compile / map problem

compile / map problem

Re: compile / map problem Posted by Irenicis on Sun Nov 14th 2004 at 7:27am
Irenicis
55 posts
Posted 2004-11-14 7:27am
Irenicis
member
55 posts 6 snarkmarks Registered: Aug 9th 2004
hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\ZHLT\HLCSG.EXE "c:\program files\valve hammer editor\rmf\de_sgxplorer_v1"

-= Current hlcsg Settings =-
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]

entering c:\program files\valve hammer editor\rmf\de_sgxplorer_v1.map
CreateBrush:
(37.30 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(8.23 seconds)
Using WAD File: \sierra\half-life\cstrike\cstrike.wad
Using WAD File: \valve\steam\steamapps\mayday1_2@hotmail.com\counter-strike\cstrike\zeditor.wad
Embedding textures from WAD File [\valve\steam\steamapps\mayday1_2@hotmail.com\counter-strike\cstrike\zhlt.wad] into BSP
Using WAD File: \sierra\half-life\valve\decals.wad
Using WAD File: \sierra\half-life\valve\halflife.wad
Using WAD File: \sierra\half-life\cstrike\tswad.wad
Using WAD File: \valve\steam\steamapps\mayday1_2@hotmail.com\counter-strike\cstrike\de_sgxplorer.wad
added 8 additional animating textures.
Texture usage is at 1.36 mb (of 4.00 mb MAX)
52.24 seconds elapsed

----- END hlcsg -----

hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\ZHLT\HLBSP.EXE "c:\program files\valve hammer editor\rmf\de_sgxplorer_v1"

-= Current hlbsp Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'c:\program files\valve hammer editor\rmf\de_sgxplorer_v1.prt'
17.41 seconds elapsed

----- END hlbsp -----

hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\ZHLT\HLVIS.EXE "c:\program files\valve hammer editor\rmf\de_sgxplorer_v1"

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

1157 portalleafs
4771 numportals
BasePortalVis:
(39.65 seconds)
LeafThread:
hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\ZHLT\HLRAD.EXE "c:\program files\valve hammer editor\rmf\de_sgxplorer_v1"

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 ] [ 1.000 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

Warning: No vis information, direct lighting only.
5729 faces
Create Patches : 32918 base patches
0 opaque faces
351330 square feet [50591552.00 square inches]
7 direct lights

BuildFacelights:
Error:
for Face 3626 (texture lab1_map1) at
(-1021.000 -1335.000 -1692.000) (-1022.000 -1335.000 -1692.000) (-1022.000 -1230.000 -1692.000) (-1021.000 -1230.000 -1692.000)
Error: Bad surface extents (1919 x 9)
Check the file ZHLTProblems.html for a detailed explanation of this problem

----- END hlrad -----
Re: compile / map problem Posted by Crono on Sun Nov 14th 2004 at 7:43am
Crono
6628 posts
Posted 2004-11-14 7:43am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Error: Bad surface extents:
"Bad surface extents"
Caused by some dodgy texturing (either from scaling them up, or clipping) or an invalid solid.
?Check for errors; fix any occurrence of "texture axis perpendicular to face"
?Scale down any textures that have been scaled up greater than 10 or so times ?Use a lower -chop value (if you're not using the default value)
and

Warning: No vis information, direct lighting only.
"No VIS information"
This message is simply reporting that there is no VIS information for RAD to run through, either because there's an error with the map (look at CSG/BSP errors especially), because paths telling your compilers where your map is are different (so they're looking in the wrong place), or because you've not run VIS before RAD!
As this tutorial (By Lep) says, which is easy to find ...
Re: compile / map problem Posted by Orpheus on Sun Nov 14th 2004 at 9:42am
Orpheus
13860 posts
Posted 2004-11-14 9:42am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
funny, i see no "real" issues before rad, so i cannot fathom why rad did not preform.. :confused:

you need to remove the decals.wad, its useless as a texture source..

the error about the perpendicular.. is bad, but not devastating, it will not ruin a compile.

the ONLY issue i note is this:

"entering c:\program files\valve hammer editor\rmf\de_sgxplorer_v1.map"
"C:\PROGRA~1\VALVEH~1\ZHLT\HLBSP.EXE "c:\program files\valve hammer "


notice the gaps in the names, the tools hate gaps, tis why it uses the dos ~ to fill them in.. i am thinking the info between steps was lost..

remove the gaps (spaces) in all steps and see if it helps

[edit] the bad surface extents.. you most likely clipped of a solid and the resulting side was over stretched.. find it, and fix it.. this is a bad thing.. sorry i didn't see it before..
Re: compile / map problem Posted by Irenicis on Sun Nov 14th 2004 at 11:51am
Irenicis
55 posts
Posted 2004-11-14 11:51am
Irenicis
member
55 posts 6 snarkmarks Registered: Aug 9th 2004
ok...the gaps are fine....
any idea how i can find the textures causing the problem? I had nv seen a problem like this before.
Re: compile / map problem Posted by fraggard on Sun Nov 14th 2004 at 1:15pm
fraggard
1110 posts
Posted 2004-11-14 1:15pm
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Press [Alt]+P in hammer?
Re: compile / map problem Posted by Orpheus on Sun Nov 14th 2004 at 1:17pm
Orpheus
13860 posts
Posted 2004-11-14 1:17pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
well:
Error:
for Face 3626 (texture lab1_map1)
on the taskbar should be the option "find" i think.. look for face 3626.

but if that fails,look for all the textures applied for "lab1_map1" and fix the bad one..

lastly, i am not sure if its reporting the bad extent, or the perpendicular error at that location. :confused:
Re: compile / map problem Posted by Irenicis on Mon Nov 15th 2004 at 4:40am
Irenicis
55 posts
Posted 2004-11-15 4:40am
Irenicis
member
55 posts 6 snarkmarks Registered: Aug 9th 2004
there's no error saying "texture axis perpendicular to face".
and i dun think there is a texture called "lab1_map1"
Re: compile / map problem Posted by fishy on Mon Nov 15th 2004 at 10:27am
fishy
2623 posts
Posted 2004-11-15 10:27am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
the lab1_map1 texture is the american half of the big world map. i doubt you've used it in too many places, so it should be easy to find.

i'd be more worried about vis dying at the build leafthread stage.
Re: compile / map problem Posted by Irenicis on Mon Nov 15th 2004 at 11:05am
Irenicis
55 posts
Posted 2004-11-15 11:05am
Irenicis
member
55 posts 6 snarkmarks Registered: Aug 9th 2004
Orpheus said:
the ONLY issue i note is this:

"entering c:\program files\valve hammer editor\rmf\de_sgxplorer_v1.map"
"C:\PROGRA~1\VALVEH~1\ZHLT\HLBSP.EXE "c:\program files\valve hammer "


notice the gaps in the names, the tools hate gaps, tis why it uses the dos ~ to fill them in.. i am thinking the info between steps was lost..

remove the gaps (spaces) in all steps and see if it helps
how do i edit it?
like this: C:\Programfiles\valvehammereditor.....etc?
is it like this?
Re: compile / map problem Posted by Orpheus on Mon Nov 15th 2004 at 12:58pm
Orpheus
13860 posts
Posted 2004-11-15 12:58pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
fishy is giving you far better advice than i, listen to it..

fix whats important first, worry about whats not harming the compile later..
Re: compile / map problem Posted by Irenicis on Mon Nov 15th 2004 at 1:03pm
Irenicis
55 posts
Posted 2004-11-15 1:03pm
Irenicis
member
55 posts 6 snarkmarks Registered: Aug 9th 2004
i fixed the one about the texture......now's the time for the Vis
Re: compile / map problem Posted by Irenicis on Mon Nov 15th 2004 at 11:33pm
Irenicis
55 posts
Posted 2004-11-15 11:33pm
Irenicis
member
55 posts 6 snarkmarks Registered: Aug 9th 2004
any comments on the VIS fishy?
Re: compile / map problem Posted by Crono on Tue Nov 16th 2004 at 1:24am
Crono
6628 posts
Posted 2004-11-16 1:24am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
sigh
"No VIS information"
This message is simply reporting that there is no VIS information for RAD to run through, either because there's an error with the map (look at CSG/BSP errors especially), because paths telling your compilers where your map is are different (so they're looking in the wrong place), or because you've not run VIS before RAD!
Re: compile / map problem Posted by Irenicis on Tue Nov 16th 2004 at 8:44am
Irenicis
55 posts
Posted 2004-11-16 8:44am
Irenicis
member
55 posts 6 snarkmarks Registered: Aug 9th 2004
any one way solution?
Re: compile / map problem Posted by Crono on Tue Nov 16th 2004 at 9:29am
Crono
6628 posts
Posted 2004-11-16 9:29am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Well, since there were no CSG or BSP errors in your log. I would assume that you're running RAD before VIS (should be the other way around).

But that's just what the description of the error depicts.

I have no idea if that's the solution, since it's your map and I've never seen anything other then your log, which only had those two errors, one of which you said you got rid of.
Re: compile / map problem Posted by Irenicis on Thu Nov 18th 2004 at 12:06am
Irenicis
55 posts
Posted 2004-11-18 12:06am
Irenicis
member
55 posts 6 snarkmarks Registered: Aug 9th 2004
i've done smaller maps before this and they didn't have the Vis problem.
Re: compile / map problem Posted by Irenicis on Thu Nov 18th 2004 at 3:47am
Irenicis
55 posts
Posted 2004-11-18 3:47am
Irenicis
member
55 posts 6 snarkmarks Registered: Aug 9th 2004
how do i run Vis before Rad?
Re: compile / map problem Posted by Crono on Thu Nov 18th 2004 at 6:43am
Crono
6628 posts
Posted 2004-11-18 6:43am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Through Hammer:
In your compile dialog (F9), ensure the programs are being called in this order:

hlcsg
hlbsp
hlvis
hlrad

Rad needs information from Vis, thus it needs to run before rad ...
Re: compile / map problem Posted by Irenicis on Thu Nov 18th 2004 at 8:32am
Irenicis
55 posts
Posted 2004-11-18 8:32am
Irenicis
member
55 posts 6 snarkmarks Registered: Aug 9th 2004
that's funny....i got
hlcsg.exe
hlbsp.exe
hlvis.exe
light.exe <-----------------this is different.
Re: compile / map problem Posted by Orpheus on Thu Nov 18th 2004 at 8:15pm
Orpheus
13860 posts
Posted 2004-11-18 8:15pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Irenicis said:
that's funny....i got
hlcsg.exe
hlbsp.exe
hlvis.exe
light.exe <-----------------this is different.
funny, your compile log clearly states [quote]C:\PROGRA~1\VALVEH~1\ZHLT\HLRAD.EXE "c:\program files\valve hammer editor\rmf\de_sgxplorer_v1[/quote]

i think, you have issues other than tools :/
Re: compile / map problem Posted by fishy on Fri Nov 19th 2004 at 8:46am
fishy
2623 posts
Posted 2004-11-19 8:46am
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Irenicis said:
any comments on the VIS fishy?
To be honest, when I looked through the log and seen that vis had ended at the leafthread stage, and didn't report any error or output before rad starts, I thought that there was a strong possibility the process had been killed by alt ctrl and delete, because it was taking too long or you thought the compile was stuck. That's the only way I've seen of generating a log like that.

And it's also very common for people building their first big map to think the compile was stuck because building leafthreads can take so very long with big maps.
Re: compile / map problem Posted by scary_jeff on Fri Nov 19th 2004 at 11:45am
scary_jeff
1614 posts
Posted 2004-11-19 11:45am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Also, task manager claims that each of the compile processes is 'not responding' the whole time any of the processes are running, which is a bit misleading.
Re: compile / map problem Posted by Crono on Fri Nov 19th 2004 at 12:02pm
Crono
6628 posts
Posted 2004-11-19 12:02pm
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scary_jeff said:
Also, task manager claims that each of the compile processes is 'not responding' the whole time any of the processes are running, which is a bit misleading.
Actually doesn't it claim Hammer is not responding, since Hammer is waiting for the tools to finish and the tools are not running in their own shell but a hammer shell?
Re: compile / map problem Posted by Orpheus on Fri Nov 19th 2004 at 12:07pm
Orpheus
13860 posts
Posted 2004-11-19 12:07pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
if you "ctrl,alt,del" it will post a message "not responding" even though it is working perfectly..

tis why i always used "estimate" it at least moves when you compile.
Re: compile / map problem Posted by Crono on Fri Nov 19th 2004 at 12:21pm
Crono
6628 posts
Posted 2004-11-19 12:21pm
Crono
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6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Orpheus said:
if you "ctrl,alt,del" it will post a message "not responding" even though it is working perfectly..

tis why i always used "estimate" it at least moves when you compile.
Who's comment are you refering to? :confused:
Re: compile / map problem Posted by Orpheus on Fri Nov 19th 2004 at 2:52pm
Orpheus
13860 posts
Posted 2004-11-19 2:52pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
just throwing it out there, if it fits, its useful info, if its not, then the next person who searches this thread out may need it.
Re: compile / map problem Posted by Tracer Bullet on Mon Nov 29th 2004 at 6:54am
Tracer Bullet
2271 posts
Posted 2004-11-29 6:54am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I have had errors that caused VIS to crash like that without giving any sort of error message. I don't remember why though, or what solution I found :/

I think it may have been going over the maximum limit on leaf portals or somthing when it happend to me.