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Old 09-26-2011, 03:58 AM   #1
Gamer90234
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Question Looping Compile Error


Hi Everyone. I am having a very frustrating time trying to compile my map. I asked for help here back in february, but I never ended up getting anywhere. I shelved the map for a few months and I have recently pulled the map back out, made modifications to it, and I finally have it to a playable state. h=However, I am still stuck on this error. here is the compile log:

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\gamer902\sourcesdk\bin\orang ebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\gamer902\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\gamer902\sourcesdk_content\t f\mapsrc\ctf_campus.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\gamer902\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\gamer902\sourcesdk_content\t f\mapsrc\ctf_campus.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/ctf_campus/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/ctf_campus/nature/blendgroundtograss002_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 200 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
Too many unique verts, max = 65536 (map has too much brush geometry)


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\gamer902\sourcesdk\bin\orang ebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\gamer902\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\gamer902\sourcesdk_content\t f\mapsrc\ctf_campus"

Valve Software - vvis.exe (Jul 7 2010)
8 threads
reading c:\program files (x86)\steam\steamapps\gamer902\sourcesdk_content\t f\mapsrc\ctf_campus.bsp
reading c:\program files (x86)\steam\steamapps\gamer902\sourcesdk_content\t f\mapsrc\ctf_campus.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\gamer902\sourcesdk_content\t f\mapsrc\ctf_campus.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\gamer902\sourcesdk\bin\orang ebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\gamer902\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\gamer902\sourcesdk_content\t f\mapsrc\ctf_campus"

Valve Software - vrad.exe SSE (Jul 7 2010)

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

Loading c:\program files (x86)\steam\steamapps\gamer902\sourcesdk_content\t f\mapsrc\ctf_campus.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (4.73 seconds)
32141 faces
12735838 square feet [1833960704.00 square inches]
10 Displacements
633798 Square Feet [91267024.00 Square Inches]
38 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (60)
Build Patch/Sample Hash Table(s).....Done<0.4748 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
FinalLightFace Done
1 of 1 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (42)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 45/1024 2160/49152 ( 4.4%)
brushes 3682/8192 44184/98304 (44.9%)
brushsides 23169/65536 185352/524288 (35.4%)
planes 6832/65536 136640/1310720 (10.4%)
vertexes 45664/65536 547968/786432 (69.7%)
nodes 16035/65536 513120/2097152 (24.5%)
texinfos 4640/12288 334080/884736 (37.8%)
texdata 44/2048 1408/65536 ( 2.1%)
dispinfos 10/0 1760/0 ( 0.0%)
disp_verts 642/0 12840/0 ( 0.0%)
disp_tris 992/0 1984/0 ( 0.0%)
disp_lmsamples 108448/0 108448/0 ( 0.0%)
faces 32141/65536 1799896/3670016 (49.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12914/65536 723184/3670016 (19.7%)
leaves 16081/65536 514592/2097152 (24.5%)
leaffaces 39823/65536 79646/131072 (60.8%)
leafbrushes 10607/65536 21214/131072 (16.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 206908/512000 827632/2048000 (40.4%)
edges 118389/256000 473556/1024000 (46.2%)
LDR worldlights 38/8192 3344/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 3686/32768 36860/327680 (11.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 62349/65536 124698/131072 (95.1%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 61156380/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 41953/393216 (10.7%)
LDR ambient table 16081/65536 64324/262144 (24.5%)
HDR ambient table 16081/65536 64324/262144 (24.5%)
LDR leaf ambient 44328/65536 1241184/1835008 (67.6%)
HDR leaf ambient 16081/65536 450268/1835008 (24.5%)
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] 1/31368 ( 0.0%)
pakfile [variable] 1246/0 ( 0.0%)
physics [variable] 1353868/4194304 (32.3%)
physics terrain [variable] 1778/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 90922
Writing c:\program files (x86)\steam\steamapps\gamer902\sourcesdk_content\t f\mapsrc\ctf_campus.bsp
2 minutes, 0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\gamer902\sourcesdk_content\t f\mapsrc\ctf_campus.bsp" "c:\program files (x86)\steam\steamapps\gamer902\team fortress 2\tf\maps\ctf_campus.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\gamer902\team fortress 2\tf" +map "ctf_campus"

Here is the problem, this is the EXACT same compile log that I got in february. It was determined back then that there was too much brush geometry. I can say with all certainty that this is not the case. I have gone as far as deleting half of the map and it still arrives at the same conclusion. Hammer's compiler is pretty much stuck in a loop at this point.

And yes, I have checked the log at interlopers.net. It didn't find anything wrong with it.

Any suggestions? I would really appreciate it.
 
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Old 09-26-2011, 05:22 AM   #2
Sergis
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Default Looping Compile Error


vbsp stops after this

FixTjuncs...
Too many unique verts, max = 65536 (map has too much brush geometry)

i blame tjunctions

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Old 09-26-2011, 07:48 AM   #3
Fr0Z3n
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Default Looping Compile Error


TJuncts (since doom didn't explain them) are places where 2 brushes intersect to form a T. So if you have stuff like, fences, railings, a long brush with a lot of walls interesting to it, these all add to th TJunct count. Either remove them, or use propper to make them models.


Also as a warning, I notice the maps name is "ctf_campus" There have been many times in the past where students make maps of their school and such, and get into a lot of trouble with the police, the school (and their parents), because it is construed as planning something harmful for people.
 
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Old 09-26-2011, 11:11 AM   #4
Jeremy
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Default Looping Compile Error


I found this in the log:

Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
No vis information, direct lighting only.

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Old 09-26-2011, 11:20 AM   #5
Kill_the_Bug
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Default Looping Compile Error


Quote:
Originally Posted by Fr0Z3n View Post
Also as a warning, I notice the maps name is "ctf_campus" There have been many times in the past where students make maps of their school and such, and get into a lot of trouble with the police, the school (and their parents), because it is construed as planning something harmful for people.

Yep - be careful about what you DO choose to map - mapping the wrong thing will probably put you onto the Department Of Homeland Security's Watch List, No Fly lst and a bunch of other lists you've never even heard of.
 
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Old 09-26-2011, 11:28 AM   #6
Gamer90234
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Default Looping Compile Error


Quote:
Originally Posted by Kill_the_Bug View Post
Yep - be careful about what you DO choose to map - mapping the wrong thing will probably put you onto the Department Of Homeland Security's Watch List, No Fly lst and a bunch of other lists you've never even heard of.
Quote:
Originally Posted by Fr0Z3n View Post
Also as a warning, I notice the maps name is "ctf_campus" There have been many times in the past where students make maps of their school and such, and get into a lot of trouble with the police, the school (and their parents), because it is construed as planning something harmful for people.
I appreciate the advice. This is really just a pet project for my schools community and I have never planned to have it go further than that. As a precaution, I am also planning to have anyone who downloads the map, sign a waiver stating that they are not allowed to redistribute it publicly.
 
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Old 09-26-2011, 03:31 PM   #7
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Default Looping Compile Error


Quote:
Originally Posted by Kill_the_Bug View Post
Yep - be careful about what you DO choose to map - mapping the wrong thing will probably put you onto the Department Of Homeland Security's Watch List, No Fly lst and a bunch of other lists you've never even heard of.
there goes my idea of pl_pentagon

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Old 09-27-2011, 06:59 PM   #8
Gamer90234
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Default Looping Compile Error


So, after sectioning off areas of my map with the cordon tool, I have determined that there is too much geometry. Does anyone know if I would be able to view how many vertices I have in the map so I can have an idea of how much I need to work on?
 
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