Compileing/comp freezing
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Re: Compileing/comp freezing
Posted by mike on Thu Mar 3rd at 6:01pm 2005


Ive been checking around your forums for a while but I could not find anything that was exactly the problem I am having. I am creating a map for counter strike source, and during the early stages of the map it compiled fine. Took maybe 20 min or so to compile but everything worked as intended. I have added alot since then and all of a sudden my map wont compile. My computer always freezes when it gets to Portal Flow it gets to around 8 or so and then my computer locks up on me.


materialPath: c:program filesvalvesteamsteamappsstavs82counter-strike sourcecstrikematerials
Loading C:Documents and SettingsmikeDesktoptestmap.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Documents and SettingsmikeDesktoptestmap.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Building Physics collision data...
done (0) (293755 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (293755 bytes)
Static prop models/props_vehicles/apc_tire001.mdl outside the map (-389.22, -2218.10, 30.07)
Static prop models/props_vehicles/apc_tire001.mdl outside the map (-438.83, -2138.87, 30.07)
Static prop models/props_vehicles/apc001.mdl outside the map (1472.57, -2209.46, 65.07)
Static prop models/props_vehicles/apc_tire001.mdl outside the map (1491.30, -2300.20, 27.07)
Static prop models/props_vehicles/apc_tire001.mdl outside the map (1405.87, -2262.26, 27.07)
Static prop models/props_vehicles/apc_tire001.mdl outside the map (1459.75, -2120.68, 29.07)
Static prop models/props_vehicles/apc_tire001.mdl outside the map (1545.33, -2153.84, 27.07)
Error! prop_static using model "models/props_c17/bench01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/bench01a.mdl"!
Error! prop_static using model "models/props_c17/playground_swingset_seat01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/playground_swingset_seat01a.mdl"!
Error! prop_static using model "models/props_c17/FurnitureTable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/FurnitureTable003a.mdl"!
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing C:Documents and SettingsmikeDesktoptestmap.bsp
10 seconds elapsed


1 threads
reading c:documents and settingsmikedesktoptestmap.bsp
reading c:documents and settingsmikedesktoptestmap.prt
1365 portalclusters
4519 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2

I hope you guys can help, its becoming very frusterating to not be able to finish my map.





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Re: Compileing/comp freezing
Posted by omegaslayer on Thu Mar 3rd at 6:07pm 2005


Post your comp specs...If you done have at least 256mb of RAM then im just going to say that you have no power to compile. But if you do clear up those models into your map.....or delete them and place them again. And fix thoe error, then come back and tell us the results. [addsig]



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Re: Compileing/comp freezing
Posted by Kaos_Nyrb on Thu Mar 3rd at 6:08pm 2005


Static prop models/props_vehicles/apc_tire001.mdl outside the map (-389.22, -2218.10, 30.07)

says you have props outside the area of the map, which means it's having trouble finding out where your map ends.

Good fix: move them back into your map

Very bad but quick fix: create a hollow box round your entire map.

do the quick fix and see if it works, then fix it properly





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Re: Compileing/comp freezing
Posted by Joe-Bob on Thu Mar 3rd at 6:09pm 2005


It's not frozen, it's just going really slow. Chances are your structure is overly complex, and it'll just take a while to compile. It isn't necessarily your fault, but you should assume that it is until you can be sure otherwise.
For example, before I got a clue and used Visgroups, I mapped different stuff in pieces. When I combined one giant piece that took 5 minutes to compile in VIS with another piece that took 2 minutes, I got a 1.5 hour compile. However, I didn't even add connections or structure, they were just two pieces on the same VMF.
In other words, VIS can be quirky. There are some things you can do to help remedy this.

First, I would reccommend making batch files to run the compile tools. Why would you want a memory hog like Hammer stealing your resources while trying to compile something?
In the future, you'll want to lay out basic map structure on the 64-unit grid. Some Doom 2 mapper says this is a good idea, so I'll take his word for it. When you add detail, you'll want it to be mostly in the form of entity brushes. When this isn't possible, you should probably consider hinting in the area, but that's another subject entirely.


Anyway, two people beat me. Whatever you do, DON'T MAKE A GIANT BOX AROUND YOUR MAP. Just grab those entities and deal with them properly. They have nothing to do with your slow compile, though.




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Re: Compileing/comp freezing
Posted by DrGlass on Thu Mar 3rd at 6:47pm 2005


But they do! When entities are outside of your map VIS dosn't know what is the inside and what is the outside of your map so it will compile the whole thing.

The question is, dose your computer lock up to the point where you cant do anything?

I'm going to assume that you do a quick alt+ctrl+del and see vvis - not responding. So it looks like it isn't working, but infact it is. The way windows finds out if a program is working is by refreshing it (i.e. drawing the program onto your screen) so if a program is working very very hard it will not refresh when windows asks it to, and windows will say that the program is not responding.

Be sure to close all other programs, make a batch like Joe said, and just wait it out. Start compiling before you go to sleep.
[addsig]




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Re: Compileing/comp freezing
Posted by Joe-Bob on Thu Mar 3rd at 6:50pm 2005


If the entities were outside of the map, wouldn't BSP simply report a leak and not generate a portal file?
Unless he has a giant box around the thing, which would kill VIS.




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Re: Compileing/comp freezing
Posted by Orpheus on Thu Mar 3rd at 6:52pm 2005


when i first started mapping, i would have given anything for a set of compile tools that actually TOLD ME i had an error..

i cannot fathom people whom say they don't know whats wrong, yet post a compile log written in plain english.

*shakes head sadly*

[addsig]




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Re: Compileing/comp freezing
Posted by Rof on Thu Mar 3rd at 6:53pm 2005


Prop_statics are treated a bit differently by the compiler when it comes to storing them in the bsp file. It's possible that they're not used to check for leaks the same way than other entities are, but to be sure I'd have to search through the compiler source code.
[addsig]




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Re: Compileing/comp freezing
Posted by Joe-Bob on Thu Mar 3rd at 6:56pm 2005


? quote:
when i first started mapping, i would have given anything for a set of compile tools that actually TOLD ME i had an error..

i cannot fathom people whom say they don't know whats wrong, yet post a compile log written in plain english.

*shakes head sadly*



Don't go to the HL2world.com forums, then. I try to help people. Some of them flame me when I ask for the compile log. When it finally appears, I get flamed for telling them to fix their leak. The ones that finally realize that they need to fix their leaks don't have the slightest clue how.

Anyway, I would have given just about as much for in-editor pointfile loading. Trying to find two different leaks using gigantic blocks isn't much fun.




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Re: Compileing/comp freezing
Posted by DrGlass on Thu Mar 3rd at 7:21pm 2005


I think with the new hammer, it will still compile maps with leaks. So there should be a point file that leads to the props.


[addsig]




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Re: Compileing/comp freezing
Posted by Joe-Bob on Thu Mar 3rd at 7:49pm 2005


Well, it compiles, but no portal file is generated. For that matter, HL1 compiled and generated a pointfile. It was just a serious pain to trace, since you had to do it IN HL1. Here's an example of a HL2 leak:

? quote:
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 **** leaked ****
Entity prop_static (260.00 -5888.00 212.00) leaked!


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3136.0, 0.0, -2208.0)
Leaf 0 contents: CONTENTS_SOLID

...

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:hlmapstst_teamplay_02.bsp
reading c:hlmapstst_teamplay_02.prt
LoadPortals: couldn't read c:hlmapstst_teamplay_02.prt






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Re: Compileing/comp freezing
Posted by mike on Thu Mar 3rd at 7:56pm 2005


Maybe the problem is with my sky box? I follwed a tutorial and I basically make a Giant Box around my level and hollowed it out. I then attatched a sky camera, sky cube? and a sky light. But somone stated before to make sure I didnt make a Giant cube around my map. So if I cant make a cube around my map with a sky box on it, how do I make a sky box, and also ensure that there arnt any leaks in my level



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Re: Compileing/comp freezing
Posted by Joe-Bob on Thu Mar 3rd at 8:00pm 2005


? quote:
Maybe the problem is with my sky box? I follwed a tutorial and I basically make a Giant Box around my level and hollowed it out. I then attatched a sky camera, sky cube? and a sky light. But somone stated before to make sure I didnt make a Giant cube around my map. So if I cant make a cube around my map with a sky box on it, how do I make a sky box, and also ensure that there arnt any leaks in my level


Where is this tutorial? That's horrible advice for several reasons I don't care to get into right now.
Anyway, a skybox is nothing but a texture that's rendered a little differently than most. An outdoor area in HL2 is simply a room that has its sides and ceiling textured with the toolsskybox texture.





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