I have a really nice map going. Only issue is the compiling. When I compile I get 1 of two errors.
A. It compiles fine, but all func_detail objects are gone.
Log
[CODE]-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: c:\program files (x86)\steam\steamapps\barnwellewell\sourcesdk\bin\source2009\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2"
Valve Software - vbsp.exe (Sep 15 2011)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\gameinfo.txt
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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_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_day03_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) (188740 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 153 texinfos to 115
Reduced 25 texdatas to 24 (511 bytes to 469)
Writing C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp
1 second elapsed
Compile Complete for this module.
VBSP Completed: Wednesday, April 25, 2012, 9:17:27 AM
VBSP: Compile time: 1 second elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: c:\program files (x86)\steam\steamapps\barnwellewell\sourcesdk\bin\source2009\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2"
Valve Software - vvis.exe (Sep 15 2011)
2 threads
reading c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp
reading c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.prt
463 portalclusters
1417 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 (90)
Optimized: 1137 visible clusters (0.00%)
Total clusters visible: 132983
Average clusters visible: 287
Building PAS...
Average clusters audible: 462
visdatasize:56749 compressed from 59264
writing c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp
1 minute, 30 seconds elapsed
Compile Complete for this module.
VVIS Completed: Wednesday, April 25, 2012, 9:18:58 AM
VVIS: Compile time: 1 minute, 30 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: c:\program files (x86)\steam\steamapps\barnwellewell\sourcesdk\bin\source2009\bin\vrad.exe -game "c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp
Setting up ray-trace acceleration structure... Done (0.22 seconds)
5268 faces
2705002 square feet [389520384.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5268 patches before subdivision
351444 patches after subdivision
311 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (205)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (107)
transfers 85343640, max 1407
transfer lists: 651.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3202418, 3206825, 3213624)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(728962, 735339, 736923)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(162943, 166350, 167755)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(36824, 37838, 38278)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(8444, 8740, 8876)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1929, 2009, 2047)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(446, 467, 478)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(103, 109, 111)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(24, 25, 26)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(6, 6, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2927 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
FinalLightFace Done
0 of 308 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (19)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 488/8192 5856/98304 ( 6.0%)
brushsides 4314/65536 34512/524288 ( 6.6%)
planes 3394/65536 67880/1310720 ( 5.2%)
vertexes 6653/65536 79836/786432 (10.2%)
nodes 1875/65536 60000/2097152 ( 2.9%)
texinfos 115/12288 8280/884736 ( 0.9%)
texdata 24/2048 768/65536 ( 1.2%)
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 5268/65536 295008/3670016 ( 8.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1655/65536 92680/3670016 ( 2.5%)
leaves 1888/65536 60416/2097152 ( 2.9%)
leaffaces 7254/65536 14508/131072 (11.1%)
leafbrushes 1069/65536 2138/131072 ( 1.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 30254/512000 121016/2048000 ( 5.9%)
edges 15959/256000 63836/1024000 ( 6.2%)
LDR worldlights 311/8192 27368/720896 ( 3.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 270/32768 2700/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4350/65536 8700/131072 ( 6.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 9217592/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 56749/16777216 ( 0.3%)
entdata [variable] 7586/393216 ( 1.9%)
LDR ambient table 1888/65536 7552/262144 ( 2.9%)
HDR ambient table 1888/65536 7552/262144 ( 2.9%)
LDR leaf ambient 8878/65536 248584/1835008 (13.5%)
HDR leaf ambient 1888/65536 52864/1835008 ( 2.9%)
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] 1/12 ( 8.3%)
pakfile [variable] 173707/0 ( 0.0%)
physics [variable] 188740/4194304 ( 4.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 13172
Writing c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp
5 minutes, 54 seconds elapsed
Compile Complete for this module.
VRAD Completed: Wednesday, April 25, 2012, 9:24:54 AM
VRAD: Compile time: 5 minutes, 54 seconds elapsed
One Line Summary: 4/25/2012 9:24:55 AM, demeter2.vmf, HALF-LIFE 2, normal , normal, normal, 00:00:02, 00:01:31, 00:05:56, 00:07:30
History.csv was updated.
Compile Summary - job mode: FULL
Map Name: demeter2.vmf
VBSP - mode:normal , 1 second, 00:00:02 elapsed
VVIS - mode:normal, 1 minute, 30 seconds, 00:01:31 elapsed
VRAD - mode:normal, 5 minutes, 54 seconds(LDR), n/a(HDR), 00:05:56 elapsed
Total Compile time: 00:07:30[/CODE]
B. It crashes at vrad with error.
LOG
[CODE]-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: c:\program files (x86)\steam\steamapps\barnwellewell\sourcesdk\bin\source2009\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2"
Valve Software - vbsp.exe (Sep 15 2011)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\gameinfo.txt
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 140 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_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_day03_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) (676148 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 217 texinfos to 171
Reduced 26 texdatas to 25 (538 bytes to 496)
Writing C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp
3 seconds elapsed
Compile Complete for this module.
VBSP Completed: Wednesday, April 25, 2012, 9:02:49 AM
VBSP: Compile time: 3 seconds elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: c:\program files (x86)\steam\steamapps\barnwellewell\sourcesdk\bin\source2009\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2"
Valve Software - vvis.exe (Sep 15 2011)
2 threads
reading c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp
reading c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.prt
494 portalclusters
1517 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 (116)
Optimized: 1278 visible clusters (0.00%)
Total clusters visible: 152006
Average clusters visible: 307
Building PAS...
Average clusters audible: 493
visdatasize:64453 compressed from 63232
writing c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp
1 minute, 56 seconds elapsed
Compile Complete for this module.
VVIS Completed: Wednesday, April 25, 2012, 9:04:47 AM
VVIS: Compile time: 1 minute, 56 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: c:\program files (x86)\steam\steamapps\barnwellewell\sourcesdk\bin\source2009\bin\vrad.exe -game "c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\barnwellewell\half-life 2 episode two\ep2\models\custom\demeter2.bsp
Setting up ray-trace acceleration structure... Done (2.00 seconds)
11424 faces
2932212 square feet [422238528.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
Stack overflow in neighbors
Compile Complete for this module.
VRAD Completed: Wednesday, April 25, 2012, 9:04:49 AM
Abnormal Exit in VRAD ParseLog caught!
Catch: in vrad_finish![/CODE]
Using VBCT
It's a strange error and I'm not sure why it happens.
I have had many errors before with this map.
My lightmaps are really small. 8 scale. could that be an issue? I have had memory problems in the past with this map.
Help?
What props are you trying to render with prop_detail?
[QUOTE=IronPhoenix;35710590]What props are you trying to render with prop_detail?[/QUOTE]
I have no props at all. Entirely brush based.
God...sorry...being blind today :)
This is such a random problem. I NEED HELP! it's for a contest, so I need to get this squared away quickly. D:
Tried running it through the vanilla compile programs?
[QUOTE=Azzator;35711324]Tried running it through the vanilla compile programs?[/QUOTE]
Yes I had the same results. If anyone needs the vmf I'd be happy to give it, just keep it hush, hush
[editline]25th April 2012[/editline]
Bump
Crap, ANYONE have ANY idea of what I should do? :suicide:
I need HELP
is r_drawfuncdetail set to 1?
[QUOTE=Firegod522;35713034]is r_drawfuncdetail set to 1?[/QUOTE]
Yes, but what I'm worrying about is this
[CODE]Stack overflow in neighbors[/CODE]
Can you send it over, via PM and I'll take a look?
I could also take a look at it if you send me the vmf
I suspect this is a problem when it comes to your curves.
[t]http://dl.dropbox.com/u/3779442/Screenshots/Youre_doing_it_wrong.png[/t]
You may not have carved, but you are wasting faces, and when you do that on all of those curves, and func_detail them, you keep the faces that are touching.
[t]http://optimization.interlopers.net/optimization/carve.PNG[/t]
You should line your brushes up such as in this picture:
[t]http://i.imgur.com/lcdj2.jpg[/t]
The "correct?" section is correct.
:D using my picture haha.
[QUOTE=Firegod522;35714481]I suspect this is a problem when it comes to your curves.
[t]http://dl.dropbox.com/u/3779442/Screenshots/Youre_doing_it_wrong.png[/t]
You may not have carved, but you are wasting faces, and when you do that on all of those curves, and func_detail them, you keep the faces that are touching.
[t]http://optimization.interlopers.net/optimization/carve.PNG[/t]
You should line your brushes up such as in this picture:
[t]http://i.imgur.com/lcdj2.jpg[/t]
The "correct?" section is correct.[/QUOTE]
That's not exactly the problem though, My problem is compiling. I realized that when looking over the curves, so I cut them out then compiled. Still got the issue.
I have been having a similar compiling issue for quite some time, and have yet to find anything stating a solution so far.
(Sorry if this is old enough to be considered a bump.)
I had this error a few days ago and I found out that a staircase was the culprit. I just rebuilt it and the error was gone. There was also a member on another forum who had the exact same problem and solved it in the same manner so it's worth a shot. Hope you get this sorted out.
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