Hammer Compiler Gets Stuck on VVIS

I’m not a mapper, but I just wanted to simply make an edit to a map. I wanted to make the killer axe in the rooftops map controllable by spectators, as well as a few other small tweaks on the axe (all damage based). The thing is, the Hammer editor in Source SDK refused to work, and I found out that the one found in the bin of CSS can be used, so I used that for what I did, if it makes a difference. After I tweaked everything I wanted, I ran the map, with all settings on normal, and made it not run the game after compiling. But every single time I compile the map, it gets stuck for ages on VVIS Portalflow. It goes 0…1. and stops. I’ve read that it should only take 3 minutes or so if optimized, and considering how popular rooftops is, I’m fairly certain it’s well optimized. The first few times I tried it lagged my computer so much that moving the mouse, even in the ctrl+alt+del menu was slow. Now the mouse is fine, but it still gets stuck. What should I do to get it to compile?

You’d be surprised.

Try setting VVIS to run fast, also take note that compiling essentially uses 100% of your CPU

I tried that, and now it gets stuck and unresponsive on VRAD BuildFaceLight 0…1…2…3

[editline]13th August 2013[/editline]

This is what happens



** Executing...
** Command: "R:\SteamLibrary\SteamApps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "R:\SteamLibrary\SteamApps\common\Counter-Strike Source\cstrike" "R:\SteamLibrary\SteamApps\common\GarrysMod\garrysmod\maps	tt_rooftops_axe.vmf"

Valve Software - vbsp.exe (Jun 18 2013)
8 threads
materialPath: R:\SteamLibrary\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading R:\SteamLibrary\SteamApps\common\GarrysMod\garrysmod\maps	tt_rooftops_axe.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "ttt/traitors" not found.
Material not found!: TTT/TRAITORS
Could not locate 'GameData' key in r:\steamlibrary\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/ttt_rooftops_axe/de_train/blendgrassdirt001a_wvt_patch
Patching WVT material: maps/ttt_rooftops_axe/ground/blendsnow_asphault_wvt_patch
Patching WVT material: maps/ttt_rooftops_axe/de_train/blendgraveldirt001a_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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 524 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing R:\SteamLibrary\SteamApps\common\GarrysMod\garrysmod\maps	tt_rooftops_axe.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/militia_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/militia_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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (607236 bytes)
Static prop models/props_c17/metalladder002.mdl outside the map (1216.00, 2308.00, 384.00)
Static prop models/props_c17/metalladder002.mdl outside the map (1216.00, 2308.00, 512.00)
Static prop models/props_c17/metalladder002.mdl outside the map (1216.00, 2308.00, 640.00)
Static prop models/props_c17/metalladder002.mdl outside the map (800.00, -1280.00, 576.00)
Static prop models/props_c17/metalladder002.mdl outside the map (800.00, -1280.00, 704.00)
Static prop models/props_c17/metalladder002.mdl outside the map (800.00, -1280.00, 832.00)
Static prop models/props_c17/metalladder002.mdl outside the map (3152.00, 2336.00, 256.00)
Static prop models/props_c17/metalladder002.mdl outside the map (3152.00, 2336.00, 128.00)
Static prop models/props_c17/metalladder002.mdl outside the map (3680.00, 2110.00, 768.00)
Static prop models/props_c17/metalladder002.mdl outside the map (800.00, -1272.00, 460.00)
Static prop models/props/cs_assault/ladderaluminium128.mdl outside the map (3462.00, 2530.00, 448.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2264 texinfos to 1510
Reduced 209 texdatas to 193 (6170 bytes to 5279)
Writing R:\SteamLibrary\SteamApps\common\GarrysMod\garrysmod\maps	tt_rooftops_axe.bsp
2 seconds elapsed

** Executing...
** Command: "R:\SteamLibrary\SteamApps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "R:\SteamLibrary\SteamApps\common\Counter-Strike Source\cstrike" -fast "R:\SteamLibrary\SteamApps\common\GarrysMod\garrysmod\maps	tt_rooftops_axe"

Valve Software - vvis.exe (Jun 18 2013)
fastvis = true
8 threads
reading r:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps	tt_rooftops_axe.bsp
reading r:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps	tt_rooftops_axe.prt
 982 portalclusters
3660 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 14208 visible clusters (1.55%)
Total clusters visible: 916301
Average clusters visible: 933
Building PAS...
Average clusters audible: 972
visdatasize:248284  compressed from 251392
writing r:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps	tt_rooftops_axe.bsp
0 seconds elapsed

** Executing...
** Command: "R:\SteamLibrary\SteamApps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters:  -game "R:\SteamLibrary\SteamApps\common\Counter-Strike Source\cstrike" -noextra "R:\SteamLibrary\SteamApps\common\GarrysMod\garrysmod\maps	tt_rooftops_axe"

Valve Software - vrad.exe SSE (Jun 18 2013)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading r:\steamlibrary\steamapps\common\garrysmod\garrysmod\maps	tt_rooftops_axe.bsp
Setting up ray-trace acceleration structure... Done (0.72 seconds)
6831 faces
5 degenerate faces
3935895 square feet [566768960.00 square inches]
2 Displacements
214157 Square Feet [30838676.00 Square Inches]
6826 patches before subdivision
141862 patches after subdivision
sun extent from map=0.087156
4 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (8)
transfers 10383376, max 1028
transfer lists:  79.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(862, 998, 1126)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(45, 52, 53)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(3, 4, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0335 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.
** Executing...
** Command: Copy File
** Parameters: "R:\SteamLibrary\SteamApps\common\GarrysMod\garrysmod\maps	tt_rooftops_axe.bsp" "R:\SteamLibrary\SteamApps\common\Counter-Strike Source\cstrike\maps	tt_rooftops_axe.bsp"



Changing the scale of the lightmap of large areas will also help with compile time.

It looks like you have a leak, seeing as there are multiple props that are outside of the map. Since you mentioned in the OP you’re not familiar with the engine, let me run it down for you:

Your map cannot have any holes that would give access to the void (all of that black space). To visualize this, imagine your map is a space ship and there cannot be any holes in it. This also means that the origins of all props must be inside your map.

Go back and look at your point file for clues as to where your map is leaking, and try to fix it.

Ok, I will.