Map failing to Run

For some reason Hammer is failing to compile my map in it’s entirety. Some things not being added like lights and stuff.
(Yes, it is a version of EvoCity

http://images.akamai.steamusercontent.com/ugc/268349544296932287/51358028E6F07F5B2B613A4189958B53537BE7B6/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/268349544296931988/C95953C8D01F72136F4A6576213EAF7C2B18A33D/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/268349544296931648/173CBDCE6815477EFF8C774C9FE74CCA16B6A922/

check radius culling in not active

Tried that. It didn’t seem to work. Exact same outcome.




** Executing...
** Command: "D:\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\aaron\Desktop\20th\rp_evocity_v33x_lf.vmf"

FIND [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\*.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\cstrike_pak_000.vpk]
Adding Path: [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike]
Valve Software - vbsp.exe (Mar 14 2016)
8 threads
materialPath: D:\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\aaron\Desktop\20th\rp_evocity_v33x_lf.vmf
material "labs/se1_marble_lab_tiles_01" not found.
Material not found!: LABS/SE1_MARBLE_LAB_TILES_01
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "highrise/se1_garage_concretewall_02" not found.
Material not found!: HIGHRISE/SE1_GARAGE_CONCRETEWALL_02
material "highrise/se1_garage_concretefloor_01" not found.
Material not found!: HIGHRISE/SE1_GARAGE_CONCRETEFLOOR_01
material "intro/se1_storefront_02d" not found.
Material not found!: INTRO/SE1_STOREFRONT_02D
material "leon_kilean/floortiles02" not found.
Material not found!: LEON_KILEAN/FLOORTILES02
material "intro/storefront_13b" not found.
Material not found!: INTRO/STOREFRONT_13B
material "bridge/se1_advert_03" not found.
Material not found!: BRIDGE/SE1_ADVERT_03
material "ajacks/ajacks_road4" not found.
Material not found!: AJACKS/AJACKS_ROAD4
material "ajacks/ajacks_road2" not found.
Material not found!: AJACKS/AJACKS_ROAD2
material "brick/wall06" not found.
Material not found!: BRICK/WALL06
material "warehouse/se1_turbine_brick_01" not found.
Material not found!: WAREHOUSE/SE1_TURBINE_BRICK_01
material "buildings/brick41" not found.
Material not found!: BUILDINGS/BRICK41
material "buildings/brick41b" not found.
Material not found!: BUILDINGS/BRICK41B
material "intro/se1_storefront_09" not found.
Material not found!: INTRO/SE1_STOREFRONT_09
Can't find surfaceprop sheetrock for material PLASTER/BLUE02, using default
material "env/brush/ceilings/squareceiling" not found.
Material not found!: ENV/BRUSH/CEILINGS/SQUARECEILING
material "leon_kilean/woodwall01b" not found.
Material not found!: LEON_KILEAN/WOODWALL01B
material "wood/siding05" not found.
Material not found!: WOOD/SIDING05
material "sgtsicktextures/window1" not found.
Material not found!: SGTSICKTEXTURES/WINDOW1
material "sgtsicktextures/ampmstripe" not found.
Material not found!: SGTSICKTEXTURES/AMPMSTRIPE
material "bridge/se1_metal_tiles_01" not found.
Material not found!: BRIDGE/SE1_METAL_TILES_01
material "gmod_tower/common/aquarium_glass" not found.
Material not found!: GMOD_TOWER/COMMON/AQUARIUM_GLASS
material "lights/blue001" not found.
Material not found!: LIGHTS/BLUE001
material "colour/neon/purple_neon" not found.
Material not found!: COLOUR/NEON/PURPLE_NEON
material "colour/neon/blue_neon" not found.
Material not found!: COLOUR/NEON/BLUE_NEON
material "colour/neon/green_neon" not found.
Material not found!: COLOUR/NEON/GREEN_NEON
material "gmod_tower/common/poolwater" not found.
Material not found!: GMOD_TOWER/COMMON/POOLWATER
material "intro/se1_storefront_02f" not found.
Material not found!: INTRO/SE1_STOREFRONT_02F
material "intro/se1_storefront_02g" not found.
Material not found!: INTRO/SE1_STOREFRONT_02G
material "warehouse/se1_cinderblock_wall_03" not found.
Material not found!: WAREHOUSE/SE1_CINDERBLOCK_WALL_03
material "nature/icefloor003a" not found.
Material not found!: NATURE/ICEFLOOR003A
material "ground/blendicesnow01" not found.
Material not found!: GROUND/BLENDICESNOW01
material "ajacks/ben_paintlightred" not found.
Material not found!: AJACKS/BEN_PAINTLIGHTRED
material "sgtsicktextures/metalgreybp" not found.
Material not found!: SGTSICKTEXTURES/METALGREYBP
material "srp/stone/floor_tile_white01" not found.
Material not found!: SRP/STONE/FLOOR_TILE_WHITE01
material "wood/fence04" not found.
Material not found!: WOOD/FENCE04
material "plaster/urban_plasterwall_05e" not found.
Material not found!: PLASTER/URBAN_PLASTERWALL_05E
material "tile/yellow04" not found.
Material not found!: TILE/YELLOW04
material "hall_windows/hall_window04" not found.
Material not found!: HALL_WINDOWS/HALL_WINDOW04
material "srp/brick/wall_brick_medium01" not found.
Material not found!: SRP/BRICK/WALL_BRICK_MEDIUM01
material "tile/marblefloor01" not found.
Material not found!: TILE/MARBLEFLOOR01
material "concrete/blendconcreterock001a" not found.
Material not found!: CONCRETE/BLENDCONCRETEROCK001A
Can't find surfaceprop lino for material ENV/BRUSH/FLOORS/DIAMONDTILE, using default
material "nature/blenddirtlawn01" not found.
Material not found!: NATURE/BLENDDIRTLAWN01
material "se1_decals/se1_sign_noadmittance_decal_01" not found.
Material not found!: SE1_DECALS/SE1_SIGN_NOADMITTANCE_DECAL_01
material "wood/fence03top" not found.
Material not found!: WOOD/FENCE03TOP
material "sgtsicktextures/gunroad_04" not found.
Material not found!: SGTSICKTEXTURES/GUNROAD_04
material "gmod_tower/common/aquarium_floor" not found.
Material not found!: GMOD_TOWER/COMMON/AQUARIUM_FLOOR
material "stone/stonewall015a" not found.
Material not found!: STONE/STONEWALL015A
material "buildings/urban_composite_02a" not found.
Material not found!: BUILDINGS/URBAN_COMPOSITE_02A
"materials/refract/refractglass003.vtf": cached version doesn't exist
material "srp/wood/door_wood_white01" not found.
Material not found!: SRP/WOOD/DOOR_WOOD_WHITE01
material "wood/door_white01" not found.
Material not found!: WOOD/DOOR_WHITE01
material "srp/metal/roof_metal_medium01" not found.
Material not found!: SRP/METAL/ROOF_METAL_MEDIUM01
material "sgtsicktextures/bplogogreybg" not found.
Material not found!: SGTSICKTEXTURES/BPLOGOGREYBG
material "wood/fence03" not found.
Material not found!: WOOD/FENCE03
material "customtext/gc textures/wood/wood_unfinished09" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/WOOD/WOOD_UNFINISHED09
material "srp/brick/wall_brick_rostok01" not found.
Material not found!: SRP/BRICK/WALL_BRICK_ROSTOK01
Brush 118410: num_entities == MAX_MAP_ENTITIES
Side 5
Texture: CS_ITALY/CR_MISCWOOD2B


** Executing...
** Command: "D:\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\aaron\Desktop\20th\rp_evocity_v33x_lf"

Valve Software - vvis.exe (Dec  9 2014)
FIND [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\*.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\cstrike_pak_000.vpk]
Adding Path: [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike]
8 threads
reading c:\users\aaron\desktop\20th\rp_evocity_v33x_lf.bsp
reading c:\users\aaron\desktop\20th\rp_evocity_v33x_lf.prt
LoadPortals: couldn't read c:\users\aaron\desktop\20th\rp_evocity_v33x_lf.prt


** Executing...
** Command: "D:\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters:  -game "D:\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\aaron\Desktop\20th\rp_evocity_v33x_lf"

FIND [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\*.vpk]
ADDING [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\cstrike_pak_000.vpk]
Adding Path: [C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike]
Valve Software - vrad.exe SSE (Dec  9 2014)

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

Loading c:\users\aaron\desktop\20th\rp_evocity_v33x_lf.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.96 seconds)
10037 faces
1827977 square feet [263228768.00 square inches]
248 Displacements
308312 Square Feet [44397068.00 Square Inches]
478 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (68)
Build Patch/Sample Hash Table(s).....Done<0.0554 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (12)
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 (44)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 108/1024         5184/49152    (10.5%) 
brushes               2021/8192        24252/98304    (24.7%) 
brushsides           13374/65536      106992/524288   (20.4%) 
planes                5774/65536      115480/1310720  ( 8.8%) 
vertexes             16158/65536      193896/786432   (24.7%) 
nodes                 6330/65536      202560/2097152  ( 9.7%) 
texinfos              2697/12288      194184/884736   (21.9%) 
texdata                470/2048        15040/65536    (22.9%) 
dispinfos              248/0           43648/0        ( 0.0%) 
disp_verts           11848/0          236960/0        ( 0.0%) 
disp_tris            17728/0           35456/0        ( 0.0%) 
disp_lmsamples      548968/0          548968/0        ( 0.0%) 
faces                10037/65536      562072/3670016  (15.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             5614/65536      314384/3670016  ( 8.6%) 
leaves                6439/65536      206048/2097152  ( 9.8%) 
leaffaces            12333/65536       24666/131072   (18.8%) 
leafbrushes           3730/65536        7460/131072   ( 5.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            70444/512000     281776/2048000  (13.8%) 
edges                43798/256000     175192/1024000  (17.1%) 
LDR worldlights        478/8192        42064/720896   ( 5.8%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips           1013/32768       10130/327680   ( 3.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         18267/65536       36534/131072   (27.9%) 
cubemapsamples          55/1024          880/16384    ( 5.4%) 
overlays                86/512         30272/180224   (16.8%) 
LDR lightdata         [variable]     6728324/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      249779/393216   (63.5%) 
LDR ambient table     6439/65536       25756/262144   ( 9.8%) 
HDR ambient table     6439/65536       25756/262144   ( 9.8%) 
LDR leaf ambient     18229/65536      510412/1835008  (27.8%) 
HDR leaf ambient      6439/65536      180292/1835008  ( 9.8%) 
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]           1/74662    ( 0.0%) 
pakfile               [variable]     4997625/0        ( 0.0%) 
physics               [variable]     2728496/4194304  (65.1%) 
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 27811
Writing c:\users\aaron\desktop\20th\rp_evocity_v33x_lf.bsp
2 minutes, 8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\aaron\Desktop\20th\rp_evocity_v33x_lf.bsp" "D:\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_evocity_v33x_lf.bsp"


** Executing...
** Command: "D:\Steam\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -game "D:\Steam\steamapps\common\GarrysMod\garrysmod"  +map "rp_evocity_v33x_lf" -steam



I noticed that it said that only 10% of props rendered.

[editline]27th August 2016[/editline]



Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 108/1024         5184/49152    (10.5%) 
brushes               2021/8192        24252/98304    (24.7%) 
brushsides           13374/65536      106992/524288   (20.4%) 
planes                5774/65536      115480/1310720  ( 8.8%) 
vertexes             16158/65536      193896/786432   (24.7%) 
nodes                 6330/65536      202560/2097152  ( 9.7%) 
texinfos              2697/12288      194184/884736   (21.9%) 
texdata                470/2048        15040/65536    (22.9%) 
dispinfos              248/0           43648/0        ( 0.0%) 
disp_verts           11848/0          236960/0        ( 0.0%) 
disp_tris            17728/0           35456/0        ( 0.0%) 
disp_lmsamples      548968/0          548968/0        ( 0.0%) 
faces                10037/65536      562072/3670016  (15.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             5614/65536      314384/3670016  ( 8.6%) 
leaves                6439/65536      206048/2097152  ( 9.8%) 
leaffaces            12333/65536       24666/131072   (18.8%) 
leafbrushes           3730/65536        7460/131072   ( 5.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            70444/512000     281776/2048000  (13.8%) 
edges                43798/256000     175192/1024000  (17.1%) 
LDR worldlights        478/8192        42064/720896   ( 5.8%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips           1013/32768       10130/327680   ( 3.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         18267/65536       36534/131072   (27.9%) 
cubemapsamples          55/1024          880/16384    ( 5.4%) 
overlays                86/512         30272/180224   (16.8%) 
LDR lightdata         [variable]     6728324/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      249779/393216   (63.5%) 
LDR ambient table     6439/65536       25756/262144   ( 9.8%) 
HDR ambient table     6439/65536       25756/262144   ( 9.8%) 
LDR leaf ambient     18229/65536      510412/1835008  (27.8%) 
HDR leaf ambient      6439/65536      180292/1835008  ( 9.8%) 
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]           1/74662    ( 0.0%) 
pakfile               [variable]     4997625/0        ( 0.0%) 
physics               [variable]     2728496/4194304  (65.1%) 
physics terrain       [variable]           0/1048576  ( 0.0%) 


pasting your compile log into interlopers error page came back with this error


brush 118410: num_entities == max_map_entities side 5 texture: cs_italy/cr_miscwood2b

Description:
You have too many entities ( >4096). This excludes func_details, prop_details, and prop_statics (and info_overlays?).

Solution:
Remove entities or split the map in two. 4096 is a lot, even getting near this number earns you the Nobel prize.

See also:
Nobel prizes


This error will cause your map to fail compiling completely

try using the custom Vbsp with limits increased if that still don’t work you’ll have to reduce the entities you have in your map

EDIT i think this is the one you need http://forum.facepunch.com/showthread.php?t=1488605&highlight=custom+vbsp

Okay, I guess I understand. Thing is, there were a lot more entities than 108 by default on the map before the changes were made.

[editline]27th August 2016[/editline]

Tried the VBSP replacement, but nothing changed. Exact same numbers and outcome as before. I know that there have been many edits of EvoCity. It has to be possible that there is some settings or config replacement to allow more entities?

you said you didnt change the props already on the map?

this :- You have too many entities ( >4096). doesn’t include props unless there dynamic or physics it could be lights, triggers, cubemaps, sound, all the other types of entities pushing it over the limit :slight_smile:

yeah. go into map>entity report and it shows all entitys (including props) in that list.

Yes, I understand that there are more than allowed, but I only added about 78 new ones. I don’t see why it is capping them to this amount.

it seems strange the log would mention a brush

goto that brush number and maybe try remaking it and using nodraw on surfaces not seen by the player

I actually applied nodraw to more textures than the original map had. Even still, it shouldn’t remove this many entities. There are less there now than on the original map.

Applying nodraw to surfaces does nothing to fix the problem. Removing entities or using modified compile tools will.

On the topic of nodraw textures, I’m kinda sick of people spouting this advice blindly. There’s a time and a place to use nodraw textures, and it is NOT on the surfaces that will get removed by vbsp ANYWAY. If you spend a bunch of time making the outside of the map nodraw, you are wasting your time.

Doesn’t it just compress lag? Also, do you recommend any alternative compilers for more entities (or specifically for roleplay maps/evocity)

All it does is what it says on the tin. It removes a surface from the rendering process, which can provide a minor FPS boost if enough faces are removed. But, this is ONLY helpful on faces that are actually inside the map. The faces on the outside already get removed automatically, providing that you don’t have any leaks and you didn’t seal your map using the terrible map-in-a-box method.

As for custom compilers, did you try the one that taz0 linked?

EDIT:

Reading above, it appears you did try that. Well then… here’s a version I just compiled. All I did was change MAX_MAP_ENTITIES from 8192 to 16384. I have NOT tested this at all.

Well yeah, for outside the map it doesn’t matter, but boy does it look cleaner. It also lets you toggle rendering the faces inside hammer, which can be super nice.
Assuming all the nodraw faces are the same (I.E, not moved on the X or Y axis, all world align) then it can help VMF compression noticeably.

Ok. Great. I’m talking about compile-time and run-time. Lots of people have misconceptions about what it actually does. I mean, just look in this thread:

What does the textures on a brush have to do with the entity limit? Nothing. The only thing that could conceivably come close is a detail texture emitting detail props, but those don’t count toward the entity limit. An invalid brush wouldn’t affect the entity limit either.

:what:

Some people believe in a generic “it makes it faster!”, but again, this is only true for faces that are not automatically removed.