Youme Compile isn't working?

Discussion in 'Mapping Questions & Discussion' started by Xi.Cynx, Sep 19, 2009.

  1. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

    Messages:
    772
    Positive Ratings:
    734
    Pastebin Compile Log: http://pastebay.com/55780

    Here is the compile options, Command above followed by Parameters below it.
    There is no -lights custom_lighting.rad cause I have no props with alphas.
    I just wanted the vertex lit props and everything.

    Code:
    $bsp_exe
    -game $gamedir $path\$file
    
    $vis_exe
    -game $gamedir $path\$file
    
    $light_exe
    -both -staticproppolys -staticproplighting -textureshadows -final -game $gamedir $path\$file
    
    Copy File
    $path\$file.bsp $bspdir\$file.bsp
    
    $game_exe
    -dev -console -sv_cheats 1 -allowdebug -game $gamedir +map $file

    and here is a screenshot after compiling using those settings... somethings not right...

    [​IMG]

    This is what it looked like a beta compile ahead of time and the only thing that changed was that I formatted in between the two.

    [​IMG]
     
    Last edited: Sep 19, 2009
  2. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,745
    You posted several compile logs, it would be nice to know which to look at.... (dont copy them from the file dump, copy them from the window once it's finished compiling in hammer)

    You've been sloppy with your vertex editing, you've got to always accept the "merge verticies" popup when you get it, or instantly undo what you did other wise you'll get more degenerate faces. (faces with 0 area)

    Make sure that your custom lights_exe is being run, at the right time (ie move it up in the list to the same place as the original and check the new one and uncheck the old one)

    I can't see anything really wrong with what you've got in lights_exe, all looks fine.
     
  3. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

    Messages:
    772
    Positive Ratings:
    734
    Yea, that's not me with the vertices thing. This is a dual project(i'm kind of helping him) i've been doing the displacements and any of the "nifty looking" stuff and some entity work. He's been doing all that other stuff. Right now when I hit alt+p there are no errors so it's all good and there are no faces that are bad. As for the most up to date compile log, i'll make one more compile and post it again. this time copying it right from the hammer compile log screen. I've been talking with A Boojum Snark for about an hour now and we have yet to figure out what could be causing this issue... makes me sad really... T_T
     
  4. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

    Messages:
    1,264
    Positive Ratings:
    749
    A degenerate face cant be seen and hammer doesnt show them when you check for problems, that makes them hard to find. There is however a way that works quite well. first use the the cordon tool to find where they are. When the area is small enough select a brush and you can see how many faces it has. If it shows for example 6 faces and its a triangle brush you will know the problem is on that brush. Its still mostly trial and error.

    I dont know who you mapped with but carve is one of the couses.

    Further, displacements can also have them if im right. try to compile once without them to see if those can be the couse.