• Help compiling
    6 replies, posted
Everytime I attempt to compile with vis on the light_environment does not work. Is vis needed in a final compile? Tell me what to check in a final compile. This is my first map.
Not VVIS's fault, you're just a bad mapper. Just kidding, post your compile log here.
If you're quite new to mapping, use the normal compile menu, not the expert one. Set everything to normal, and if it gets stuck at portalflow (common to new mapper stuff) set VIS to fast. If it still happens check for leaks. I think the mapping questions megathread would be better for issues like these. EDIT: and as Mozartkugeln said, post your compile log
[QUOTE=Vincentor;44091775]If you're quite new to mapping, use the normal compile menu, not the expert one. Set everything to normal, and if it gets stuck at portalflow (common to new mapper stuff) set VIS to fast. If it still happens check for leaks. I think the mapping questions megathread would be better for issues like these. EDIT: and as Mozartkugeln said, post your compile log[/QUOTE] Compile log with what settings? run vis and run rad settings.
Valve Software - vbsp.exe (Aug 30 2013) 4 threads Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_COBBLE_1, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Patching WVT material: maps/3 1 2014 230pm/stone/blendstonefloor003asphalt_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 4136: ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.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_01*.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 (6) (608268 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 4798 texinfos to 2429 Reduced 135 texdatas to 112 (5069 bytes to 4370) 13 seconds elapsed 1.049162 -3.207047 0.000000 -1.049033 -3.207047 0.000000 -1.049033 3.206336 0.000000 1.015345 -3.207047 0.000000 make_triangles:calc_triangle_representation: Cannot convert Valve Software - vvis.exe (Aug 27 2013) fastvis = true 4 threads 4508 portalclusters 11660 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3) Optimized: 187695 visible clusters (7.63%) Total clusters visible: 2461327 Average clusters visible: 545 Building PAS... Average clusters audible: 1018 visdatasize:1853143 compressed from 5121088 4 seconds elapsed Valve Software - vrad.exe SSE (Sep 16 2013) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Setting up ray-trace acceleration structure... Done (2.37 seconds) 21704 faces 9 degenerate faces 16407209 square feet [2362638080.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 21695 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch 713205 patches after subdivision sun extent from map=0.087156 254 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (43) BuildVisLeafs: 0...1...2...
Looks to me like you have invalid brushwork in your map. Check the coordinates above the "make_triangles" error for invalid brushes: [QUOTE]1.049162 -3.207047 0.000000 -1.049033 -3.207047 0.000000 -1.049033 3.206336 0.000000 1.015345 -3.207047 0.000000[/QUOTE] [editline]2nd March 2014[/editline] In the future, use this page to scan your compile log for errors yourself: [url]http://www.interlopers.net/errors/[/url]
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