vbsp.exe is not responding and not compiling! Help!

Discussion in 'Mapping Questions & Discussion' started by Squaggies, Feb 27, 2016.

  1. Squaggies

    Squaggies L1: Registered

    Messages:
    3
    Positive Ratings:
    3
    when ever I compile my map vbsp.exe stops responding and the map does not compile.
    Report:

    ** 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\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_turbulence.vmf"

    Valve Software - vbsp.exe (Jan 19 2016)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_turbulence.vmf
    Patching WVT material: maps/cp_turbulence/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/cp_turbulence/dev/dev_blendmeasure2_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-2056.000000, 2056.000000, 1040.000000))
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (13320.000000, -2056.000000, 1040.000000))
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (10240.000000, -2056.000000, 1040.000000))
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (10240.000000, 2056.000000, 1040.000000))
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (12288.000000, 0.000000, -16400.000000))
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (12288.000000, 2056.000000, 1040.000000))
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (13312.000000, 2048.000000, -16400.000000))
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (12288.000000, 2048.000000, -16400.000000))
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (12288.000000, 2048.000000, -16400.000000))
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (13320.000000, 1024.000000, 1040.000000))
    WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (13312.000000, 1024.000000, -16400.000000))
    WARNING: BSP node with unbounded volume (material: CUSTOMDEV/DEV_MEASUREGENERIC01BLU, near (12288.000000, 1024.000000, 1040.000000))

    ** 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\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_turbulence"

    Valve Software - vvis.exe (Jan 19 2016)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_turbulence.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_turbulence.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_turbulence.prt


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

    Valve Software - vrad.exe SSE (Jan 19 2016)

    Valve Radiosity Simulator
    4 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\team fortress 2\sourcesdk_content\tf\mapsrc\cp_turbulence.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.57 seconds)
    977 faces
    7405001 square feet [1066320128.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.087156
    32 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
    Build Patch/Sample Hash Table(s).....Done<0.0076 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (11)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 14/1024 672/49152 ( 1.4%)
    brushes 113/8192 1356/98304 ( 1.4%)
    brushsides 814/65536 6512/524288 ( 1.2%)
    planes 684/65536 13680/1310720 ( 1.0%)
    vertexes 1360/65536 16320/786432 ( 2.1%)
    nodes 837/65536 26784/2097152 ( 1.3%)
    texinfos 35/12288 2520/884736 ( 0.3%)
    texdata 10/2048 320/65536 ( 0.5%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 977/65536 54712/3670016 ( 1.5%)
    hdr faces 977/65536 54712/3670016 ( 1.5%)
    origfaces 423/65536 23688/3670016 ( 0.6%)
    leaves 852/65536 27264/2097152 ( 1.3%)
    leaffaces 1140/65536 2280/131072 ( 1.7%)
    leafbrushes 426/65536 852/131072 ( 0.7%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 6162/512000 24648/2048000 ( 1.2%)
    edges 3387/256000 13548/1024000 ( 1.3%)
    LDR worldlights 32/8192 2816/720896 ( 0.4%)
    HDR worldlights 32/8192 2816/720896 ( 0.4%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 62/32768 620/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 915/65536 1830/131072 ( 1.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 408396/0 ( 0.0%)
    HDR lightdata [variable] 408396/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 23917/393216 ( 6.1%)
    LDR ambient table 852/65536 3408/262144 ( 1.3%)
    HDR ambient table 852/65536 3408/262144 ( 1.3%)
    LDR leaf ambient 5193/65536 145404/1835008 ( 7.9%)
    HDR leaf ambient 5786/65536 162008/1835008 ( 8.8%)
    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] 1/12 ( 8.3%)
    static props [variable] 1/7596 ( 0.0%)
    pakfile [variable] 721/0 ( 0.0%)
    physics [variable] 50662/4194304 ( 1.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 2488
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_turbulence.bsp
    18 seconds elapsed
    Valve Software - vrad.exe SSE (Jan 19 2016)

    Valve Radiosity Simulator
    4 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\team fortress 2\sourcesdk_content\tf\mapsrc\cp_turbulence.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.57 seconds)
    977 faces
    7405001 square feet [1066320128.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.087156
    32 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)
    Build Patch/Sample Hash Table(s).....Done<0.0080 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (11)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 14/1024 672/49152 ( 1.4%)
    brushes 113/8192 1356/98304 ( 1.4%)
    brushsides 814/65536 6512/524288 ( 1.2%)
    planes 684/65536 13680/1310720 ( 1.0%)
    vertexes 1360/65536 16320/786432 ( 2.1%)
    nodes 837/65536 26784/2097152 ( 1.3%)
    texinfos 35/12288 2520/884736 ( 0.3%)
    texdata 10/2048 320/65536 ( 0.5%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 977/65536 54712/3670016 ( 1.5%)
    hdr faces 977/65536 54712/3670016 ( 1.5%)
    origfaces 423/65536 23688/3670016 ( 0.6%)
    leaves 852/65536 27264/2097152 ( 1.3%)
    leaffaces 1140/65536 2280/131072 ( 1.7%)
    leafbrushes 426/65536 852/131072 ( 0.7%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 6162/512000 24648/2048000 ( 1.2%)
    edges 3387/256000 13548/1024000 ( 1.3%)
    LDR worldlights 32/8192 2816/720896 ( 0.4%)
    HDR worldlights 32/8192 2816/720896 ( 0.4%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 62/32768 620/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 915/65536 1830/131072 ( 1.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 408396/0 ( 0.0%)
    HDR lightdata [variable] 408396/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 23917/393216 ( 6.1%)
    LDR ambient table 852/65536 3408/262144 ( 1.3%)
    HDR ambient table 852/65536 3408/262144 ( 1.3%)
    LDR leaf ambient 5193/65536 145404/1835008 ( 7.9%)
    HDR leaf ambient 5786/65536 162008/1835008 ( 8.8%)
    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] 1/12 ( 8.3%)
    static props [variable] 1/7596 ( 0.0%)
    pakfile [variable] 721/0 ( 0.0%)
    physics [variable] 50662/4194304 ( 1.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 2488
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_turbulence.bsp
    23 seconds elapsed

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


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -novid -windowed +map "cp_turbulence" -steam
     
  2. sooshey

    aa sooshey :3c

    Messages:
    522
    Positive Ratings:
    418
    These brushes are your problem. Use alt+p in hammer to see if any of them are invalid solids, if they are, you must delete and remake them as valid solids. It may also be that this section of your map is too complicated and the compiler can't figure it out.

    Solutions from http://www.interlopers.net/errors/ . You can and should use this site in the future to check your compile logs!
     
    • Thanks Thanks x 1
    • Agree Agree x 1
  3. Squaggies

    Squaggies L1: Registered

    Messages:
    3
    Positive Ratings:
    3
    After fiddling with it I found out the problem. thanks