• Horrible Compile Problems!
    12 replies, posted
I am having another horrible problem with Hammer. I cant compile maps anymore, ever sense I switched over to the 2009 engine for CS:S when I was getting another error. Here is what my compile console says. ------------------------------------------------------------------------ ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\bbooker01\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\bbooker01\counter-strike source\cstrike" "c:\users\brett\desktop\kens\walls" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files (x86)\steam\steamapps\bbooker01\counter-strike source\cstrike\materials Loading c:\users\brett\desktop\kens\walls.vmf Can't find surfaceprop dirt for material AJACKS/AJACKS_GRASS01, using default material "brick/brickwall001a" not found Material not found!: BRICK/BRICKWALL001A "materials/Tools/toolsnodraw.vtf": cached version doesn't exist Can't find surfaceprop concrete for material DE_DUST/TILEFLOOR01, using default material "concrete/concretewall013a" not found Material not found!: CONCRETE/CONCRETEWALL013A material "metal/metalroof008a" not found Material not found!: METAL/METALROOF008A Can't find surfaceprop wood for material DE_CHATEAU/WOODKTRIM, using default material "tools/toolsinvisibleladder" not found Material not found!: TOOLS/TOOLSINVISIBLELADDER material "metal/metalladder001a" not found Material not found!: METAL/METALLADDER001A Can't find surfaceprop wood for material DE_PIRANESI/WOODCEILING01, using default Can't find surfaceprop wood for material DE_PIRANESI/PI_WOOD1, using default material "cable/rope" not found Material not found!: CABLE/ROPE material "concrete/concreteceiling003a" not found Material not found!: CONCRETE/CONCRETECEILING003A Can't find surfaceprop plastic for material DE_CHATEAU/CLNGA, using default Can't find surfaceprop wood for material DE_CBBLE/DOOR010, using default Can't find surfaceprop tile for material TILE/INFFLRB, using default Can't find surfaceprop wood for material DE_CBBLE/WOODCEILING01, using default material "tools/toolsclip" not found Material not found!: TOOLS/TOOLSCLIP material "plaster/plasterceiling003a" not found Material not found!: PLASTER/PLASTERCEILING003A Can't find surfaceprop plaster for material CS_ITALY/WALLPAPER02, using default Can't find surfaceprop plaster for material CS_ITALY/CUICEILA, using default Can't find surfaceprop concrete for material STONE/STONEWALL014A, using default material "building_template/building_trainstation_window002e" not found Material not found!: BUILDING_TEMPLATE/BUILDING_TRAINSTATION_WINDOW002E Can't find surfaceprop brick for material BRICK/BRICKWALL008A, using default material "tools/toolsinvisible" not found Material not found!: TOOLS/TOOLSINVISIBLE material "nature/blendgrassdirt001a" not found Material not found!: NATURE/BLENDGRASSDIRT001A material "wood/woodstair002b" not found Material not found!: WOOD/WOODSTAIR002B Can't find surfaceprop metal for material DE_NUKE/NUKE_METALTRIMS_01, using default material "prawn_mix_t4xtur4s/p_black_floor" not found Material not found!: PRAWN_MIX_T4XTUR4S/P_BLACK_FLOOR material "plaster/plasterceiling005a" not found Material not found!: PLASTER/PLASTERCEILING005A Can't find surfaceprop metal for material DE_NUKE/NUKE_METALFLOOR_01, using default material "tools/toolsnodraw" not found Material not found!: TOOLS/TOOLSNODRAW material "tools/toolsskybox" not found Material not found!: TOOLS/TOOLSSKYBOX material "concrete/concretewall001a" not found Material not found!: CONCRETE/CONCRETEWALL001A Can't find surfaceprop wood for material DE_CBBLE/WOODBEAM01, using default fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4.Brush 36429: WARNING, microbrush ..5...6...7...Brush 36426: WARNING, microbrush Brush 36526: WARNING, microbrush Brush 36527: WARNING, microbrush 8...9...10 (2) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-747.1, -533.4, 735.3) 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 36259: ProcessBlock_Thread: 0...1...2...3...4.Brush 36429: WARNING, microbrush ..5...6...7...Brush 36426: WARNING, microbrush Brush 36526: WARNING, microbrush Brush 36527: WARNING, microbrush 8...9...10 (0) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-748.0, -594.8, 537.0) 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 36034: Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing c:\users\brett\desktop\kens\walls.prt...done (1) Creating default cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.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 material "decals/decalgraffiti005a" not found Building Physics collision data... done (0) (786789 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1413 texinfos to 1200 Reduced 40 texdatas to 36 (923 bytes to 840) Writing c:\users\brett\desktop\kens\walls.bsp 7 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\bbooker01\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -fast -game "c:\program files (x86)\steam\steamapps\bbooker01\counter-strike source\cstrike" "c:\users\brett\desktop\kens\walls" Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\users\brett\desktop\kens\walls.bsp reading c:\users\brett\desktop\kens\walls.prt 1345 portalclusters 5085 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3) WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster Optimized: 103093 visible clusters (0.00%) Total clusters visible: 1457040 Average clusters visible: 1083 Building PAS... Average clusters audible: 1341 visdatasize:454771 compressed from 473440 writing c:\users\brett\desktop\kens\walls.bsp 3 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\bbooker01\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -bounce 2 -noextra -game "c:\program files (x86)\steam\steamapps\bbooker01\counter-strike source\cstrike" "c:\users\brett\desktop\kens\walls" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\users\brett\desktop\kens\walls.bsp 10964 faces 31 degenerate faces 167581 square feet [24131750.00 square inches] 1 displacements 18 square feet [2689.32 square inches] 10933 patches before subdivision 14459 patches after subdivision 2 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 (97) transfers 8516102, max 3951 transfer lists: 65.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0044 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 3/1024 144/49152 ( 0.3%) brushes 2207/8192 26484/98304 (26.9%) brushsides 22414/65536 179312/524288 (34.2%) planes 20876/65536 417520/1310720 (31.9%) vertexes 18889/65536 226668/786432 (28.8%) nodes 2610/65536 83520/2097152 ( 4.0%) texinfos 1200/12288 86400/884736 ( 9.8%) texdata 36/2048 1152/65536 ( 1.8%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 81/0 1620/0 ( 0.0%) disp_tris 128/0 256/0 ( 0.0%) disp_lmsamples 144/0 144/0 ( 0.0%) faces 10964/65536 613984/3670016 (16.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 8892/65536 497952/3670016 (13.6%) leaves 2614/65536 83648/2097152 ( 4.0%) leaffaces 12000/65536 24000/131072 (18.3%) leafbrushes 4029/65536 8058/131072 ( 6.1%) areas 2/256 16/2048 ( 0.8%) surfedges 79863/512000 319452/2048000 (15.6%) edges 48071/256000 192284/1024000 (18.8%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 481/32768 4810/327680 ( 1.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7956/65536 15912/131072 (12.1%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 1/512 352/180224 ( 0.2%) LDR lightdata [variable] 317932/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 454771/16777216 ( 2.7%) entdata [variable] 4310/393216 ( 1.1%) LDR leaf ambient 2614/65536 62736/1572864 ( 4.0%) 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] 1/2038 ( 0.0%) pakfile [variable] 173655/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 786789/4194304 (18.8%) ==== Total Win32 BSP file data space used: 4584251 bytes ==== Total triangle count: 23947 Writing c:\users\brett\desktop\kens\walls.bsp 1 minute, 51 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "c:\users\brett\desktop\kens\walls.bsp" "c:\program files (x86)\steam\steamapps\bbooker01\counter-strike source\cstrike\maps\walls.bsp" ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\bbooker01\counter-strike source\hl2.exe" ** Parameters: -allowdebug -game "c:\program files (x86)\steam\steamapps\bbooker01\counter-strike source\cstrike" +map "walls" -------------------------------------------------------------------------- Here is what my configuration settings are: [URL=http://img228.imageshack.us/i/12121y.png/][IMG]http://img228.imageshack.us/img228/1580/12121y.png[/IMG][/URL] [URL=http://img697.imageshack.us/i/121212i.png/][IMG]http://img697.imageshack.us/img697/7247/121212i.png[/IMG][/URL] And here are some in game pictures the demonstrate this horrific compile problem that is haunting me! [URL=http://img682.imageshack.us/i/ex1e.jpg/][IMG]http://img682.imageshack.us/img682/7218/ex1e.jpg[/IMG][/URL] [URL=http://img94.imageshack.us/i/ex2e.jpg/][IMG]http://img94.imageshack.us/img94/3943/ex2e.jpg[/IMG][/URL] All help is appreciated b/c I hate this with a passion!
Change the compile tools in the soucesdk\bin\orangebox\bin folder and see if that does anything.
Wait what, I am sorry how do I go about this?
To me it looks like you have a microbrush. [quote] Brush 36526: WARNING, microbrush Brush 36527: WARNING, microbrush [/quote] In hammer, do "View > Go to brush > plug in the numbers" and delete them. As for your other problem, have you tried to reset your game configurations?
Yeah I just reset me configurations recently and thanks for pointing out those micro brushes. But I guess I can try to re-configure it again.
But then the map won't work in CounterStrike, only the beta. [editline]12:46AM[/editline] Ninja'd. [editline]12:46AM[/editline] Also run that compile log through interlopers error checker, there are a variety of errors you should be fixing in there other than microbrushes.
Well before I was having a hard time with the sky box showing up instead of the sky box texture you see in hammer. How can I fix that?
[QUOTE=SnakeFace;22886871]But then the map won't work in CounterStrike, only the beta. [editline]12:46AM[/editline] Ninja'd. [editline]12:46AM[/editline] Also run that compile log through interlopers error checker, there are a variety of errors you should be fixing in there other than microbrushes.[/QUOTE] Which are probably caused by microbrushes?
Alright well I got rid of the micro-brushes and I am about to compile again. Will that actually fix the missing sky box b/c I am missing the connection between the two concepts.
Pretty much go tools>options>build programs tab. Then do what I said.
[QUOTE=HighdefGE;22887075]Which are probably caused by microbrushes?[/QUOTE] Possibly, but it's always safe to check after fixing each error.
Alright I will try that b/c I just compiled again and it wasn't fixed from the micro-brushes. [editline]07:04PM[/editline] Alright I just changed the configuration in build programs in all of them to the orange box bin folder like you said. I am about to test the compile. [editline]07:14PM[/editline] Alright it is all fixed, but I have one more question and that is how do I avoid shadows like this. Is it b/c I choose to compile fast? [URL=http://img180.imageshack.us/i/shadowbc.jpg/][IMG]http://img180.imageshack.us/img180/6779/shadowbc.jpg[/IMG][/URL]
[QUOTE=MrAnonymous;22887269]Alright I will try that b/c I just compiled again and it wasn't fixed from the micro-brushes. [editline]07:04PM[/editline] Alright I just changed the configuration in build programs in all of them to the orange box bin folder like you said. I am about to test the compile. [editline]07:14PM[/editline] Alright it is all fixed, but I have one more question and that is how do I avoid shadows like this. Is it b/c I choose to compile fast? [URL=http://img180.imageshack.us/i/shadowbc.jpg/][IMG]http://img180.imageshack.us/img180/6779/shadowbc.jpg[/IMG][/URL][/QUOTE] It could be or it could just be that there is not sufficient lighting there.
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