Hammer wont compile past BSP

Well, Im sure having a hell of a time trying to get this map done. First it wouldnt run when starting the game and now this. Anyways, this thread is about how hammer on my pc, will NOT compile past bsp.

It gets to the part where it says: Writing … “.bsp”, then gets frozen and begins compiling vis/rad, its normal that it freezes, but literally, I left it for 24 hours straight, and nothing happens. THIS DOES NOT HAPPEN ONLY ON THIS MAP, HAS HAPPENED ON OTHER .VMF FILES BEING COMPILED.

I would also like to mention, that for some reason any time I finish compiling in Hammer, my computer is extremely slow. Slow with internet, slow with opening any local programs. I usually have to restart the PC to stop the awful lag and stuttering caused from the compile afterwards.

Looks like at the moment any hope of getting my maps to game are dead. Any suggestions are good ones, im up for doing anything to get this thing to work.

=(

Use vbct to compile it to tell if vvis crashes or if it’s stuck doing a million endless calculations due to lack of optimization. You’ll know if it’s stuck if the little green box saying ‘vvis busy’ is flashing. Flashing means its still running. If that’s the case then try optimizing the map more with func_details, hints, and areaportals where needed. Also can you post a compile log?

Hammer’s compiler is crap, you should use a batch program anyway.

But yeah, do the above and see if you get any errors, and if so, post 'em.

Alright, I’ll give this a shot, let you know If/when done.
I remember I didnt have luck last time I used vbct due to an error about GameConfig.txt.



   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...
done (1) (340359 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1167 texinfos to 718
Reduced 31 texdatas to 28 (786 bytes to 688)
Writing Z:\Hammer\maps\aot_shinganshina.bsp
19 seconds elapsed



materialPath: D:\Program Files\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading Z:\Hammer\maps\aot_shinganshina.vmf
Could not locate 'GameData' key in d:\program files\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/aot_shinganshina/nature/infblendgrassdirt001a_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 (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing Z:\Hammer\maps\aot_shinganshina.prt...Building visibility clusters...
done (1)
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...
done (0) (408671 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1484 texinfos to 871
Reduced 31 texdatas to 28 (786 bytes to 688)
Writing Z:\Hammer\maps\aot_shinganshina.bsp
18 seconds elapsed



2 threads
reading z:\hammer\maps\aot_shinganshina.bsp
reading z:\hammer\maps\aot_shinganshina.prt
4804 portalclusters
12749 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...


i believe the 2nd .bsp write is part of the one having issues, the first one is from when i was compiling just bsp.

Also, after I got over my issues with trying to learn how to compile with vbct, its amazing! It doesnt freeze for one. Will test map when its done compiling, this may even fix my other issue of the map not loading in game.

Alrighty, so what seems to happen with VBCT is that it gets stuck at PortalFlow, It was going kinda slow, but I didnt mind, Checked it just now (14 hrs later) and its only at 5 for PortalFlow. VVIS_BUSY is blinking green. I’ll attempt to replace some things with func_detail, but I doubt it will change much.

Compile log for VBCT



Full Compile Selected!
Compile Start Time: Saturday, August 02, 2014,  4:30:29 AM

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP:  d:\program files\steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe  -game  "D:\Program Files\Steam\SteamApps\common\Counter-Strike Source\cstrike" "Z:\Hammer\maps\aot_shinganshina"

Valve Software - vbsp.exe (May 15 2014)
2 threads
materialPath: D:\Program Files\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading Z:\Hammer\maps\aot_shinganshina.vmf
Could not locate 'GameData' key in d:\program files\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/aot_shinganshina/nature/infblendgrassdirt001a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing Z:\Hammer\maps\aot_shinganshina.prt...Building visibility clusters...
done (1)
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...
done (1) (408671 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1484 texinfos to 871
Reduced 31 texdatas to 28 (786 bytes to 688)
Writing Z:\Hammer\maps\aot_shinganshina.bsp
21 seconds elapsed

Compile Complete for this module.
VBSP Completed: Saturday, August 02, 2014,  4:30:52 AM
VBSP:  Compile time: 21 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS:  d:\program files\steam\steamapps\common\Counter-Strike Source\bin\vvis.exe  -game  "D:\Program Files\Steam\SteamApps\common\Counter-Strike Source\cstrike" "Z:\Hammer\maps\aot_shinganshina"

Valve Software - vvis.exe (May 15 2014)
2 threads
reading z:\hammer\maps\aot_shinganshina.bsp
reading z:\hammer\maps\aot_shinganshina.prt
4804 portalclusters
12749 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (34)
PortalFlow:          0...1...2...3...4...5


Other than swapping in some more func_detail, which isnt going to be much since most of the map already is func_detail, any other suggestions?

You have an insane amount of numportals, which means you probably aren’t func_detailing the things you should be. Maybe take a Hammer screenshot of what’s left in the map after you turn off the func_detail visgroup or something.

When I go into entity report, its only showing a few of my func details for some reason, Its only selecting the back wall and 1 arch on the map. I checked the rest of the walls/main blocks, they are all also func_detail, but not showing up in map report. Other than that, I had about 10 houses each with 1 or 2 windows, I deleted all of the windows for the time being. Other than the windows, entities I have are

2 rotating doors
10 lights (light for houses)
env_sun
light_env
water_lod_control
14 prop_static
5 func_breakable (small breakable bridges across roofs)
info_player_start
func_brush

I am willing to upload .vmf for anyone who wants to check it out