Compiling Problems :|

Compiling Problems :|

Re: Compiling Problems :| Posted by SnowmanDev on Sun Apr 9th 2006 at 10:14pm
SnowmanDev
28 posts
Posted 2006-04-09 10:14pm
28 posts 3 snarkmarks Registered: Apr 9th 2006 Occupation: Graphics Designer/Web Designer Location: UK, Warrington
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>hey,

Ok here's the thing, i creating a map and it worked it was a small map, basically a box with a train, a few textures and so on, worked perfectly in hl2...
now i added an extra room, worked fine, added a few barrels still fine now i added "double" double door they work perfectly just as i wanted them, then after the door i added a corridoor and more stairs all blocked off, after fixing a few leaks it compiled and seemed to be ok, untill when i ran the map it was like i compiled it before i added the extra rooms, nothing i have added like overlays, extra stairs, corridoors or anything appear and its annoying please help me, here is my log file...
(btw i added a skybox to see if anything was still leaking)

** Executing...
** Command: "c:\program files\steam\steamapps\sn0wm3n\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\TCOTH" "C:\MyMod\mapsrc\subway"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:\program files\steam\steamapps\SourceMods\TCOTH\materials
Loading C:\MyMod\mapsrc\subway.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 60 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\MyMod\mapsrc\subway.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Face List Count >= OVERLAY_BSP_FACE_COUNT

** Executing...
** Command: "c:\program files\steam\steamapps\sn0wm3n\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\TCOTH" -fast "C:\MyMod\mapsrc\subway"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
1 threads
reading c:\mymod\mapsrc\subway.bsp
reading c:\mymod\mapsrc\subway.prt
566 portalclusters
1841 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 1620 visible clusters (0.00%)
Total clusters visible: 239224
Average clusters visible: 422
Building PAS...
Average clusters audible: 559
visdatasize:78338 compressed from 81504
writing c:\mymod\mapsrc\subway.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\sn0wm3n\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\TCOTH" -noextra "C:\MyMod\mapsrc\subway"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\mymod\mapsrc\subway.bsp
2464 faces
1 degenerate faces
142734 square feet [20553824.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2463 patches before subdivision
20235 patches after subdivision
49 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (47)
transfers 5486398, max 938
transfer lists: 41.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(32672, 29207, 24011)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(5448, 4472, 3135)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(996, 757, 471)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(173, 122, 67)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(32, 21, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(6, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0194 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
31 of 31 (100% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 499/8192 5988/98304 ( 6.1%)
brushsides 4147/65536 33176/524288 ( 6.3%)
planes 2208/65536 44160/1310720 ( 3.4%)
vertexes 3491/65536 41892/786432 ( 5.3%)
nodes 1678/65536 53696/2097152 ( 2.6%)
texinfos 528/12288 38016/884736 ( 4.3%)
texdata 25/2048 800/65536 ( 1.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2464/65536 137984/3670016 ( 3.8%)
origfaces 1578/65536 88368/3670016 ( 2.4%)
leaves 1693/65536 54176/2097152 ( 2.6%)
leaffaces 2954/65536 5908/131072 ( 4.5%)
leafbrushes 958/65536 1916/131072 ( 1.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 17715/512000 70860/2048000 ( 3.5%)
edges 10422/256000 41688/1024000 ( 4.1%)
LDR worldlights 49/8192 4312/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 164/32768 1640/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2481/65536 4962/131072 ( 3.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1891516/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 78338/16777216 ( 0.5%)
entdata [variable] 16622/393216 ( 4.2%)
LDR leaf ambient 1693/65536 40632/1572864 ( 2.6%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/4284 ( 0.0%)
pakfile [variable] 15061/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 185663/4194304 ( 4.4%)

Total Win32 BSP file data space used: 2858064 bytes

Linux Specific Data:
physicssurface [variable] 185663/6291456 ( 3.0%)

Total Linux BSP file data space used: 2858064 bytes

Total triangle count: 6475
Writing c:\mymod\mapsrc\subway.bsp
1 minute, 5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\MyMod\mapsrc\subway.bsp" "c:\program files\steam\steamapps\SourceMods\TCOTH\maps\subway.bsp"

please guys help me out :sad:

SnowmanDev<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: Compiling Problems :| Posted by Stadric on Sun Apr 9th 2006 at 10:58pm
Stadric
848 posts
Posted 2006-04-09 10:58pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
A quick scan over the log reveals nothing wrong.

Was there an error message that showed up during compile?

If not, save your map under a different name, then try to compile again, if that doesn't work, post that compile log.
Re: Compiling Problems :| Posted by SnowmanDev on Sun Apr 9th 2006 at 11:16pm
SnowmanDev
28 posts
Posted 2006-04-09 11:16pm
28 posts 3 snarkmarks Registered: Apr 9th 2006 Occupation: Graphics Designer/Web Designer Location: UK, Warrington
ok will do, and there were no errors other than when i load hl2 or rather load my map it says something is renewing but this never caused a problem before,
but yer i'll save it as a new name compile it and post the new log.
brb :razz: <html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: Compiling Problems :| Posted by OtZman on Sun Apr 9th 2006 at 11:53pm
OtZman
1890 posts
Posted 2006-04-09 11:53pm
OtZman
member
1890 posts 218 snarkmarks Registered: Jul 12th 2003 Occupation: Student Location: Sweden
Please, try to come up with a more fitting topic title next time.

As for your problem, I've no idea.

Next time you try to reply, make sure you're logged in and then try the "new reply" button at the top of the page.
What the Snarkpitters listen to!
Re: Compiling Problems :| Posted by SnowmanDev on Sun Apr 9th 2006 at 11:59pm
SnowmanDev
28 posts
Posted 2006-04-09 11:59pm
28 posts 3 snarkmarks Registered: Apr 9th 2006 Occupation: Graphics Designer/Web Designer Location: UK, Warrington
ok but do you know why a .bsp files isnt being created :sad: its really freaking me out <html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: Compiling Problems :| Posted by Stadric on Mon Apr 10th 2006 at 12:11am
Stadric
848 posts
Posted 2006-04-10 12:11am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
There are three possible problems:

1) You have an invalid brush

2) You have turned a displacement into a func_detail, or any other brush entity.

3) Your game configurations are botched

Go about it this way:

1) Check for errors(Alt+P) and delete and/or remake any invalid brushes

if that doesn't work

3) Reset your game configurations from the SDK start up screen

if that doesn't work

2) Use the entity report to find all of your brush entities, and check
all of them to see if any one of them is a displacement as well.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Compiling Problems :| Posted by omegaslayer on Mon Apr 10th 2006 at 12:12am
omegaslayer
2481 posts
Posted 2006-04-10 12:12am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Change the title please to something that others can find (Like: "Compile Problem")

But I think the:

Face List Count >= OVERLAY_BSP_FACE_COUNT

Is your problem, get rid of the overlays and see what happens.
Posting And You
Re: Compiling Problems :| Posted by SnowmanDev on Mon Apr 10th 2006 at 12:14am
SnowmanDev
28 posts
Posted 2006-04-10 12:14am
28 posts 3 snarkmarks Registered: Apr 9th 2006 Occupation: Graphics Designer/Web Designer Location: UK, Warrington
I LOVE YOU OMEGA !!!! thankyou so much :smile: i
thought it would be them overlays but i never removed them because
there just decals :razz: i guess i need to learn how to use overlays
properly, i wouldnt mind but i followed the tutorial, i think its
because i didnt make 1 of those vmt/vmf or what ever txt files coz i
dunno how too :razz:

thanks alot guys you really are good !!!!
Re: Compiling Problems :| Posted by Stadric on Mon Apr 10th 2006 at 12:50am
Stadric
848 posts
Posted 2006-04-10 12:50am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
My bad, I can't believe I missed that :razz:

oh well, you live, you learn.

Anyway, for your question about overlays, you use them on
displacements, or when you want to scale a decal. Use decals for
everything else.
Re: Compiling Problems :| Posted by omegaslayer on Mon Apr 10th 2006 at 1:08am
omegaslayer
2481 posts
Posted 2006-04-10 1:08am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
I LOVE YOU OMEGA !!!! thankyou so much :smile: i
thought it would be them overlays but i never removed them because
there just decals :razz: i guess i need to learn how to use overlays
properly, i wouldnt mind but i followed the tutorial, i think its
because i didnt make 1 of those vmt/vmf or what ever txt files coz i
dunno how too :razz:

thanks alot guys you really are good !!!!
If I turly answered your question then would you mark my answer correct
please? So in the future others that come across this thread know what
the answer will be (plus I like to "close" cases :biggrin: )
Posting And You
Re: Compiling Problems :| Posted by SnowmanDev on Mon Apr 10th 2006 at 2:22pm
SnowmanDev
28 posts
Posted 2006-04-10 2:22pm
28 posts 3 snarkmarks Registered: Apr 9th 2006 Occupation: Graphics Designer/Web Designer Location: UK, Warrington
have done m8 and thanx again :smile: