Hi,
I have made a simple skybox,almost max size, kept some free at each faces
Added an inviroment light and a player start
Tested the compiling with map vis and vrad all on normal, map came out fine .bsp file around 20mb (seems a little big already but I don’t know)
Then opened it again, face editor on floor created 3 displacements then 4 added some hills but every time it crashes on the beginning. No error just program hangs.
I don’t know why my hammer crashes so often but maybe i’m doing something wrong with the skybox. Do I need to make something func_detail or is there another reason.
Oh all unused surfaces are nodraw so I got like 6 faces with textures, 5 toolskybox and 1 dirtfloor
ty
are any of your displacements func_detail?
any func_detail displacements will cause VBSP to fail.
It’s all standard. Just a skybox max map size made with a block, made hollow, 5 faces toolskybox and 1 dirtfloor. And 2 entity’s.
Dirtfloor is made with displacements first create 3 then tried again with 4 and that’s it, crashes.
I’m just trying to make a simple water map with 3 islands in it. Then I want to make some tunnels en bridges.
Should I otherwise use a terrain editor and later cut through the ground on the islands to make a tunnel from there or is there any other (better) technique?
No idea why my hammer is so unstable. But whenever I try to add more than only the skybox it crashes on compiling
But I don’t want to skip build options because I want it to look good.
thanks
I just tried another time with displacements create 4 on floor and now the map compiles very fast like 20 secs and is only 1mb and I fall through there is no textures etc.
But without displacements so only skybox and dirtfloor the map takes 2 mins to compile and is 20mb
I’ve start over again and it now seems to work. First it appears to crash but after a minute it finishes compiling. Before it took 10 minutes but still frozen. So that’s good.
However, now my map shows a leak, but the pointfile (red line) points at a brush and everything seems to be ok. I checked checked and double checked and every brush fits tight.
So I removed and remade all the brushes around the area where the red line is pointing and saved it and ran it again but still it says leak.
It does compile though, but the big text ‘LEAKED’ bothers me cause I want it to be perfect this time.
Here’s the log:
** Executing…
** Command: “d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vbsp.exe”
** Parameters: -game “d:\games\steam\steamapps\rammelslakje\half-life 2\hl2” “D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.vmf”
Valve Software - vbsp.exe (Sep 15 2011)
8 threads
materialPath: d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\materials
Loading D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.vmf
Could not locate ‘GameData’ key in d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/gta3/nature/blendgrassgrass001a_wvt_patch
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Entity info_player_start (0.00 0.00 10112.00) leaked!
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
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 (0) (12405 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 30 texinfos to 24
Reduced 6 texdatas to 6 (153 bytes to 153)
Writing D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp
3 seconds elapsed
182.067200 311.302399 0.000000
177.190399 311.302399 0.000000
177.190399 304.799988 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing…
** Command: “d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vvis.exe”
** Parameters: -game “d:\games\steam\steamapps\rammelslakje\half-life 2\hl2” “D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3”
Valve Software - vvis.exe (Sep 15 2011)
8 threads
reading d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp
reading d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.prt
LoadPortals: couldn’t read d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.prt
** Executing…
** Command: “d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vrad.exe”
** Parameters: -game “d:\games\steam\steamapps\rammelslakje\half-life 2\hl2” “D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3”
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]
Loading d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.83 seconds)
6041 faces
34170464 square feet [4920546816.00 square inches]
49 Displacements
1380322 Square Feet [198766416.00 Square Inches]
2 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (16)
Build Patch/Sample Hash Table(s)…Done<0.2255 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (3)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0…1…2…3…4…5…6…7…8…9…10 (34)
Writing leaf ambient…done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
models 1/1024 48/49152 ( 0.1%)
brushes 26/8192 312/98304 ( 0.3%)
brushsides 188/65536 1504/524288 ( 0.3%)
planes 238/65536 4760/1310720 ( 0.4%)
vertexes 8781/65536 105372/786432 (13.4%)
nodes 5183/65536 165856/2097152 ( 7.9%)
texinfos 24/12288 1728/884736 ( 0.2%)
texdata 6/2048 192/65536 ( 0.3%)
dispinfos 49/0 8624/0 ( 0.0%)
disp_verts 14161/0 283220/0 ( 0.0%)
disp_tris 25088/0 50176/0 ( 0.0%)
disp_lmsamples 707445/0 707445/0 ( 0.0%)
faces 6041/65536 338296/3670016 ( 9.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 107/65536 5992/3670016 ( 0.2%)
leaves 5185/65536 165920/2097152 ( 7.9%)
leaffaces 5992/65536 11984/131072 ( 9.1%)
leafbrushes 1996/65536 3992/131072 ( 3.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 24734/512000 98936/2048000 ( 4.8%)
edges 13004/256000 52016/1024000 ( 5.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 95/32768 950/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2772/65536 5544/131072 ( 4.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10023840/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 582/393216 ( 0.1%)
LDR ambient table 5185/65536 20740/262144 ( 7.9%)
HDR ambient table 5185/65536 20740/262144 ( 7.9%)
LDR leaf ambient 16243/65536 454804/1835008 (24.8%)
HDR leaf ambient 5185/65536 145180/1835008 ( 7.9%)
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] 1/12 ( 8.3%)
pakfile [variable] 105999/0 ( 0.0%)
physics [variable] 12405/4194304 ( 0.3%)
physics terrain [variable] 7184/1048576 ( 0.7%)
Level flags = 0
Total triangle count: 12196
Writing d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp
53 seconds elapsed
** Executing…
** Command: Copy File
** Parameters: “D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp” "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\maps
\gta3.bsp"
.bsp is 12.889mb
Did you use another brush under the displacement? Displacements don’t seal the map, only brushes.
EDIT: You can also upload the VMF for other people to look at.
Did you use another brush under the displacement? Displacements don’t seal the map, only brushes.
EDIT: You can also upload the VMF for other people to look at.
No I did not. Lol so that is probably the problem.
Should I carefully nodraw around the displacements or just put a big skybox size nodraw on the bottom over the entire map? Which is better for performance? 1 big brush or 50 small ones. I hope 1 big brush cause it saves time.
Thank you, I might upload the VMF whenever I get stuck
I’ve sealed off the displacements now, saved the map and when I compile the compiler keeps hanging on not responding for more than 10 minutes so I shut it off again with ctrl alt delete (took very long to do so).
The mapsize now is only 2mb but it seems to work fine. But i’m not sure if it should be so less filesize? However, I can’t read the log as it crashes so I don’t know if it’s still leaked or has any other errors.
It doesn’t say with load pointfile so I guess it’s not leaked anymore, but still I would like to somehow see the log at the end of the compiling.
What should I do?
I’ve sealed off the displacements now, saved the map and when I compile the compiler keeps hanging on not responding for more than 10 minutes so I shut it off again with ctrl alt delete (took very long to do so).
The mapsize now is only 2mb but it seems to work fine. But i’m not sure if it should be so less filesize? However, I can’t read the log as it crashes so I don’t know if it’s still leaked or has any other errors.
What should I do?
You let it finish compiling, the hammer compile window doesn’t update for a while, so windows assumes it’s broken and says it’s not responding, it’s because you have a large open area as your whole map, so it’s going to take a long time to compile. Just be patient.
You let it finish compiling, the hammer compile window doesn’t update for a while, so windows assumes it’s broken and says it’s not responding, it’s because you have a large open area as your whole map, so it’s going to take a long time to compile. Just be patient.
Thank you for your quick reply.
I’ve already waited 5 times longer than normally, and also the mapsize is 6 times as small as normal (with previous version).
So I thought that was enough.
I’ll try again and then leave the pc for 15 mins see if I can access the compile log afterwards.
Updates will follow
// Edit
That’s so odd. I’ve just opened the exact same file and compiled it again with everything set to normal.
And guess what? It compiled without showing Not Responding. It took almost 15 minutes though but the log still says less than 1 minute.
Here is the log, maybe someone can tell me if everything is looking alright? Then I can start the real big work. But i’ve learned to give it some time and maybe a few tries at first so thanks for that.
** Executing…
** Command: “d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vbsp.exe”
** Parameters: -game “d:\games\steam\steamapps\rammelslakje\half-life 2\hl2” “D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.vmf”
Valve Software - vbsp.exe (Sep 15 2011)
8 threads
materialPath: d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\materials
Loading D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.vmf
Could not locate ‘GameData’ key in d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/gta3/nature/blendgrassgrass001a_wvt_patch
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 (0)
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.prt…Building visibility clusters…
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 (1) (14973 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 30 texinfos to 24
Reduced 6 texdatas to 6 (153 bytes to 153)
Writing D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp
3 seconds elapsed
182.067200 311.302399 0.000000
177.190399 311.302399 0.000000
177.190399 304.799988 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing…
** Command: “d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vvis.exe”
** Parameters: -game “d:\games\steam\steamapps\rammelslakje\half-life 2\hl2” “D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3”
Valve Software - vvis.exe (Sep 15 2011)
8 threads
reading d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp
reading d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.prt
1384 portalclusters
2824 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 (488)
Optimized: 1177 visible clusters (0.00%)
Total clusters visible: 1835523
Average clusters visible: 1326
Building PAS…
Average clusters audible: 1384
visdatasize:490079 compressed from 487168
writing d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp
8 minutes, 8 seconds elapsed
** Executing…
** Command: “d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vrad.exe”
** Parameters: -game “d:\games\steam\steamapps\rammelslakje\half-life 2\hl2” “D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3”
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]
Loading d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure… Done (0.85 seconds)
6041 faces
34170464 square feet [4920546816.00 square inches]
49 Displacements
1380322 Square Feet [198766416.00 Square Inches]
6041 patches before subdivision
301517 patches after subdivision
2 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (17)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (13)
transfers 6782524, max 4824
transfer lists: 51.7 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(4823, 4313, 2170)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #2 added RGB(125, 119, 22)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(3, 3, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.2464 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.
ThreadComputeLeafAmbient: 0…1…2…3…4…5…6…7…8…9…10 (20)
Writing leaf ambient…done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
models 1/1024 48/49152 ( 0.1%)
brushes 35/8192 420/98304 ( 0.4%)
brushsides 242/65536 1936/524288 ( 0.4%)
planes 238/65536 4760/1310720 ( 0.4%)
vertexes 7429/65536 89148/786432 (11.3%)
nodes 3991/65536 127712/2097152 ( 6.1%)
texinfos 24/12288 1728/884736 ( 0.2%)
texdata 6/2048 192/65536 ( 0.3%)
dispinfos 49/0 8624/0 ( 0.0%)
disp_verts 14161/0 283220/0 ( 0.0%)
disp_tris 25088/0 50176/0 ( 0.0%)
disp_lmsamples 707445/0 707445/0 ( 0.0%)
faces 6041/65536 338296/3670016 ( 9.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 107/65536 5992/3670016 ( 0.2%)
leaves 3993/65536 127776/2097152 ( 6.1%)
leaffaces 5992/65536 11984/131072 ( 9.1%)
leafbrushes 2508/65536 5016/131072 ( 3.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 24734/512000 98936/2048000 ( 4.8%)
edges 13004/256000 52016/1024000 ( 5.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 43/32768 430/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1506/65536 3012/131072 ( 2.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10023840/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 490079/16777216 ( 2.9%)
entdata [variable] 582/393216 ( 0.1%)
LDR ambient table 3993/65536 15972/262144 ( 6.1%)
HDR ambient table 3993/65536 15972/262144 ( 6.1%)
LDR leaf ambient 7562/65536 211736/1835008 (11.5%)
HDR leaf ambient 3993/65536 111804/1835008 ( 6.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 105999/0 ( 0.0%)
physics [variable] 14973/4194304 ( 0.4%)
physics terrain [variable] 7142/1048576 ( 0.7%)
Level flags = 0
Total triangle count: 12196
Writing d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp
59 seconds elapsed
** Executing…
** Command: Copy File
** Parameters: “D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp” “d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\maps\gta3.bsp”
Mapsize 13mb