• Compiling Issues
    3 replies, posted
I tried to compile my map but I got this error twice: [IMG]http://i409.photobucket.com/albums/pp176/LordPelf/Mapping%20Errors/1-2.png[/IMG] The second time I got it it was the same except for the last line which said "Read of address 39333167." What is wrong? Any help would be nice. Compile log if it helps. [code] ** Executing... ** Command: "c:\program files\valve\steam\steamapps\brothr_ethan\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\brothr_ethan\half-life 2 episode two\ep2" "C:\Users\New User\Desktop\Rp_Fallout\Rp_Fallout" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\valve\steam\steamapps\brothr_ethan\half-life 2 episode two\ep2\materials Loading C:\Users\New User\Desktop\Rp_Fallout\Rp_Fallout.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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\New User\Desktop\Rp_Fallout\Rp_Fallout.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_07*.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_07*.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) (4156 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 25 texinfos to 12 Reduced 7 texdatas to 7 (141 bytes to 141) Writing C:\Users\New User\Desktop\Rp_Fallout\Rp_Fallout.bsp 1 second elapsed ** Executing... ** Command: "c:\program files\valve\steam\steamapps\brothr_ethan\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\brothr_ethan\half-life 2 episode two\ep2" "C:\Users\New User\Desktop\Rp_Fallout\Rp_Fallout" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\users\new user\desktop\rp_fallout\Rp_Fallout.bsp reading c:\users\new user\desktop\rp_fallout\Rp_Fallout.prt 16 portalclusters 24 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 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 256 Average clusters visible: 16 Building PAS... Average clusters audible: 16 visdatasize:196 compressed from 256 writing c:\users\new user\desktop\rp_fallout\Rp_Fallout.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\valve\steam\steamapps\brothr_ethan\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\brothr_ethan\half-life 2 episode two\ep2" "C:\Users\New User\Desktop\Rp_Fallout\Rp_Fallout" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\new user\desktop\rp_fallout\Rp_Fallout.bsp Setting up ray-trace acceleration structure... Done (0.01 seconds) 186 faces 349573 square feet [50338600.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 186 patches before subdivision 9146 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 8538, max 447 transfer lists: 0.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1176, 299, 34) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0122 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 3/1024 144/49152 ( 0.3%) brushes 9/8192 108/98304 ( 0.1%) brushsides 60/65536 480/524288 ( 0.1%) planes 152/65536 3040/1310720 ( 0.2%) vertexes 219/65536 2628/786432 ( 0.3%) nodes 73/65536 2336/2097152 ( 0.1%) texinfos 12/12288 864/884736 ( 0.1%) texdata 7/2048 224/65536 ( 0.3%) 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 186/65536 10416/3670016 ( 0.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 24/65536 1344/3670016 ( 0.0%) leaves 77/65536 2464/2097152 ( 0.1%) leaffaces 196/65536 392/131072 ( 0.3%) leafbrushes 43/65536 86/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 888/512000 3552/2048000 ( 0.2%) edges 445/256000 1780/1024000 ( 0.2%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 8/32768 80/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 192/65536 384/131072 ( 0.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 297424/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 196/16777216 ( 0.0%) entdata [variable] 10060/393216 ( 2.6%) LDR ambient table 77/65536 308/262144 ( 0.1%) HDR ambient table 77/65536 308/262144 ( 0.1%) LDR leaf ambient 272/65536 7616/1835008 ( 0.4%) HDR leaf ambient 77/65536 2156/1835008 ( 0.1%) 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] 1/12 ( 8.3%) pakfile [variable] 86750/0 ( 0.0%) physics [variable] 4156/4194304 ( 0.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 420 Writing c:\users\new user\desktop\rp_fallout\Rp_Fallout.bsp 6 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\New User\Desktop\Rp_Fallout\Rp_Fallout.bsp" "c:\program files\valve\steam\steamapps\brothr_ethan\half-life 2 episode two\ep2\maps\Rp_Fallout.bsp"[/code]
Well thats new. Try moving the read and write (:hurr:) files in your steam\steamapps\sourcesdk_content\game\mapssrc
Information on the file. Possibly an issue with the pc, rather than hammer. You could always try to reinstall sdk though. [url]http://www.computerhope.com/issues/ch000960.htm[/url]
I did reinstall SDK. Before I reinstalled it, compiling would freeze before vvis could start. After I reinstalled it I started getting this problem.
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