Compile problem

Interlopers log checker isn’t coming up with anything. Hammer check for problems isn’t coming up with anything. Same crash happens on a normal compile as well as on the fast compile.

Error Message: http://i152.photobucket.com/albums/s176/Whitby/vrad.png?t=1274114032

Log:



** Executing...
** Command: "c:\program files\steam\steamapps\whitterz\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\whitterz\counter-strike source\cstrike" "C:\Documents and Settings\Adam Whitby\Desktop\Mapping\New Mapping\rp_arabtown_b6"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\whitterz\counter-strike source\cstrike\materials
Loading C:\Documents and Settings\Adam Whitby\Desktop\Mapping\New Mapping\rp_arabtown_b6.vmf
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 726 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\Adam Whitby\Desktop\Mapping\New Mapping\rp_arabtown_b6.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dust_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dust_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
Building Physics collision data...
done (1) (546120 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 605 texinfos to 231
Reduced 16 texdatas to 14 (368 bytes to 301)
Writing C:\Documents and Settings\Adam Whitby\Desktop\Mapping\New Mapping\rp_arabtown_b6.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\whitterz\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\whitterz\counter-strike source\cstrike" -fast "C:\Documents and Settings\Adam Whitby\Desktop\Mapping\New Mapping\rp_arabtown_b6"

Valve Software - vvis.exe (Nov  8 2007)
fastvis = true
2 threads
reading c:\documents and settings\adam whitby\desktop\mapping
ew mapping\rp_arabtown_b6.bsp
reading c:\documents and settings\adam whitby\desktop\mapping
ew mapping\rp_arabtown_b6.prt
 804 portalclusters
2609 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 25750 visible clusters (0.00%)
Total clusters visible: 521566
Average clusters visible: 648
Building PAS...
Average clusters audible: 804
visdatasize:166210  compressed from 167232
writing c:\documents and settings\adam whitby\desktop\mapping
ew mapping\rp_arabtown_b6.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\whitterz\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\whitterz\counter-strike source\cstrike" -noextra "C:\Documents and Settings\Adam Whitby\Desktop\Mapping\New Mapping\rp_arabtown_b6"

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:\documents and settings\adam whitby\desktop\mapping
ew mapping\rp_arabtown_b6.bsp
33476 faces
8 degenerate faces
1301070 square feet [187354208.00 square inches]
9 displacements
195567 square feet [28161720.00 square inches]
33468 patches before subdivision

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Adam Whitby\Desktop\Mapping\New Mapping\rp_arabtown_b6.bsp" "c:\program files\steam\steamapps\whitterz\counter-strike source\cstrike\maps\rp_arabtown_b6.bsp"

Oh, and it worked before I added 8 displacements and extended the size of the map, but I’ve done nothing I think would have caused a crash.

[editline]06:28PM[/editline]

By deleting things and recompiling I have deduced that the compile crashing must be something to do with the size of the level. Are there certain prerequisites which must be met for large levels not to crash upon compile?

-snip-

Fix’d :science:

-snip, replied to wrong thread-

Fix’d Again. :science: