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Old 10-01-2009, 09:28 AM   #11
Darth Cyrax
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Default Map refuses to compile


Oh, and to post the compile log since it gets stuck, run your map again and when it reaches the part where it stops have task manager end vrad.exe, then you'll be able to copy/paste what remains.
Of course this will fuck up the bsp that's created, so don't load it.

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Old 10-01-2009, 09:42 AM   #12
Smetzle
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Default Map refuses to compile


Quote:
Originally Posted by Tapp View Post
Which of the maps in your link is the one that won't compile? There are about five maps on that page.
 
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Old 10-01-2009, 07:36 PM   #13
Cameron:D
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Default Map refuses to compile


I'll go with the 2 that were uploaded on the 30th

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Old 10-01-2009, 07:44 PM   #14
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Default Map refuses to compile


Quote:
Originally Posted by Tapp View Post
All lightmaps are at default, as it is still in beta.
Default != Optimized. It usually does, but not always. Try setting some lightmaps higher.
 
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Old 10-01-2009, 07:50 PM   #15
Cameron:D
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Default Map refuses to compile


Ok.... taking a look.... cp_diamond.... Massive leak under the level, once I fixed that and am now compiling, and it is asploding my computer on portal flow, so you have a lot of func_detailing to do (I can see where this needs to be done). I think the problem you were having is the compile log window was freezing, as when I first complied without checking the leak it did it in 22 seconds, 20 of which the log window was frozen.

EDIT: compile log......
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\cameron_d\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf" "C:\Users\Cameron\Desktop\Cp_diamond"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files\steam\steamapps\cameron_d\team fortress 2\tf\materials
Loading C:\Users\Cameron\Desktop\Cp_diamond.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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Cameron\Desktop\Cp_diamond.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_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
Building Physics collision data...
done (0) (109850 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 260 texinfos to 168
Reduced 61 texdatas to 47 (1751 bytes to 1193)
Writing C:\Users\Cameron\Desktop\Cp_diamond.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\cameron_d\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf" "C:\Users\Cameron\Desktop\Cp_diamond"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\users\cameron\desktop\Cp_diamond.bsp
reading c:\users\cameron\desktop\Cp_diamond.prt
 646 portalclusters
2064 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (949)
Optimized: 1729 visible clusters (0.00%)
Total clusters visible: 234923
Average clusters visible: 363
Building PAS...
Average clusters audible: 636
visdatasize:106038  compressed from 113696
writing c:\users\cameron\desktop\Cp_diamond.bsp
15 minutes, 49 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\cameron_d\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf" "C:\Users\Cameron\Desktop\Cp_diamond"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\users\cameron\desktop\Cp_diamond.bsp
Setting up ray-trace acceleration structure... Done (0.60 seconds)
1974 faces
691318 square feet [99549920.00 square inches]
1 Displacements
120636 Square Feet [17371648.00 Square Inches]
1974 patches before subdivision
35696 patches after subdivision
sun extent from map=0.707107
37 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 3015747, max 465
transfer lists:  23.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(179044, 137762, 101151)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(40452, 25258, 16292)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(14961, 7414, 3865)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(5914, 2324, 991)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(2544, 790, 272)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(1130, 277, 77)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(514, 99, 22)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(237, 36, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(111, 13, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(52, 5, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(25, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(12, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #13 added RGB(6, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0176 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  13/1024          624/49152    ( 1.3%) 
brushes                297/8192         3564/98304    ( 3.6%) 
brushsides            1955/65536       15640/524288   ( 3.0%) 
planes                 976/65536       19520/1310720  ( 1.5%) 
vertexes              2778/65536       33336/786432   ( 4.2%) 
nodes                 1256/65536       40192/2097152  ( 1.9%) 
texinfos               168/12288       12096/884736   ( 1.4%) 
texdata                 47/2048         1504/65536    ( 2.3%) 
dispinfos                1/0             176/0        ( 0.0%) 
disp_verts             289/0            5780/0        ( 0.0%) 
disp_tris              512/0            1024/0        ( 0.0%) 
disp_lmsamples       71470/0           71470/0        ( 0.0%) 
faces                 1974/65536      110544/3670016  ( 3.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1041/65536       58296/3670016  ( 1.6%) 
leaves                1270/65536       40640/2097152  ( 1.9%) 
leaffaces             2339/65536        4678/131072   ( 3.6%) 
leafbrushes            801/65536        1602/131072   ( 1.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            13538/512000      54152/2048000  ( 2.6%) 
edges                 7998/256000      31992/1024000  ( 3.1%) 
LDR worldlights         37/8192         3256/720896   ( 0.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            155/32768        1550/327680   ( 0.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2394/65536        4788/131072   ( 3.7%) 
cubemapsamples          18/1024          288/16384    ( 1.8%) 
overlays                24/512          8448/180224   ( 4.7%) 
LDR lightdata         [variable]     1558496/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      106038/16777216 ( 0.6%) 
entdata               [variable]       35761/393216   ( 9.1%) 
LDR ambient table     1270/65536        5080/262144   ( 1.9%) 
HDR ambient table     1270/65536        5080/262144   ( 1.9%) 
LDR leaf ambient      6229/65536      174412/1835008  ( 9.5%) 
HDR leaf ambient      1270/65536       35560/1835008  ( 1.9%) 
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]           1/16466    ( 0.0%) 
pakfile               [variable]        5721/0        ( 0.0%) 
physics               [variable]      109850/4194304  ( 2.6%) 
physics terrain       [variable]         130/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 5400
Writing c:\users\cameron\desktop\Cp_diamond.bsp
33 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Cameron\Desktop\Cp_diamond.bsp" "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf\maps\Cp_diamond.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files\steam\steamapps\cameron_d\team fortress 2\tf" -toconsole -dev -console +sv_lan 1 +sv_cheats 1 +map "Cp_diamond"
Everything is normal........ (after fixing the leak)

EDIT EDIT: pl_regret also complied fine.... I was missing a bunch of textures, so VVIS didn't run.

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Last edited by Cameron:D; 10-01-2009 at 08:14 PM.
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