Compile Problems

Compile Problems

Re: Compile Problems Posted by diablobasher on Tue Jan 25th 2005 at 11:41pm
diablobasher
143 posts
Posted 2005-01-25 11:41pm
143 posts 44 snarkmarks Registered: Oct 18th 2003 Occupation: Spastic, Bannisher of HALO! Location: England
ACK! Hammer has exploded on me! im pulling my hair out and have no idea what to do, nothing like this has EVER happened to me before. It was working fine, but when i added an overlay an then saved, apparently Hammer stopped generating a PRT file on compile. None of my maps will compile, i have shut down, restarted, changed game configurations, i extremely confused :grenade: :eek:

Here is a compile log of one of my maps, the map runs, but i get the old version of it, the one before i added the overlay. ?!?! anyone have any idea whats going on?

** Executing...
** Command: "c:\program files\valve\steam\steamapps\diablobasher\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\SourceMods\Tauntons College_The Horror Within" "C:\TCTHW\mapsrc\Entrance"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\SourceMods\Tauntons College_The Horror Within\materials
Loading C:\TCTHW\mapsrc\Entrance.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0Brush 42329: WARNING, microbrush
...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity light (-104.00 -208.00 -144.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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
Face List Count >= OVERLAY_BSP_FACE_COUNT

** Executing...
** Command: "c:\program files\valve\steam\steamapps\diablobasher\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\SourceMods\Tauntons College_The Horror Within" "C:\TCTHW\mapsrc\Entrance"

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

** Executing...
** Command: "c:\program files\valve\steam\steamapps\diablobasher\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\SourceMods\Tauntons College_The Horror Within" "C:\TCTHW\mapsrc\Entrance"

Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\tcthw\mapsrc\Entrance.bsp
No vis information, direct lighting only.
1583 faces
5 degenerate faces
52687 square feet [7586931.50 square inches]
0 displacements
0 square feet [0.00 square inches]
7 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0060 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 189/8192 2268/98304 ( 2.3%)
brushsides 1366/65536 10928/524288 ( 2.1%)
planes 898/65536 17960/1310720 ( 1.4%)
vertexes 2344/65536 28128/786432 ( 3.6%)
nodes 1031/65536 32992/2097152 ( 1.6%)
texinfos 283/12288 20376/884736 ( 2.3%)
texdata 13/2048 416/65536 ( 0.6%)
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 1583/65536 88648/3670016 ( 2.4%)
origfaces 698/65536 39088/3670016 ( 1.1%)
leaves 1036/65536 58016/3670016 ( 1.6%)
leaffaces 1882/65536 3764/131072 ( 2.9%)
leafbrushes 805/65536 1610/131072 ( 1.2%)
surfedges 10522/512000 42088/2048000 ( 2.1%)
edges 6096/256000 24384/1024000 ( 2.4%)
worldlights 7/8192 616/720896 ( 0.1%)
waterstrips 189/32768 1890/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3060/65536 6120/131072 ( 4.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 249332/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 2950/393216 ( 0.8%)
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] 1/12 ( 8.3%)
pakfile [variable] 19989/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 72026/4194304 ( 1.7%)

Total Win32 BSP file data space used: 723783 bytes

Linux Specific Data:
physicssurface [variable] 72026/6291456 ( 1.1%)

Total Linux BSP file data space used: 723783 bytes

Total triangle count: 4567
Writing c:\tcthw\mapsrc\Entrance.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\TCTHW\mapsrc\Entrance.bsp" "c:\program files\valve\steam\steamapps\SourceMods\Tauntons College_The Horror Within\maps\Entrance.bsp"

Thanks in advance to anyone that might be able to help.
Re: Compile Problems Posted by Rof on Wed Jan 26th 2005 at 12:01am
Rof
210 posts
Posted 2005-01-26 12:01am
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
Face List Count >= OVERLAY_BSP_FACE_COUNT
See that? Although it's not obvious, when VBSP gets a serious error
like that, it quits immediately without writing a bsp file. Since
you've managed to compile the map before, there's an old bsp file still
exisiting that's being re-compiled by the VVIS and VRAD portions of the
compile process. Thus you get an old map.

You need to fix that error. Sounds like you have too many overlays
(edit: or possibly an overlay which is laid on top of too many
different brush faces). You'll also want to fix the leak, while you're
at it.
Re: Compile Problems Posted by Orkin on Wed Jan 26th 2005 at 12:50am
Orkin
13 posts
Posted 2005-01-26 12:50am
Orkin
member
13 posts 1 snarkmarks Registered: Jan 7th 2005 Occupation: Network Administrator Location: USA
Like Rof said, the "Face List Count >= OVERLAY_BSP_FACE_COUNT" error is causing your problem.

This error can occur even if you only have one overlay on one face in Hammer. What happens is when VBSP chops up the faces during compilation, the overlay is automatically assigned to every new face that's created from the face it's assigned to. This is good, as you still end up with the desired effect even if the original face is split up by the BSP.

The problem comes when there are too many face splits. Then the overlay is assigned to too many faces, and you get this error.

To fix it, you can try clipping down the brush that the overlay is assigned to (i.e. if your overlay is assigned to a brush face that acts as the entire floor of your building, try clipping the brush down so you have a seperate one for each room).

EDIT: Oh yeah, you have a leak too...
Re: Compile Problems Posted by omegaslayer on Wed Jan 26th 2005 at 12:51am
omegaslayer
2481 posts
Posted 2005-01-26 12:51am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
In addition you also have a leak:

ProcessBlock_Thread: 0Brush 42329: WARNING, microbrush

...1...2...3...4...5...6...7...8...9...10 (1)

**** leaked ****

Entity light (-104.00 -208.00 -144.00) leaked!

Get rid of that micro brush and fix that leak, a majority of your problems will go away.
Re: Compile Problems Posted by diablobasher on Wed Jan 26th 2005 at 7:33am
diablobasher
143 posts
Posted 2005-01-26 7:33am
143 posts 44 snarkmarks Registered: Oct 18th 2003 Occupation: Spastic, Bannisher of HALO! Location: England
Yeah, i knew that it was not writing the BSP, now i know why.

I will delete the overlays and see what happens, what the heck is a micro brush? also, i had no leaks before placing the overlays, could they be the problem or do i have to trudges through the whole thing to find the leak?

Thanks for the help guys.