map will not finish compiling unless i force end vvis and vrad
9 replies, posted
i left it on to compile all night to see if it had actually crashed or just took very long. yet even after 8 hours, the map had not compiled. if i try to run the compile process it gets to about 2 or 3 until hammer goes "not responding".
however, if i open control panel and end vvis and vrad (not hammer), the map stops compiling and it runs gmod along with the map.
[B]BUT[/B] this does not mean the map runs as expected. when id do this, the map's lighting is fullbright, the water is invisible and i can see my skybox floating above the map the skybox is perfectly aligned as i tried it before these crashes started.
heres an [B]updated[/B] compile 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\misc shit\source maps\gm_evanland.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\misc shit\source maps\gm_evanland.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
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Evan\Desktop\misc shit\source maps\gm_evanland.prt...Building visibility clusters...
done (0)
** 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\misc shit\source maps\gm_evanland"
Valve Software - vvis.exe (Dec 9 2014)
8 threads
reading c:\users\evan\desktop\misc shit\source maps\gm_evanland.bsp
reading c:\users\evan\desktop\misc shit\source maps\gm_evanland.prt
18 portalclusters
647 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 (4)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 266
Average clusters visible: 14
Building PAS...
Average clusters audible: 14
visdatasize:256 compressed from 288
writing c:\users\evan\desktop\misc shit\source maps\gm_evanland.bsp
5 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\misc shit\source maps\gm_evanland"
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\misc shit\source maps\gm_evanland.bsp
Setting up ray-trace acceleration structure... Done (0.54 seconds)
28802 faces
11 degenerate faces
54123592 square feet [7793797120.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
28791 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
1084797 patches after subdivision
278 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (175)
BuildVisLeafs: 0...1...2...3...4.
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Evan\Desktop\misc shit\source maps\gm_evanland.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\gm_evanland.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" -steam
[/QUOTE]
interlopers.net and hammer's problem detector said it couldnt detect any errors. but clearly something is very wrong here.
please help.
[B]UPDATE[/B]
still having this issue. i sorted out my visclusters but that didnt do anything.
I didn't see any major errors while skimming through so you probably have a lot of complex geometry like brushes off grid, odd angles or you used the clipping tool. Compiling takes a long time on larger complex levels and there is only so much you can do to speed it up a little. What I do is keep vvis on fast compile and vrad and normal or -finial settings until I'm ready to release to the public, then I compile everything on full and just let it do its thing
[QUOTE=ROBOT EVAN;49475258]i left it on to compile all night to see if it had actually crashed or just took very long. yet even after 8 hours, the map had not compiled.
however, if i open control panel and end vvis and vrad (not hammer), the map stops compiling and it runs.
[B]BUT[/B] this does not mean the map runs as expected. when id do this, the map's lighting is fullbright, the water is invisible and i can see my skybox floating above the map the skybox is perfectly aligned as i tried it before these crashes started.
heres a compile log:
the map is loaded with visclusters so it shouldnt even take 10 minutes.
can anyone help me out here?[/QUOTE]
Invisible water and the floating skybox are both caused by vvis not finishing, and the map being fullbright is caused by vrad not finishing. You should expect vrad to take a while, however, vvis taking a long time is something you should try to address.
There was an Empires Mod map that took 7 days to do a vvis compile on. This happened because there was a lot of complex geometry in a small area. However, most of this geometry was completely useless for visblocking, and was slowing vvis down for no good reason. I took this map and changed a lot of these 'detail' brushes to func_detail, which shortened the vvis time to only a few minutes.
Now, upon learning about func_details, a common newbie mistake is to try and use it on everything, because they see it as the 'magic speed-up tool'. Don't do this, or you will lose all benefits of visblocking. Large brushes that can block large parts of the map from sight should stay normal world brushes, while tiny details like window trimming should be made into func_detail.
[QUOTE=highvoltage;49475428]I didn't see any major errors while skimming through so you probably have a lot of complex geometry like brushes off grid, odd angles or you used the clipping tool. Compiling takes a long time on larger complex levels and there is only so much you can do to speed it up a little. What I do is keep vvis on fast compile and vrad and normal or -finial settings until I'm ready to release to the public, then I compile everything on full and just let it do its thing[/QUOTE]
im still a bit confused about visclusters. in order for them to be effective, how should i use them? right now i have a viscluster around each building so the building is inside a viscluster of its own.
[editline]7th January 2016[/editline]
[QUOTE=Jcw87;49475455]Invisible water and the floating skybox are both caused by vvis not finishing, and the map being fullbright is caused by vrad not finishing. You should expect vrad to take a while, however, vvis taking a long time is something you should try to address.
There was an Empires Mod map that took 7 days to do a vvis compile on. This happened because there was a lot of complex geometry in a small area. However, most of this geometry was completely useless for visblocking, and was slowing vvis down for no good reason. I took this map and changed a lot of these 'detail' brushes to func_detail, which shortened the vvis time to only a few minutes.
Now, upon learning about func_details, a common newbie mistake is to try and use it on everything, because they see it as the 'magic speed-up tool'. Don't do this, or you will lose all benefits of visblocking. Large brushes that can block large parts of the map from sight should stay normal world brushes, while tiny details like window trimming should be made into func_detail.[/QUOTE]
that explains a lot actually. on my map i went ape shit with the visclusters. and like you said, i thought it was a magic speed up tool lol
thanks for the heads up. im going to try it with more large basic visclusters now.
i get an error now and then that says there is a faulty displacement somewhere but the map doesnt have any displacements.
[code]
Brush 133739, Side 6: duplicate plane
Brush 133739, Side 10: duplicate plane
Brush 133739, Side 14: duplicate plane
Brush 133739, Side 18: duplicate plane
Brush 133739, Side 22: duplicate plane
Brush 133739, Side 26: duplicate plane
Brush 133739, Side 30: duplicate plane
Brush 133739, Side 33: duplicate plane
Brush 133807, Side 6: duplicate plane
Brush 133807, Side 10: duplicate plane
Brush 133807, Side 14: duplicate plane
Brush 133807, Side 18: duplicate plane
Brush 133807, Side 22: duplicate plane
Brush 133807, Side 26: duplicate plane
Brush 133807, Side 30: duplicate plane
Brush 133807, Side 33: duplicate plane
[/code]
I would start looking at these brushes. Make sure you don't have 2 faces on the same brush with the same normal. If you really need those faces to be different textures or whatever, make them separate brushes.
[QUOTE=Jcw87;49488970][code]
Brush 133739, Side 6: duplicate plane
Brush 133739, Side 10: duplicate plane
Brush 133739, Side 14: duplicate plane
Brush 133739, Side 18: duplicate plane
Brush 133739, Side 22: duplicate plane
Brush 133739, Side 26: duplicate plane
Brush 133739, Side 30: duplicate plane
Brush 133739, Side 33: duplicate plane
Brush 133807, Side 6: duplicate plane
Brush 133807, Side 10: duplicate plane
Brush 133807, Side 14: duplicate plane
Brush 133807, Side 18: duplicate plane
Brush 133807, Side 22: duplicate plane
Brush 133807, Side 26: duplicate plane
Brush 133807, Side 30: duplicate plane
Brush 133807, Side 33: duplicate plane
[/code]
I would start looking at these brushes. Make sure you don't have 2 faces on the same brush with the same normal. If you really need those faces to be different textures or whatever, make them separate brushes.[/QUOTE]
but how do i know where and what those brushes are?
[QUOTE=ROBOT EVAN;49491209]but how do i know where and what those brushes are?[/QUOTE]
There is a go to brush number dialog in the hammer menu bar.
[URL="https://developer.valvesoftware.com/wiki/Hammer_Go_To_Brush_Dialog"]https://developer.valvesoftware.com/wiki/Hammer_Go_To_Brush_Dialog[/URL]
all those brush duplicate plane messages were coming from a tanktrain entity i created. i deleted the train and now the duplicate planes are gone.
im going to run the map and see what i get.
[editline]9th January 2016[/editline]
i have posted a latest compile log
anyone? the problem has deteriorated to the point where the map wont even update with new brushes.
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