• compile process crashing almost every time!?
    34 replies, posted
  • ok facepunch, heres a good one for you. its a 1 in 100 chance that the compile will work without dicking up after i do anything to the map. i even got so pissed off with it, that i just created a new map and copied a few of the buildings in from the old one. building it extremely carefully, testing it after every little thing i did. and when something went wrong, i undid what i did before the error and ran it again, yet the compile process still crashes even though it worked fine when the map was in that exact state before the error. -hammer cant detect any problems with problem checker (as usual) -interlopers cant really help me that much when i cant give it an updated compile log -func_viscluster and func_detail have been used to optimize the map as much as i can -no, there arent any leaks -left it overnight to see if it just takes a long time, it definitely crashed to a full stop building this map feels like trying to ride a bike with the brakes on and its got those kind of pedals where you have special shoes that lock into it so you cant take your feet off the pedals and it makes it really hard to balance when youre moving slowly. i think what i am asking here is: 'how can i find what is causing this?' and 'what are the common causes for this?' [B]UPDATE[/B] looking into it further, the process definitely crashes. i left it running all night but it was still "not responding" in the morning. and this is an 8 hour sleep we are talking about here. EIGHT HOURS. if i end vvis before i end hammer, vrad runs and the map starts up. but with a shit ton of errors. the lighting doesnt work properly, the water is invisble, and some textures are stretched. it pretty much ruins the map. arent you people lucky? i found an unfinished compile log with the vmf! [QUOTE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2.vmf" Valve Software - vbsp.exe (Dec 9 2014) 8 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Brush 34030, Side 10: duplicate plane Brush 34030, Side 18: duplicate plane Brush 34030, Side 26: duplicate plane Brush 34030, Side 33: duplicate plane Brush 34013, Side 10: duplicate plane Brush 34013, Side 18: duplicate plane Brush 34013, Side 26: duplicate plane Brush 34013, Side 33: duplicate plane Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/gm_evanland_2/nature/rocks_red_grass_wvt_patch 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) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4910.0 2048.0 -1413.3) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 19679: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4910.0 2048.0 -1537.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 19683: Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 70 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_06*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_06*.vmt ! 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 (0) (400519 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1247 texinfos to 869 Reduced 132 texdatas to 120 (3321 bytes to 2826) Writing C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2.bsp 1 second elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2" Valve Software - vvis.exe (Dec 9 2014) 8 threads reading c:\users\evan\desktop\dev stuff\source maps\gm_evanland_2.bsp reading c:\users\evan\desktop\dev stuff\source maps\gm_evanland_2.prt 158 portalclusters 1364 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5 ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2" Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\evan\desktop\dev stuff\source maps\gm_evanland_2.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.46 seconds) 13379 faces 9 degenerate faces 8837851 square feet [1272650496.00 square inches] 6 Displacements 52286 Square Feet [7529195.00 Square Inches] sun extent from map=0.087156 137 direct lights BuildFacelights: 0...1... ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_evanland_2.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" +map "gm_evanland_2" -steam [/QUOTE] keep in mind, i can only get a compile log when i force end vrad and vvis. youre going to see that it didnt finish properly.
  • You could try using VBCT [url]https://developer.valvesoftware.com/wiki/Batch_Compile_Tool[/url] I usually find that stops issues with crashing.
  • [QUOTE=Firegod522;49545165]You could try using VBCT [url]https://developer.valvesoftware.com/wiki/Batch_Compile_Tool[/url] I usually find that stops issues with crashing.[/QUOTE] hm. i tried it. it did a better job than hammer but it gets to 9... and it doesnt finish the compile. anything else i could try?
  • On which compiler is it slowing down on like that? Vvis or vrad? Also, as it reaches the end of its compile stage it can tend to come to a crawl, especially if your map is either very complex, or highly unoptimized.
  • You could try cordon parts of your map until you find the section that's having trouble compiling.
  • when you compile, it generates a txt file in the file path of where the map file is saved and compiled. copy and paste that text and i will tell you what is wrong (most likely) (sidenote) marcolade is right If you have a less than optimal processor, and or if map in question is poorly optimized, than compile times can reach unreasonable times without a way to check progress. Best thing to know is if it hasn't crashed, then its still compiling. Hope this helps.
  • ok folkes, glad to see youre all helping. heres some screenshots for starters: top view: [IMG]https://i.gyazo.com/510821f7edeb5e0d8b88346c9cdbcd0e.png[/IMG] front view: [IMG]https://i.gyazo.com/ddd8309c91d2a082dbfc49cf29560ec6.png[/IMG] side view: [IMG]https://i.gyazo.com/225063679983af863e3d90edf11a7284.png[/IMG] (those 4 large yellow brushes are func_visclusters btw) vvis crashes first, if i force end the compile in task manager, vrad will run and the map will startup in garrys mod. however, because i have had no choice but to shut it off, the map has all sorts of errors occur. water invisible, fully lit map (no lighting).
  • With the amount of issues you have been having, I would have expected a far more complex map. Those visclusters look completely unnecessary.
  • Can you show a Hammer screenshot of inside the map? I want to know what that giant blue rectangle is. I bet most of your problems could be solved by adherence to the 8-grid, extensive use of prop_static and func_detail, and removing the vis clusters. But a look inside would help us diagnose.
  • yes, i know. its hardly even in beta yet. the map is so basic right now with hardly any detail. heres some screencaps of the 3D view [IMG]https://i.gyazo.com/9b04cc2ecf77b0ce7ea49bc74cd67fec.png[/IMG] [IMG]https://i.gyazo.com/b3a197370063c89e0ee409aa11249efe.png[/IMG] [IMG]https://i.gyazo.com/161c3c1d7caa8fb1c7d43b52eb163ec8.png[/IMG] theres not really much more to see. those are the only detailed spots. [editline]19th January 2016[/editline] [QUOTE=Natalya;49558329]I bet most of your problems could be solved by adherence to the 8 grid[/QUOTE] adherence to grid 8? [editline]19th January 2016[/editline] [QUOTE=Firegod522;49557883]What happens when you have no vis clusters?[/QUOTE] removed all the visclusters, same issue so that wasnt it.
  • how long are you waiting before it crashes, and when it crashes it what stops responding? [editline]19th January 2016[/editline] If it's taking time, draw a massive brush from wach corner of your map with the trigger texture, and make it a func_viscluster, leave it 30 maybe 40 minuets. Don't do anything on your PC watch porn or load up an old Ebook on your phone or what ever the kids do these days. I think your just rushing it a bit. And I know you already have Visclusters but they look like they're devided.
  • [QUOTE=Borris_Squad;49566047]how long are you waiting before it crashes, and when it crashes it what stops responding? [editline]19th January 2016[/editline] If it's taking time, draw a massive brush from wach corner of your map with the trigger texture, and make it a func_viscluster, leave it 30 maybe 40 minuets. Don't do anything on your PC watch porn or load up an old Ebook on your phone or what ever the kids do these days. I think your just rushing it a bit. And I know you already have Visclusters but they look like they're devided.[/QUOTE] i have tried the viscluster thing in all sorts of shapes, sizes, and layouts but thats definitly not the problem as it doesnt even make a noticeable difference.
  • Is this the same map as your other thread? If so, did you try func_detail-ing your complex brush work. From the compile log you posted in your original post I found this: [code]FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4910.0 2048.0 -1413.3) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 19679: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4910.0 2048.0 -1537.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 19683: [/code] Interlopers error page suggested this based on the above: [quote]Usually, this error is caused by a leak, so fix it if it is. If it isn't, there is a (group of) brush(es) that is/are giving vbsp.exe a hard time to figure out your level. Apparently it cannot determine the boundaries of a certain portal. Maybe there is a large brush covering the area, maybe the area is just to complicated for poor vbsp to figure out. I don't know the details but usually turning entities to world brushes or vice-versa helps to fight the problem. Hell, just cutting a brush in two once helped me fight this problem. Solution: Find the given coordinates (or if a brush number is given search for the brush number) and see what you can do to to simplify the area (like turning brushes to func_detail). You should also check to see if the brushes are overlapping at any point.[/quote] I'm assuming from screenshots of you map, that your brushwork is not as tidy as it could be, meaning, it's off the grid which gives the compiler a hard time at working things out. It's important to func_Detail any complex brush work. Give that a try and see if it works. This [url=https://developer.valvesoftware.com/wiki/Func_detail/]link[/url] might help you explain func_Detail better. [editline]21st January 2016[/editline] [url=http://www.interlopers.net/errors/]Interlopers error page[/url] Is also a helpful place to find out about errors in your map through your compile log. You can copy and paste the entire thing in, hit 'check log' and it will list any errors it finds and give you possible solutions.
  • Wait, so, making brushes off a grid is bad? Well I've almost finished my massive map and they don't stay on the grid :/ what should I do, just make them func_detail?
  • [QUOTE=Borris_Squad;49576303]Wait, so, making brushes off a grid is bad? Well I've almost finished my massive map and they don't stay on the grid :/ what should I do, just make them func_detail?[/QUOTE] bad for compile times, optimization, and general tinyness in the grid views just having it set on at least 8 and putting everything on that should be enough
  • [IMG]http://vignette4.wikia.nocookie.net/smuff/images/2/2f/It_begins.jpg/revision/latest?cb=20120126222223[/IMG] and now begins the 5 long hours of func_detailing everything
  • [QUOTE=Giraffen93;49576304]bad for compile times, optimization, and general tinyness in the grid views just having it set on at least 8 and putting everything on that should be enough[/QUOTE] I mean I could easily neaten it up, but is overlapping also bad?
  • [QUOTE=Borris_Squad;49576724]I mean I could easily neaten it up, but is overlapping also bad?[/QUOTE] i think it increases brush faces, and can mess up some visleafs, but don't quote me on it
  • [QUOTE=Giraffen93;49576757]i think it increases brush faces, and can mess up some visleafs, but don't quote me on it[/QUOTE] HOLY SHIT IT AFFECTS BRUSH FACES!? thats been the problem this whole time! can it affect cubemaps too?
  • [QUOTE=ROBOT EVAN;49576977]HOLY SHIT IT AFFECTS BRUSH FACES!? thats been the problem this whole time! can it affect cubemaps too?[/QUOTE] if that tiny map has problems with too many brush faces, something else is wrong
  • Can you show us some zoomed in pictures of you brush work inside of hammer (showing the grid).
  • so i just fixed the problem. turns out the whole time, it was the railway line. no idea why but the map runs fine without it. weird... heres a log: [QUOTE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2_fuckedition.vmf" Valve Software - vbsp.exe (Dec 9 2014) 8 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2_fuckedition.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/gm_evanland_2_fuckedition/nature/blenddirtgrass006a_wvt_patch 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) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4179.5 5120.0 -1694.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 16179: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 5303.5 -1719.5) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 16179: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 5303.5 -1693.5) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 16179: Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 18 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2_fuckedition.prt...Building visibility clusters... done (0) material "skybox/militia_hdrrt" not found. Can't load skybox file skybox/militia_hdr to build the default cubemap! Can't load skybox file skybox/militia_hdr 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) (229014 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 899 texinfos to 634 Reduced 96 texdatas to 90 (2544 bytes to 2223) Writing C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2_fuckedition.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2_fuckedition" Valve Software - vvis.exe (Dec 9 2014) 8 threads reading c:\users\evan\desktop\dev stuff\source maps\gm_evanland_2_fuckedition.bsp reading c:\users\evan\desktop\dev stuff\source maps\gm_evanland_2_fuckedition.prt 1718 portalclusters 5337 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 (524) Optimized: 4031 visible clusters (0.44%) Total clusters visible: 910681 Average clusters visible: 530 Building PAS... Average clusters audible: 1473 visdatasize:632438 compressed from 742176 writing c:\users\evan\desktop\dev stuff\source maps\gm_evanland_2_fuckedition.bsp 8 minutes, 44 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2_fuckedition" Valve Software - vrad.exe SSE (Dec 9 2014) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\evan\desktop\dev stuff\source maps\gm_evanland_2_fuckedition.bsp Setting up ray-trace acceleration structure... Done (0.29 seconds) 8344 faces 3 degenerate faces 8400626 square feet [1209690112.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 8341 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch 250195 patches after subdivision sun extent from map=0.087156 209 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15) transfers 50359302, max 1605 transfer lists: 384.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(626786, 553552, 477155) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(71615, 58643, 45024) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(9687, 7441, 5216) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1647, 1219, 781) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(335, 244, 145) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(81, 60, 32) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(22, 17, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(7, 5, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(2, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0832 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6) FinalLightFace Done 80 of 140 (57% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 46/1024 2208/49152 ( 4.5%) brushes 494/8192 5928/98304 ( 6.0%) brushsides 4228/65536 33824/524288 ( 6.5%) planes 4816/65536 96320/1310720 ( 7.3%) vertexes 11390/65536 136680/786432 (17.4%) nodes 3651/65536 116832/2097152 ( 5.6%) texinfos 634/12288 45648/884736 ( 5.2%) texdata 90/2048 2880/65536 ( 4.4%) 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 8344/65536 467264/3670016 (12.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2246/65536 125776/3670016 ( 3.4%) leaves 3698/65536 118336/2097152 ( 5.6%) leaffaces 9696/65536 19392/131072 (14.8%) leafbrushes 2080/65536 4160/131072 ( 3.2%) areas 2/256 16/2048 ( 0.8%) surfedges 47814/512000 191256/2048000 ( 9.3%) edges 25546/256000 102184/1024000 (10.0%) LDR worldlights 209/8192 18392/720896 ( 2.6%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 613/32768 6130/327680 ( 1.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 8673/65536 17346/131072 (13.2%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 17914276/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 632438/16777216 ( 3.8%) entdata [variable] 49897/393216 (12.7%) LDR ambient table 3698/65536 14792/262144 ( 5.6%) HDR ambient table 3698/65536 14792/262144 ( 5.6%) LDR leaf ambient 20033/65536 560924/1835008 (30.6%) HDR leaf ambient 3698/65536 103544/1835008 ( 5.6%) 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] 1/6142 ( 0.0%) pakfile [variable] 2495/0 ( 0.0%) physics [variable] 229014/4194304 ( 5.5%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 21571 Writing c:\users\evan\desktop\dev stuff\source maps\gm_evanland_2_fuckedition.bsp 52 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2_fuckedition.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_evanland_2_fuckedition.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" +map "gm_evanland_2_fuckedition" -steam [/QUOTE] now why the fuck does it have all those errors and work fine, yet before it had no errors and worked like dick?
  • So the map compiles fully now? Hammer can compile with certain errors, others however, will stop it from compiling or your map from running.
  • [QUOTE=1 Duck;49577534]So the map compiles fully now? Hammer can compile with certain errors, others however, will stop it from compiling or your map from running.[/QUOTE] i really dont get hammer a lot of the time dude. the brushes it didnt like were basic, 8x8 brushes [editline]21st January 2016[/editline] holy shit its doing it again. fuck this shit dude im done. map cancelled.