• compile process does not complete.
    13 replies, posted
im totally stumped for this one. hammer never finishes compiling my map. it makes it to either the "building physics collision data" (something like that) or vvis and then it just takes fucking forever. when i say fucking forever i mean i left it all night while i slept. and that was a good 8 or 9 hours. alt p cant find anything and the compile log (at least the amount that shows up) shows nothing wrong with the map. i have tried adding visclusters to boost the compile time but still nothing happens. here is the compile log of how far it gets: [QUOTE] materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading C:\Users\Evan\Desktop\source addons\gm_neo_evanland\maps\gm_neo_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 Patching WVT material: maps/gm_neo_evanland/nature/blenddirtmud01_wvt_patch Patching WVT material: maps/gm_neo_evanland/nature/blenddirtmud003a_wvt_patch Patching WVT material: maps/gm_neo_evanland/nature/blendmudmud001a_wvt_patch Patching WVT material: maps/gm_neo_evanland/concrete/blendbunk_conc01_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1134 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Users\Evan\Desktop\source addons\gm_neo_evanland\maps\gm_neo_evanland.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_09*.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_09*.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 (3) (1066043 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 4203 texinfos to 2924 Reduced 208 texdatas to 182 (5536 bytes to 4325) Writing C:\Users\Evan\Desktop\source addons\gm_neo_evanland\maps\gm_neo_evanland.bsp 7 seconds elapsed 8 threads reading c:\users\evan\desktop\source addons\gm_neo_evanland\maps\gm_neo_evanland.bsp reading c:\users\evan\desktop\source addons\gm_neo_evanland\maps\gm_neo_evanland.prt 2448 portalclusters 8206 numportals 0...1...2...3...4...5...6...7...8...9...100[/QUOTE] the only thing i see wrong is "Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt" but thats always been there and hasnt stopped my map compiles in the past.
Why do you insist on ignoring the questions megathread and making a new thread for every tiny simple question? I always answer when newcomers make this mistake, but you are doing this on purpose and I simply cant figure out why. Are you actively trying to piss off the people who try to keep this forum section from becoming a pile of stupid 3 post threads that hide all the good content that rarely does get posted here? TLDR; I will ignore all of your questions unless you post them in the questions megathread, and others should do the same.
whats wrong with you? its a forum and i asked a question dude. are you going to go out and attack everybody else who asks questions on the forum? sheesh if youre going to be so irrelevant dont say anything. stop acting like you run the place.
I never act like I run the place, I only ask people to follow some basic concepts that govern this forum section. If there is a question megathread then all questions are supposed to be posted in it. If you make a thread for every tiny question you push important threads off the front page and generally make the section less comfortable to visit, especially since there's not that much new content being posted. You also disrespect those that actually follow the guidelines and post in the megathread like they are supposed to because you act as if your problems are more important than theirs. I also explained this to you already (several times iirc), and I never "attack" people who make this mistake when they visit for the first time. But you just keep insisting that your problems, no matter how small and swiftly solvable, deserve a new thread every single time. And that's just plainly rude.
enough. stop turning it into a big thing. if you arent going to help, stop talking.
Copy and paste special the map into a new vmf
any chance of an over view pic of your map in the hammer 3d view
its way too big for the 3d view to be visible but i can give you a birds eye view of the grid [IMG]https://i.gyazo.com/ed65445976a4332596a9d18d423a3a93.png[/IMG]
yes i see it is complex, are you also using nodraw texture on faces that will not be seen by the player also have you tried using [url]https://developer.valvesoftware.com/wiki/Hazard_Team_Compile_Tool[/url] this compile tool to see if the proccess finishes :)
yes, i am using nodraw where needed. that compile tool though. when you say it sees if it finishes, how is that any different to me sitting and waiting for the compile to finish and give me a bsp?
unlike compiling the vmf in Hammer, you shouldn't get any hangs or crashes and it should display a msg if you do unlike when you do the compile in hammer and have to force close it or it just shuts down EDIT if you want to post a link to the vmf i could take a look in hammer to see where you can make improvements on it if you want :)
that would be helpful. mind if i add you on steam and send you the link?
its quake_roll :) EDIT if you can't find me give me your steam name and i'll add you
it aint comin up, you'll have to add me :/ link to my steam under my avatar there
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