Compiling disaster - Map with no textures.

Compiling disaster - Map with no textures.

Re: Compiling disaster - Map with no textures. Posted by ding on Thu Apr 14th 2005 at 6:29pm
ding
200 posts
Posted 2005-04-14 6:29pm
ding
member
200 posts 280 snarkmarks Registered: May 11th 2004
After 3 compiles and several hours waiting, I am now willing to accept
defeat. Everytime after Valves compile tools raped my CPU, HL2DM is
launching to test-play my map. And everytime I get the same error:

<br style="color: orange;">

Total triangle count: 37543<br style="color: orange;">

Writing d:\games\steam\steamapps\hackz@bs-army.com\sourcesdk_content\hl2mp\mapsrc\dm_prime3.bsp<br style="color: orange;">

File write failure<br style="color: orange;">

client callback thread error

in the compile window and if I load up the map in HL2 it says:

Map with no textures.

I am sick of compiling now and I am afraid that more than four weeks of hard work got destroyed.

Please help me to fix that issue or I am going to un-install HL2 and stop mapping.

Thanks In Advance - Ding.
Re: Compiling disaster - Map with no textures. Posted by habboi on Thu Apr 14th 2005 at 7:18pm
habboi
782 posts
Posted 2005-04-14 7:18pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
Have you got the settings in options in Hammer correct?
What file do you open .vmf? .map?
Hmm did you select the default materials to use in options otherwise you might have selected used wad3 by accident...
Re: Compiling disaster - Map with no textures. Posted by fishy on Fri Apr 15th 2005 at 8:49am
fishy
2623 posts
Posted 2005-04-15 8:49am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
compile log?
Re: Compiling disaster - Map with no textures. Posted by Tactii on Fri Apr 15th 2005 at 10:25am
Tactii
15 posts
Posted 2005-04-15 10:25am
Tactii
member
15 posts 12 snarkmarks Registered: Jan 10th 2005 Occupation: Student Location: United States of America
I used to get this back when Hammer had that horrible memory leak when
play games and SDK menus were open. You're low on memory.
Is it a big/complex map?

Please don't kill anyone.
Re: Compiling disaster - Map with no textures. Posted by Orpheus on Fri Apr 15th 2005 at 10:53am
Orpheus
13860 posts
Posted 2005-04-15 10:53am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
if you do not have at least 512 megs of ram, you need at least 4 gigs of continuous hard drive space for swapfiles..

defrag your machine.
Re: Compiling disaster - Map with no textures. Posted by ding on Fri Apr 15th 2005 at 11:07am
ding
200 posts
Posted 2005-04-15 11:07am
ding
member
200 posts 280 snarkmarks Registered: May 11th 2004
** Executing...<br style="color: silver;">
** Command: "d:gamessteamsteamappshackz@bs-army.comsourcesdkbinvbsp.exe"<br style="color: silver;">
** Parameters: -game
"d:gamessteamsteamappshackz@bs-army.comhalf-life 2
deathmatchhl2mp"
"D:GamesSteamSteamAppshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3"<br style="color: silver;">
<br style="color: silver;">
Valve Software - vbsp.exe (Jan 19 2005)<br style="color: silver;">
1 threads<br style="color: silver;">
materialPath: d:gamessteamsteamappshackz@bs-army.comhalf-life 2 deathmatchhl2mpmaterials<br style="color: silver;">
Loading D:GamesSteamSteamAppshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.vmf<br style="color: silver;">
fixing up env_cubemap materials on brush sides...<br style="color: silver;">
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: silver;">
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: silver;">
Processing areas...done (0)<br style="color: silver;">
Building Faces...done (0)<br style="color: silver;">
Chop Details...done (0)<br style="color: silver;">
Find Visible Detail Sides...<br style="color: silver;">
Merged 378 detail faces...done (1)<br style="color: silver;">
Merging details...done (0)<br style="color: silver;">
FixTjuncs...<br style="color: silver;">
PruneNodes...<br style="color: silver;">
WriteBSP...<br style="color: silver;">
done (1)<br style="color: silver;">
writing D:GamesSteamSteamAppshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.prt...done (0)<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
WARNING: node without a volume<br style="color: silver;">
Creating default cubemaps for env_cubemap using skybox sky_day01_09...<br style="color: silver;">
Run buildcubemaps in the engine to get the correct cube maps.<br style="color: silver;">
Finding displacement neighbors...<br style="color: silver;">
Finding lightmap sample positions...<br style="color: silver;">
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10<br style="color: silver;">
Building Physics collision data...<br style="color: silver;">
done (1) (418993 bytes)<br style="color: silver;">
Emitting linux collision data (use -nolinuxdata to disable).<br style="color: silver;">
Building Physics collision data...<br style="color: silver;">
done (1) (565061 bytes)<br style="color: silver;">
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10<br style="color: silver;">
Writing D:GamesSteamSteamAppshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.bsp<br style="color: silver;">
30 seconds elapsed<br style="color: silver;">
Memory leak: mempool blocks left in memory: 48<br style="color: silver;">
Memory leak: mempool blocks left in memory: 16<br style="color: silver;">
<br style="color: silver;">
** Executing...<br style="color: silver;">
** Command: "d:gamessteamsteamappshackz@bs-army.comsourcesdkbinvvis.exe"<br style="color: silver;">
** Parameters: -game
"d:gamessteamsteamappshackz@bs-army.comhalf-life 2
deathmatchhl2mp"
"D:GamesSteamSteamAppshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3"<br style="color: silver;">
<br style="color: silver;">
Valve Software - vvis.exe (Dec 15 2004)<br style="color: silver;">
1 threads<br style="color: silver;">
reading d:gamessteamsteamappshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.bsp<br style="color: silver;">
reading d:gamessteamsteamappshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.prt<br style="color: silver;">
687 portalclusters<br style="color: silver;">
2217 numportals<br style="color: silver;">
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)<br style="color: silver;">
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (128)<br style="color: silver;">
Optimized: 705 visible clusters (0.00%)<br style="color: silver;">
Total clusters visible: 124368<br style="color: silver;">
Average clusters visible: 181<br style="color: silver;">
Building PAS...<br style="color: silver;">
Average clusters audible: 367<br style="color: silver;">
visdatasize:86333 compressed from 120912<br style="color: silver;">
writing d:gamessteamsteamappshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.bsp<br style="color: silver;">
2 minutes, 14 seconds elapsed<br style="color: silver;">
<br style="color: silver;">
** Executing...<br style="color: silver;">
** Command: "d:gamessteamsteamappshackz@bs-army.comsourcesdkbinvrad.exe"<br style="color: silver;">
** Parameters: -game
"d:gamessteamsteamappshackz@bs-army.comhalf-life 2
deathmatchhl2mp"
"D:GamesSteamSteamAppshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3"<br style="color: silver;">
<br style="color: silver;">
Valve Software - vrad.exe (Mar 8 2005)<br style="color: silver;">
----- Radiosity Simulator ----<br style="color: silver;">
1 threads<br style="color: silver;">
[Reading texlights from 'lights.rad']<br style="color: silver;">
[45 texlights parsed from 'lights.rad']<br style="color: silver;">
<br style="color: silver;">
Loading d:gamessteamsteamappshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.bsp<br style="color: silver;">
14680 faces<br style="color: silver;">
1051103 square feet [151358912.00 square inches]<br style="color: silver;">
6 displacements<br style="color: silver;">
6574 square feet [946750.06 square inches]<br style="color: silver;">
14680 patches before subdivision<br style="color: silver;">
56256 patches after subdivision<br style="color: silver;">
46 direct lights<br style="color: silver;">
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4146)<br style="color: silver;">
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (433)<br style="color: silver;">
transfers 1861419, max 213<br style="color: silver;">
transfer lists: 14.2 megs<br style="color: silver;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="color: silver;">
Bounce #1 added RGB(12989, 20033, 14834)<br style="color: silver;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: silver;">
Bounce #2 added RGB(507, 773, 593)<br style="color: silver;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: silver;">
Bounce #3 added RGB(37, 52, 42)<br style="color: silver;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: silver;">
Bounce #4 added RGB(4, 5, 4)<br style="color: silver;">
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)<br style="color: silver;">
Bounce #5 added RGB(0, 1, 1)<br style="color: silver;">
Build Patch/Sample Hash Table(s).....Done<64.0090 sec><br style="color: silver;">
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (138)<br style="color: silver;">
FinalLightFace Done<br style="color: silver;">
Ready to Finish<br style="color: silver;">
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10<br style="color: silver;">
9 of 31 (29% of) surface lights went in leaf ambient cubes.<br style="color: silver;">
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10<br style="color: silver;">
<br style="color: silver;">
Object names Objects/Maxobjs Memory / Maxmem Fullness <br style="color: silver;">
------------ --------------- --------------- -------- <br style="color: silver;">
models
14/1024
672/49152 ( 1.4%) <br style="color: silver;">
brushes
935/8192
11220/98304 (11.4%) <br style="color: silver;">
brushsides
8724/65536 69792/524288
(13.3%) <br style="color: silver;">
planes
9970/65536 199400/1310720 (15.2%) <br style="color: silver;">
vertexes
23037/65536 276444/786432
(35.2%) <br style="color: silver;">
nodes
1981/65536 63392/2097152 (
3.0%) <br style="color: silver;">
texinfos
1836/12288 132192/884736
(14.9%) <br style="color: silver;">
texdata
104/2048
3328/65536 ( 5.1%) <br style="color: silver;">
dispinfos
6/0
1056/0 ( 0.0%) <br style="color: silver;">
disp_verts
582/0
11640/0 ( 0.0%) <br style="color: silver;">
disp_tris
960/0
1920/0 ( 0.0%) <br style="color: silver;">
disp_lmsamples
144615/0
144615/0 ( 0.0%) <br style="color: silver;">
faces
14680/65536 822080/3670016 (22.4%) <br style="color: silver;">
origfaces
2865/65536 160440/3670016 ( 4.4%) <br style="color: silver;">
leaves
1996/65536 111776/3670016 ( 3.0%) <br style="color: silver;">
leaffaces
17088/65536
34176/131072 (26.1%) <br style="color: silver;">
leafbrushes
2151/65536
4302/131072 ( 3.3%) <br style="color: silver;">
surfedges
80102/512000 320408/2048000 (15.6%) <br style="color: silver;">
edges
44463/256000 177852/1024000 (17.4%) <br style="color: silver;">
worldlights
45/8192
3
Re: Compiling disaster - Map with no textures. Posted by Orpheus on Fri Apr 15th 2005 at 11:40am
Orpheus
13860 posts
Posted 2005-04-15 11:40am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
it might help us to help you if you post your machine specs too..
Re: Compiling disaster - Map with no textures. Posted by ding on Fri Apr 15th 2005 at 11:57am
ding
200 posts
Posted 2005-04-15 11:57am
ding
member
200 posts 280 snarkmarks Registered: May 11th 2004
CPU: AMD 2000+ (1700 Mhz)

RAM: 768 MB DDR RAM

HD: 80 GB (50 GB Free)

OS: Windows 2000 Pro Service Pack 4
Re: Compiling disaster - Map with no textures. Posted by Orpheus on Fri Apr 15th 2005 at 10:12pm
Orpheus
13860 posts
Posted 2005-04-15 10:12pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
ding said:
CPU: AMD 2000+ (1700 Mhz)
RAM: 768 MB DDR RAM
HD: 80 GB (50 GB Free)
OS: Windows 2000 Pro Service Pack 4
you have issues that do not involve your hardware i am afraid. all are high enough to compile almost any beast.
Re: Compiling disaster - Map with no textures. Posted by Rof on Fri Apr 15th 2005 at 10:42pm
Rof
210 posts
Posted 2005-04-15 10:42pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
If you're prepared to put the .bsp file up for download somewhere, I
may be able to scan it to find what part of the map is causing those
"node without a volume" errors. They may be causing/contributing to the
crash.
Re: Compiling disaster - Map with no textures. Posted by Guessmyname on Sat Apr 16th 2005 at 1:43pm
Guessmyname
342 posts
Posted 2005-04-16 1:43pm
342 posts 173 snarkmarks Registered: Dec 6th 2004
This may have something to do with it - your bsp is screwed up:

Total triangle count: 39266<br style="color: silver;">

Writing d:gamessteamsteamappshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.bsp<br style="color: silver;">

File write failure<br style="color: silver;">

client callback thread error
Re: Compiling disaster - Map with no textures. Posted by antianticampersquad on Sat Apr 23rd 2005 at 10:44am
Posted 2005-04-23 10:44am
65 posts 37 snarkmarks Registered: Dec 3rd 2003 Occupation: Trainee Asbestos Analysist Location: Edwinstowe, Nottinghamshire
This may have something to do with it - your bsp is screwed up:

Total triangle count: 39266<br style="color: silver;">

Writing d:gamessteamsteamappshackz@bs-army.comsourcesdk_contenthl2mpmapsrcdm_prime3.bsp<br style="color: silver;">

File write failure<br style="color: silver;">

client callback thread error
btw wheres the 's in that location

shouldnt it be d:\games\steam\steamapps\ bla bla bla
Re: Compiling disaster - Map with no textures. Posted by Orpheus on Sat Apr 23rd 2005 at 10:59am
Orpheus
13860 posts
Posted 2005-04-23 10:59am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
antianticampersquad said:
btw wheres the 's in that location

shouldnt it be d:\games\steam\steamapps\ bla bla bla
sometimes, the code in snarkpit removes the // lines when it posts.. i assume they were there prior and when i notice them missing, i just replace them.

been that way since snarkpit was created :sad:
Re: Compiling disaster - Map with no textures. Posted by Leperous on Sat Apr 23rd 2005 at 2:01pm
Leperous
3382 posts
Posted 2005-04-23 2:01pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Oops, Mozilla editing bug, should be fixed :redface:
Re: Compiling disaster - Map with no textures. Posted by DrGlass on Sat Apr 23rd 2005 at 9:34pm
DrGlass
1825 posts
Posted 2005-04-23 9:34pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
If you need a temp host, send me your BSP to drglass at docglass dot net
Re: Compiling disaster - Map with no textures. Posted by ding on Sat Apr 23rd 2005 at 11:27pm
ding
200 posts
Posted 2005-04-23 11:27pm
ding
member
200 posts 280 snarkmarks Registered: May 11th 2004
Hm well the problem solved itself after I've deleted some architecture. Works all fine now. But anyway thanks for your help.
Re: Compiling disaster - Map with no textures. Posted by French Toast on Sun Apr 24th 2005 at 12:13am
French Toast
3043 posts
Posted 2005-04-24 12:13am
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
Your quite welcome :biggrin:
Re: Compiling disaster - Map with no textures. Posted by DrGlass on Sun Apr 24th 2005 at 5:54am
DrGlass
1825 posts
Posted 2005-04-24 5:54am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
we should really try and figure this one out. what kind of architecture was it?
Re: Compiling disaster - Map with no textures. Posted by ding on Sun Apr 24th 2005 at 4:41pm
ding
200 posts
Posted 2005-04-24 4:41pm
ding
member
200 posts 280 snarkmarks Registered: May 11th 2004
Combine architecture. Like these holding areas with the Pods that you can see in Nova Prospekt.
Re: Compiling disaster - Map with no textures. Posted by DrGlass on Sun Apr 24th 2005 at 8:31pm
DrGlass
1825 posts
Posted 2005-04-24 8:31pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
models or brush work? maybe you used a model texture on a brush and that messed stuff up?