Re: Compileing/comp freezing
Posted by mike on
Thu Mar 3rd 2005 at 6:01pm
2 posts
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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
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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
37 posts
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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
member
180 posts
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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
member
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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
member
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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
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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
member
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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 DrGlass on
Thu Mar 3rd 2005 at 7:21pm
DrGlass
member
1825 posts
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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 mike on
Thu Mar 3rd 2005 at 7:56pm
2 posts
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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