortalFlow: 0...1...2.
** 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 (3.54 seconds)
14054 faces
2 degenerate faces
2148094 square feet [309325632.00 square inches]
515 Displacements
917579 Square Feet [132131424.00 Square Inches]
sun extent from map=0.258819
190 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (57)
Build Patch/Sample Hash Table(s).....Done<0.0440 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 (23)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 102/1024 4896/49152 (10.0%)
brushes 3993/8192 47916/98304 (48.7%)
brushsides 28100/65536 224800/524288 (42.9%)
planes 14812/65536 296240/1310720 (22.6%)
vertexes 27367/65536 328404/786432 (41.8%)
nodes 10273/65536 328736/2097152 (15.7%)
texinfos 4394/12288 316368/884736 (35.8%)
texdata 81/2048 2592/65536 ( 4.0%)
dispinfos 515/0 90640/0 ( 0.0%)
disp_verts 41099/0 821980/0 ( 0.0%)
disp_tris 64864/0 129728/0 ( 0.0%)
disp_lmsamples 1934964/0 1934964/0 ( 0.0%)
faces 14054/65536 787024/3670016 (21.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8166/65536 457296/3670016 (12.5%)
leaves 10376/65536 332032/2097152 (15.8%)
leaffaces 16280/65536 32560/131072 (24.8%)
leafbrushes 12815/65536 25630/131072 (19.6%)
areas 4/256 32/2048 ( 1.6%)
surfedges 98896/512000 395584/2048000 (19.3%)
edges 60653/256000 242612/1024000 (23.7%)
LDR worldlights 190/8192 16720/720896 ( 2.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1305/32768 13050/327680 ( 4.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 21993/65536 43986/131072 (33.6%)
cubemapsamples 14/1024 224/16384 ( 1.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 12208312/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 158475/393216 (40.3%)
LDR ambient table 10376/65536 41504/262144 (15.8%)
HDR ambient table 10376/65536 41504/262144 (15.8%)
LDR leaf ambient 39926/65536 1117928/1835008 (60.9%)
HDR leaf ambient 10376/65536 290528/1835008 (15.8%)
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] 1/1556 ( 0.1%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/63340 ( 0.0%)
pakfile [variable] 1591344/0 ( 0.0%)
physics [variable] 1394222/4194304 (33.2%)
physics terrain [variable] 105473/1048576 (10.1%)

Level flags = 0

Total triangle count: 38106
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"


 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
You still have a lot of things leaked or outside the map. What I'd recommend is to fix all of those entities first before figuring out how to cut down on compile time. To check if any entities have leaked, you can just run the compile with vbsp (vbsp normal, other two set as no). Try to get rid of any errors in your compile log, and you can copy and paste your compile log into the interlopers error checker.

Once you have fixed all of the errors, compile your map, and if still takes a long time (which it can anyway, even if it is running fine), try optimizing your map. This is a great tutorial to find out how that is done.

I'm sorry if this seems like the same information other people have given you, but often when compiling it is the same sort of error that occurs.

Note: One thing that I have found works if the red pointfile line goes through a solid brush is remaking the brush. When this has happened to me, I select the brush in question, then select the brush tool, using it to exactly copy the dimensions of the brush needing to be replaced. I then go back to the selection tool (don't use ESC to do this, as it will delete the sketch of the brush in the brush tool), delete the brush, go back to the brush tool and press ENTER to make the replacement brush.

Hope this helps.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
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
OK, stop right there. Do you have permission to mess around with someone else's map? Decompiling to figure out how they did something is fine, but it sounds like you actually want to make and release an edited version. I ask, because if they said it was OK, they should have — and probably would have — just sent you the source file in the first place.

And if this is just for practice... I think we've clearly seen that this map, whatever it is, is proving to be more trouble than it's worth, and fixing a map this broken isn't a skill you should ever need. You're way better off just trying to make your own maps from scratch.
 

gommi

L2: Junior Member
Jun 18, 2015
57
0
OK, stop right there. Do you have permission to mess around with someone else's map? Decompiling to figure out how they did something is fine, but it sounds like you actually want to make and release an edited version. I ask, because if they said it was OK, they should have — and probably would have — just sent you the source file in the first place.
And if this is just for practice... I think we've clearly seen that this map, whatever it is, is proving to be more trouble than it's worth, and fixing a map this broken isn't a skill you should ever need. You're way better off just trying to make your own maps from scratch.

the orginal map is plr_hightower dunno if volvo will be upset

and i know that makin my own map is better than modifi one but i have this little project to restyle it and made a different type of game
 

gommi

L2: Junior Member
Jun 18, 2015
57
0
You still have a lot of things leaked or outside the map. What I'd recommend is to fix all of those entities first before figuring out how to cut down on compile time. To check if any entities have leaked, you can just run the compile with vbsp (vbsp normal, other two set as no). Try to get rid of any errors in your compile log, and you can copy and paste your compile log into the interlopers error checker.

Once you have fixed all of the errors, compile your map, and if still takes a long time (which it can anyway, even if it is running fine), try optimizing your map. This is a great tutorial to find out how that is done.

I'm sorry if this seems like the same information other people have given you, but often when compiling it is the same sort of error that occurs.

Note: One thing that I have found works if the red pointfile line goes through a solid brush is remaking the brush. When this has happened to me, I select the brush in question, then select the brush tool, using it to exactly copy the dimensions of the brush needing to be replaced. I then go back to the selection tool (don't use ESC to do this, as it will delete the sketch of the brush in the brush tool), delete the brush, go back to the brush tool and press ENTER to make the replacement brush.

Hope this helps.

the guide does not exist anymore on that site
 

JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
On the site Techie linked you to, the tutorial does exist. On the left, there's a sidebar called Chapters - start at 01. Intro