Compileing/comp freezing

Compileing/comp freezing

Re: Compileing/comp freezing Posted by mike on Thu Mar 3rd 2005 at 6:01pm
mike
2 posts
Posted 2005-03-03 6:01pm
mike
member
2 posts 0 snarkmarks Registered: Mar 3rd 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 files\valve\steam\steamapps\stavs82\counter-strike source\cstrike\materials
Loading C:\Documents and Settings\mike\Desktop\testmap.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 Settings\mike\Desktop\testmap.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 Settings\mike\Desktop\testmap.bsp
10 seconds elapsed

1 threads
reading c:\documents and settings\mike\desktop\testmap.bsp
reading c:\documents and settings\mike\desktop\testmap.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.
Re: Compileing/comp freezing Posted by omegaslayer on Thu Mar 3rd 2005 at 6:07pm
omegaslayer
2481 posts
Posted 2005-03-03 6:07pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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.
Re: Compileing/comp freezing Posted by Kaos_Nyrb on Thu Mar 3rd 2005 at 6:08pm
Kaos_Nyrb
37 posts
Posted 2005-03-03 6:08pm
37 posts 14 snarkmarks Registered: Dec 4th 2004 Occupation: Student Location: UK
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 :smile:
Re: Compileing/comp freezing Posted by Joe-Bob on Thu Mar 3rd 2005 at 6:09pm
Joe-Bob
180 posts
Posted 2005-03-03 6:09pm
Joe-Bob
member
180 posts 77 snarkmarks Registered: Dec 3rd 2004
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. :wink: 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.
Re: Compileing/comp freezing Posted by DrGlass on Thu Mar 3rd 2005 at 6:47pm
DrGlass
1825 posts
Posted 2005-03-03 6:47pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
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.
Re: Compileing/comp freezing Posted by Joe-Bob on Thu Mar 3rd 2005 at 6:50pm
Joe-Bob
180 posts
Posted 2005-03-03 6:50pm
Joe-Bob
member
180 posts 77 snarkmarks Registered: Dec 3rd 2004
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.
Re: Compileing/comp freezing Posted by Orpheus on Thu Mar 3rd 2005 at 6:52pm
Orpheus
13860 posts
Posted 2005-03-03 6:52pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
Re: Compileing/comp freezing Posted by Rof on Thu Mar 3rd 2005 at 6:53pm
Rof
210 posts
Posted 2005-03-03 6:53pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
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.
Re: Compileing/comp freezing Posted by Joe-Bob on Thu Mar 3rd 2005 at 6:56pm
Joe-Bob
180 posts
Posted 2005-03-03 6:56pm
Joe-Bob
member
180 posts 77 snarkmarks Registered: Dec 3rd 2004
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.
Re: Compileing/comp freezing Posted by DrGlass on Thu Mar 3rd 2005 at 7:21pm
DrGlass
1825 posts
Posted 2005-03-03 7:21pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
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.
Re: Compileing/comp freezing Posted by Joe-Bob on Thu Mar 3rd 2005 at 7:49pm
Joe-Bob
180 posts
Posted 2005-03-03 7:49pm
Joe-Bob
member
180 posts 77 snarkmarks Registered: Dec 3rd 2004
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:
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:\hlmaps\tst_teamplay_02.bsp

reading c:\hlmaps\tst_teamplay_02.prt

LoadPortals: couldn't read c:\hlmaps\tst_teamplay_02.prt
Re: Compileing/comp freezing Posted by mike on Thu Mar 3rd 2005 at 7:56pm
mike
2 posts
Posted 2005-03-03 7:56pm
mike
member
2 posts 0 snarkmarks Registered: Mar 3rd 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
Re: Compileing/comp freezing Posted by Joe-Bob on Thu Mar 3rd 2005 at 8:00pm
Joe-Bob
180 posts
Posted 2005-03-03 8:00pm
Joe-Bob
member
180 posts 77 snarkmarks Registered: Dec 3rd 2004
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.