Freezing

I compile my map(takes 10 minutes), then it says Writing to Blah blah blah. And it just sits there…

writing what? can you post the compile screen please

[editline]10:14PM[/editline]

USE THIS FOR ANY HAMMER HELP…MOSTLY

READ THIS:

** Executing…
** Command: “c:\program files\steam\steamapps\mike7002555\sourcesdk\bin\ep1\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\mike7002555\half-life 2 deathmatch\hl2mp” “C:\Program Files\Steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\gml_Ihotel”

Valve Software - vbsp.exe (Dec 11 2006)
3 threads
materialPath: c:\program files\steam\steamapps\mike7002555\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\gml_Ihotel.vmf
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (2)
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (2)
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (1)
writing C:\Program Files\Steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\gml_Ihotel.prt…done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable “$hdrbasetexture” for material “skybox/sky_day01_01rt”
Can’t load skybox file skybox/sky_day01_01 to build the default cubemap!
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) (298723 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables…
Reduced 2160 texinfos to 1847
Reduced 50 texdatas to 40 (1414 bytes to 953)
Writing C:\Program Files\Steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\gml_Ihotel.bsp
8 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\mike7002555\sourcesdk\bin\ep1\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\mike7002555\half-life 2 deathmatch\hl2mp” -fast “C:\Program Files\Steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\gml_Ihotel”

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
3 threads
reading c:\program files\steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\gml_Ihotel.bsp
reading c:\program files\steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\gml_Ihotel.prt
6021 portalclusters
20495 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (68)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 1564890 visible clusters (0.00%)
Total clusters visible: 32673916
Average clusters visible: 5426
Building PAS…
Average clusters audible: 6020
visdatasize:8969983 compressed from 9151920
writing c:\program files\steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\gml_Ihotel.bsp
3 minutes, 0 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\mike7002555\sourcesdk\bin\ep1\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\mike7002555\half-life 2 deathmatch\hl2mp” -noextra “C:\Program Files\Steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\gml_Ihotel”

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
3 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\program files\steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\gml_Ihotel.bsp
15549 faces
13225278 square feet [1904440064.00 square inches]
6 displacements
81625 square feet [11754110.00 square inches]
15549 patches before subdivision
zero area child patch
200809 patches after subdivision
137 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (211)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (387)
transfers 69488670, max 3073
transfer lists: 530.2 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (5)
Bounce #1 added RGB(591400, 508746, 411205)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (4)
Bounce #2 added RGB(66628, 48769, 32818)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (2)
Bounce #3 added RGB(11949, 8199, 4502)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (3)
Bounce #4 added RGB(2668, 1711, 747)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (3)
Bounce #5 added RGB(864, 541, 214)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (2)
Bounce #6 added RGB(301, 173, 58)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (3)
Bounce #7 added RGB(131, 73, 26)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (2)
Bounce #8 added RGB(54, 26, 8)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (3)
Bounce #9 added RGB(27, 12, 4)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (2)
Bounce #10 added RGB(13, 5, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (2)
Bounce #11 added RGB(7, 2, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (2)
Bounce #12 added RGB(4, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (3)
Bounce #13 added RGB(2, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (2)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (3)
Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.7737 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (5)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0…1…2…3…4…5…6…7…8…9…10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 36/1024 1728/49152 ( 3.5%)
brushes 777/8192 9324/98304 ( 9.5%)
brushsides 5680/65536 45440/524288 ( 8.7%)
planes 7634/65536 152680/1310720 (11.6%)
vertexes 26971/65536 323652/786432 (41.2%)
nodes 10134/65536 324288/2097152 (15.5%)
texinfos 1847/12288 132984/884736 (15.0%)
texdata 40/2048 1280/65536 ( 2.0%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 486/0 9720/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 193000/0 193000/0 ( 0.0%)
faces 15549/65536 870744/3670016 (23.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3747/65536 209832/3670016 ( 5.7%)
leaves 10171/65536 325472/2097152 (15.5%)
leaffaces 17373/65536 34746/131072 (26.5%)
leafbrushes 8929/65536 17858/131072 (13.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88047/512000 352188/2048000 (17.2%)
edges 47957/256000 191828/1024000 (18.7%)
LDR worldlights 137/8192 12056/720896 ( 1.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1313/32768 13130/327680 ( 4.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 19596/65536 39192/131072 (29.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 14528152/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8969983/16777216 (53.5%)
entdata [variable] 37401/393216 ( 9.5%)
LDR leaf ambient 10171/65536 244104/1572864 (15.5%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/1108 ( 0.1%)
pakfile [variable] 23276/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 298723/4194304 ( 7.1%)
==== Total Win32 BSP file data space used: 27365391 bytes ====

Total triangle count: 41959
Writing c:\program files\steam\steamapps\mike7002555\sourcesdk_content\hl2mp\mapsrc\gml_Ihotel.bsp
11 minutes, 13 seconds elapsed

Gets there and it just sits, and does nothing.

make sure you dont have “don’t run game after compiling” checked

How the hell does that affect it?

after it is done, it will run the map in game. if you have that checked, it wont and it will just make a bsp file and save the bsp to wherever you told it to.

[editline]10:21PM[/editline]

BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (68)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 1564890 visible clusters (0.00%)

Fix this too

HTF do I do that? I dont even know where the hell it is comming from.

well you either have too many walls and stuff and such interlocking, or you have too many lights on a wall. but the light thing usually says WARNING: Too many direct lights. or something like that

I dont have to many…

Theres only 2 that are like that…

ok well i have no idea then. sorry

[editline]03:58AM[/editline]

Anyone else?

DO NOT LISTEN TO 3KLIKPHILIP ABOUT OPTIMIZATION.

He DOES NOT know what he’s talking about.

Folder is possibly in use? Windows does weird things sometimes.
Try cut and pasting the save folder it got stuck at.
OR change the save directory.

Dont think its being used, im the only one that uses this machine. And I dont copy and paste things…

No, try cut and pasting the folder your saving to. Windows might have been using it. If it gives you an error like: FILE IN USE. then reboot. try to compile again.

Why don’t you open the map by hand? It’s clearly compiling fine.

sorry about bumping this, but I may have found an error:

WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster

Not sure if that’s actually a big deal, but there you go.

You do know that’s what i posted right?..

Using func_viscluster?

I deleted it, it was a piece of shit anyways. :frowning: