Im fed'up

Im fed'up

Re: Im fed'up Posted by Frissi on Mon Jan 2nd 2006 at 5:00am
Frissi
116 posts
Posted 2006-01-02 5:00am
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
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 :confused:
http:www.frissi.com
Re: Im fed'up Posted by Orpheus on Mon Jan 2nd 2006 at 1:45pm
Orpheus
13860 posts
Posted 2006-01-02 1:45pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I can volunteer. I have a 56k connection so keep it small. No custom textures and whatnot.

If its all stock, zip it and send it to me at drs_orpheus@msn.com

NO PROMISES!, but if it compiles I will let you know.

Holler at me when you send it so I know when to look. I hardly ever look in my email accounts.

The best things in life, aren't things.
Re: Im fed'up Posted by Frissi on Mon Jan 2nd 2006 at 6:04pm
Frissi
116 posts
Posted 2006-01-02 6:04pm
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
THANKS MAN!

i sent map and compile log of last compile :popcorn:
http:www.frissi.com
Re: Im fed'up Posted by Orpheus on Mon Jan 2nd 2006 at 9:15pm
Orpheus
13860 posts
Posted 2006-01-02 9:15pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
1st off, I have an exceptionally large PC. Not huge, but more than enough to compile maps upon. I neither ran out of ram nor detected any error messages so I cannot explain why the map failed to compile but...

it did. After almost 3 hours it said "f**k this"

it locked up on the final piece of VRAD.

Ok, lets assume that its a similar issue that used to be a part of the qtools. Basically, if a map had an error but the tools failed to expose it, the map would fail because the tools would attempt to compile an endless loop. In other words, there was an infinitely long solid due to something like an improperly clipped angle. This was a common reason for miscompiles.

I do not know enough about this map to find any errors so it will be up to you to locate anything amiss. The map is to small to take hours, plain and simple.

I would suggest you either refine your mapping technique to overcome this or find a pc bigger than mine. I doubt bigger will work but mine is not able to compensate for the error that exists but is not reported.

Sorry Frissi.

My PC is of the 3500+ variety.

The best things in life, aren't things.
Re: Im fed'up Posted by omegaslayer on Mon Jan 2nd 2006 at 10:16pm
omegaslayer
2481 posts
Posted 2006-01-02 10:16pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
What your experiencing is a compile problem. Not a steam problem (so reinstalling, deleting reg. keys wont do ANYTHING).

The long RAD time is most likely due to an overly complex lighing
system you have. I too will take a look at your map. Email it to
omegaslayer4777@hotmail.com. Im on DSL so I can DL a pretty large file.
But dont send me something 700MB big!
Posting And You
Re: Im fed'up Posted by Orpheus on Mon Jan 2nd 2006 at 10:33pm
Orpheus
13860 posts
Posted 2006-01-02 10:33pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
This map is tiny. The zip is like 110k.

It has got to be a constructional error because it is way to small to be just overloading the computers.

If he doesn't send it to you Omega, holler at me and I shall.

The best things in life, aren't things.
Re: Im fed'up Posted by Frissi on Tue Jan 3rd 2006 at 12:23am
Frissi
116 posts
Posted 2006-01-03 12:23am
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
Okay boys,

i deleted and re created some brushes but it still stops at 81% of finallightface..

here the download link to the newest version of the vmf, without any custom textures :

www.frissi.com/desert_rose_fixed.zip

oh ye thanks orpheus and thanks omega !

ps: i couldnt open hammer or compile, that is the reason for my re install of hl2
http:www.frissi.com
Re: Im fed'up Posted by Crono on Tue Jan 3rd 2006 at 12:53am
Crono
6628 posts
Posted 2006-01-03 12:53am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Alright, I downloaded it and ran it in hammer. I checked the errors tab, there were several lighting errors, namely, HDR values left blank (they need something in them) You can just click the auto fix button for these, it'll give a generic default value.

I went to compile the map and Vis is just a beast. You need to work on the portal flow in the map, If you don't want to change the layout, try using somehint brushes. Try to seperate the leafs. The portal calculations took 30 minutes on my machine to get to 80%. And for a reletivly small area, that means you've got little to no vis blocking working for you (which I would imagine why RAD is a beast as well).

Read this and go through your map making some performance adjustments, then try compiling some more.
Blame it on Microsoft, God does.
Re: Im fed'up Posted by Orpheus on Tue Jan 3rd 2006 at 1:08am
Orpheus
13860 posts
Posted 2006-01-03 1:08am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
You said it much better than I did Crono but essentially you said what I said so I am glad I was not to far off. :smile:

The best things in life, aren't things.
Re: Im fed'up Posted by Frissi on Tue Jan 3rd 2006 at 1:22am
Frissi
116 posts
Posted 2006-01-03 1:22am
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
Ok im editing map, adding some hint brushes hope they'll help :-S
http:www.frissi.com
Re: Im fed'up Posted by Frissi on Tue Jan 3rd 2006 at 3:27am
Frissi
116 posts
Posted 2006-01-03 3:27am
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
WELL... :popcorn:

Looks like i fixed the problem...

What did i do ???

I deleted and replaced some brushes me and funfunoscar found where bad, i also changed a func_brush entity into a func_detail i must have changed it for accident... i added some hint brushes and deleted the terrain outside the main arena

THANKS GUYS, now im going to try fix goldstar_arena :shocked:
http:www.frissi.com
Re: Im fed'up Posted by Orpheus on Tue Jan 3rd 2006 at 3:30am
Orpheus
13860 posts
Posted 2006-01-03 3:30am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
You are welcome. I wish we could have been more help but... shrugs

Good luck ol' man.

The best things in life, aren't things.