Ive posted some threads about my problems with hammer...
It started when i was finishing my map goldstar_arena when the compile suddenly took 8hours! The bsp was 100mb's and i couldnt open the map. I tried everything, i even created a new one and put one and put each brush\entity in a new map from the original goldstar_arena by starting with only one. Nothing worked, i just couldnt compile that certain map all other maps worked fine... noone seemed to know what was wrong so i gave up.
I started a new map named Desert_Rose, that map used to take 5-10mins compiling till suddenly i couldnt open hammer, so i got the "beta sdk" i was able to open hammer in the "beta sdk" but i couldnt compile, so i completly un-installed halflife and steam i even deleted all registry keys to ensure the computer didnt have anything left...
After that i was able to open hammer in normal version (not "sdk beta") and compiling worked fine, so i tried to compile my very small map desert_rose... i waited for two hours and vis wasnt till finished so i knew this isnt going to work
here's the log file before i closed compile :
materialPath:
d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading
d:\steam\steamapps\frissihl@hotmail.com\sourcesdk_content\hl2mp\mapsrc\desert_rose.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)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 104 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing
d:\steam\steamapps\frissihl@hotmail.com\sourcesdk_content\hl2mp\mapsrc\desert_rose.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_06...
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 (1) (347755 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (405741 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing
d:\steam\steamapps\frissihl@hotmail.com\sourcesdk_content\hl2mp\mapsrc\desert_rose.bsp
7 seconds elapsed
1 threads
reading
d:\steam\steamapps\frissihl@hotmail.com\sourcesdk_content\hl2mp\mapsrc\desert_rose.bsp
reading
d:\steam\steamapps\frissihl@hotmail.com\sourcesdk_content\hl2mp\mapsrc\desert_rose.prt
916 portalclusters
3066 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . .
I dont know what to do, my friend tried to compile desert_rose and goldstar_arena on his computer, took same crazy long time...
i could send someone the VMF, if anyone wants to help me
http:www.frissi.com