1. Post #1
    ROBOT EVAN's Avatar
    January 2016
    254 Posts
    ok facepunch, heres a good one for you.

    its a 1 in 100 chance that the compile will work without dicking up after i do anything to the map.
    i even got so pissed off with it, that i just created a new map and copied a few of the buildings in from the
    old one. building it extremely carefully, testing it after every little thing i did. and when something
    went wrong, i undid what i did before the error and ran it again, yet the compile process still crashes
    even though it worked fine when the map was in that exact state before the error.

    -hammer cant detect any problems with problem checker (as usual)
    -interlopers cant really help me that much when i cant give it an updated compile log
    -func_viscluster and func_detail have been used to optimize the map as much as i can
    -no, there arent any leaks
    -left it overnight to see if it just takes a long time, it definitely crashed to a full stop

    building this map feels like trying to ride a bike with the brakes on and its got those kind of pedals where you have special shoes that lock into it so you cant take your feet off the pedals and it makes it really hard to balance when youre moving slowly.

    i think what i am asking here is: 'how can i find what is causing this?' and 'what are the common causes for this?'

    UPDATE

    looking into it further, the process definitely crashes. i left it running all night but it was still "not responding" in the morning. and this is an 8 hour sleep we are talking about here. EIGHT HOURS.
    if i end vvis before i end hammer, vrad runs and the map starts up. but with a shit ton of errors. the lighting doesnt work properly, the water is invisble, and some textures are stretched.

    it pretty much ruins the map.

    arent you people lucky? i found an unfinished compile log with the vmf!

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.ex e"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2.vmf"

    Valve Software - vbsp.exe (Dec 9 2014)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\m aterials
    Loading C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Brush 34030, Side 10: duplicate plane
    Brush 34030, Side 18: duplicate plane
    Brush 34030, Side 26: duplicate plane
    Brush 34030, Side 33: duplicate plane
    Brush 34013, Side 10: duplicate plane
    Brush 34013, Side 18: duplicate plane
    Brush 34013, Side 26: duplicate plane
    Brush 34013, Side 33: duplicate plane
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\g ameinfo.txt
    Patching WVT material: maps/gm_evanland_2/nature/rocks_red_grass_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)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4910.0 2048.0 -1413.3)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 19679:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4910.0 2048.0 -1537.8)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 19683:

    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 70 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_06*.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_06*.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) (400519 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1247 texinfos to 869
    Reduced 132 texdatas to 120 (3321 bytes to 2826)
    Writing C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2.bsp
    1 second elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.ex e"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2"

    Valve Software - vvis.exe (Dec 9 2014)
    8 threads
    reading c:\users\evan\desktop\dev stuff\source maps\gm_evanland_2.bsp
    reading c:\users\evan\desktop\dev stuff\source maps\gm_evanland_2.prt
    158 portalclusters
    1364 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.ex e"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2"

    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\evan\desktop\dev stuff\source maps\gm_evanland_2.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.46 seconds)
    13379 faces
    9 degenerate faces
    8837851 square feet [1272650496.00 square inches]
    6 Displacements
    52286 Square Feet [7529195.00 Square Inches]
    sun extent from map=0.087156
    137 direct lights
    BuildFacelights: 0...1...
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\m aps\gm_evanland_2.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" +map "gm_evanland_2" -steam
    keep in mind, i can only get a compile log when i force end vrad and vvis. youre going to see that it didnt finish properly.

  2. Post #2
    Gold Member
    Firegod522's Avatar
    March 2008
    11,719 Posts
    You could try using VBCT

    https://developer.valvesoftware.com/...h_Compile_Tool

    I usually find that stops issues with crashing.

  3. Post #3
    ROBOT EVAN's Avatar
    January 2016
    254 Posts
    You could try using VBCT

    https://developer.valvesoftware.com/...h_Compile_Tool

    I usually find that stops issues with crashing.
    hm. i tried it. it did a better job than hammer but it gets to 9... and it doesnt finish the compile. anything else i could try?

  4. Post #4
    Marcolade's Avatar
    November 2008
    1,629 Posts
    On which compiler is it slowing down on like that? Vvis or vrad?

    Also, as it reaches the end of its compile stage it can tend to come to a crawl, especially if your map is either very complex, or highly unoptimized.
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  5. Post #5
    Gold Member
    1 Duck's Avatar
    January 2007
    1,214 Posts
    Can you post some screenshots from inside of hammer of your map?
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  6. Post #6
    Gold Member
    Snapster's Avatar
    November 2009
    1,770 Posts
    You could try cordon parts of your map until you find the section that's having trouble compiling.

  7. Post #7
    Gold Member
    LtShinySides's Avatar
    November 2011
    156 Posts
    when you compile, it generates a txt file in the file path of where the map file is saved and compiled.

    copy and paste that text and i will tell you what is wrong (most likely)

    (sidenote) marcolade is right

    If you have a less than optimal processor, and or if map in question is poorly optimized, than compile times can reach unreasonable times without a way to check progress.

    Best thing to know is if it hasn't crashed, then its still compiling.

    Hope this helps.

  8. Post #8
    Gold Member
    1 Duck's Avatar
    January 2007
    1,214 Posts
    It may say 'not responding' but the map may still be compiling.
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  9. Post #9
    Gold Member
    Portugalotaku's Avatar
    January 2012
    2,256 Posts
    Try running VVIS on fast.
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  10. Post #10
    ROBOT EVAN's Avatar
    January 2016
    254 Posts
    ok folkes, glad to see youre all helping. heres some screenshots for starters:

    top view:


    front view:


    side view:

    (those 4 large yellow brushes are func_visclusters btw)

    vvis crashes first, if i force end the compile in task manager, vrad will run and the map will startup in garrys mod.

    however, because i have had no choice but to shut it off, the map has all sorts of errors occur. water invisible, fully lit map (no lighting).

  11. Post #11
    Gold Member
    Firegod522's Avatar
    March 2008
    11,719 Posts
    What happens when you have no vis clusters?

  12. Post #12
    Buttes
    Jcw87's Avatar
    May 2005
    834 Posts
    With the amount of issues you have been having, I would have expected a far more complex map. Those visclusters look completely unnecessary.
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  13. Post #13
    Natalya's Avatar
    January 2010
    355 Posts
    Can you show a Hammer screenshot of inside the map? I want to know what that giant blue rectangle is.

    I bet most of your problems could be solved by adherence to the 8-grid, extensive use of prop_static and func_detail, and removing the vis clusters. But a look inside would help us diagnose.
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  14. Post #14
    ROBOT EVAN's Avatar
    January 2016
    254 Posts
    yes, i know. its hardly even in beta yet. the map is so basic right now with hardly any detail.
    heres some screencaps of the 3D view





    theres not really much more to see. those are the only detailed spots.

    Edited:

    I bet most of your problems could be solved by adherence to the 8 grid
    adherence to grid 8?

    Edited:

    What happens when you have no vis clusters?
    removed all the visclusters, same issue so that wasnt it.

  15. Post #15
    Borris_Squad's Avatar
    January 2015
    815 Posts
    how long are you waiting before it crashes, and when it crashes it what stops responding?

    Edited:

    If it's taking time, draw a massive brush from wach corner of your map with the trigger texture, and make it a func_viscluster, leave it 30 maybe 40 minuets. Don't do anything on your PC watch porn or load up an old Ebook on your phone or what ever the kids do these days. I think your just rushing it a bit. And I know you already have Visclusters but they look like they're devided.
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  16. Post #16
    ROBOT EVAN's Avatar
    January 2016
    254 Posts
    how long are you waiting before it crashes, and when it crashes it what stops responding?

    Edited:

    If it's taking time, draw a massive brush from wach corner of your map with the trigger texture, and make it a func_viscluster, leave it 30 maybe 40 minuets. Don't do anything on your PC watch porn or load up an old Ebook on your phone or what ever the kids do these days. I think your just rushing it a bit. And I know you already have Visclusters but they look like they're devided.
    i have tried the viscluster thing in all sorts of shapes, sizes, and layouts but thats definitly not the problem as it doesnt even make a noticeable difference.

  17. Post #17
    ROBOT EVAN's Avatar
    January 2016
    254 Posts
    anyone?

  18. Post #18
    Gold Member
    1 Duck's Avatar
    January 2007
    1,214 Posts
    Is this the same map as your other thread?

    If so, did you try func_detail-ing your complex brush work. From the compile log you posted in your original post I found this:

    Code:
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4910.0 2048.0 -1413.3)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 19679: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4910.0 2048.0 -1537.8)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 19683:
    Interlopers error page suggested this based on the above:

    Usually, this error is caused by a leak, so fix it if it is.
    If it isn't, there is a (group of) brush(es) that is/are giving vbsp.exe a hard time to figure out your level.
    Apparently it cannot determine the boundaries of a certain portal. Maybe there is a large brush covering the area, maybe the area is just to complicated for poor vbsp to figure out.

    I don't know the details but usually turning entities to world brushes or vice-versa helps to fight the problem. Hell, just cutting a brush in two once helped me fight this problem.

    Solution:
    Find the given coordinates (or if a brush number is given search for the brush number) and see what you can do to to simplify the area (like turning brushes to func_detail). You should also check to see if the brushes are overlapping at any point.
    I'm assuming from screenshots of you map, that your brushwork is not as tidy as it could be, meaning, it's off the grid which gives the compiler a hard time at working things out. It's important to func_Detail any complex brush work.

    Give that a try and see if it works.

    This link might help you explain func_Detail better.

    Edited:

    Interlopers error page Is also a helpful place to find out about errors in your map through your compile log. You can copy and paste the entire thing in, hit 'check log' and it will list any errors it finds and give you possible solutions.
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  19. Post #19
    Borris_Squad's Avatar
    January 2015
    815 Posts
    Wait, so, making brushes off a grid is bad? Well I've almost finished my massive map and they don't stay on the grid :/ what should I do, just make them func_detail?

  20. Post #20
    ( ͡° ͜ʖ ͡°)
    Giraffen93's Avatar
    December 2006
    20,944 Posts
    Wait, so, making brushes off a grid is bad? Well I've almost finished my massive map and they don't stay on the grid :/ what should I do, just make them func_detail?
    bad for compile times, optimization, and general tinyness in the grid views
    just having it set on at least 8 and putting everything on that should be enough

  21. Post #21
    ROBOT EVAN's Avatar
    January 2016
    254 Posts


    and now begins the 5 long hours of func_detailing everything

  22. Post #22
    Borris_Squad's Avatar
    January 2015
    815 Posts
    bad for compile times, optimization, and general tinyness in the grid views
    just having it set on at least 8 and putting everything on that should be enough
    I mean I could easily neaten it up, but is overlapping also bad?

  23. Post #23
    ( ͡° ͜ʖ ͡°)
    Giraffen93's Avatar
    December 2006
    20,944 Posts
    I mean I could easily neaten it up, but is overlapping also bad?
    i think it increases brush faces, and can mess up some visleafs, but don't quote me on it

  24. Post #24
    ROBOT EVAN's Avatar
    January 2016
    254 Posts
    i think it increases brush faces, and can mess up some visleafs, but don't quote me on it
    HOLY SHIT IT AFFECTS BRUSH FACES!? thats been the problem this whole time!

    can it affect cubemaps too?

  25. Post #25
    ( ͡° ͜ʖ ͡°)
    Giraffen93's Avatar
    December 2006
    20,944 Posts
    HOLY SHIT IT AFFECTS BRUSH FACES!? thats been the problem this whole time!

    can it affect cubemaps too?
    if that tiny map has problems with too many brush faces, something else is wrong

  26. Post #26
    Gold Member
    1 Duck's Avatar
    January 2007
    1,214 Posts
    Can you show us some zoomed in pictures of you brush work inside of hammer (showing the grid).

  27. Post #27
    ROBOT EVAN's Avatar
    January 2016
    254 Posts
    so i just fixed the problem. turns out the whole time, it was the railway line. no idea why but the map runs fine without it. weird...

    heres a log:

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.ex e"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2_fuckedition.vmf"

    Valve Software - vbsp.exe (Dec 9 2014)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\m aterials
    Loading C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2_fuckedition.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\g ameinfo.txt
    Patching WVT material: maps/gm_evanland_2_fuckedition/nature/blenddirtgrass006a_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)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4179.5 5120.0 -1694.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 16179:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 5303.5 -1719.5)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 16179:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 5303.5 -1693.5)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 16179:

    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 18 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2_fuckedition.prt...Building visibility clusters...
    done (0)
    material "skybox/militia_hdrrt" not found.
    Can't load skybox file skybox/militia_hdr to build the default cubemap!
    Can't load skybox file skybox/militia_hdr 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) (229014 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 899 texinfos to 634
    Reduced 96 texdatas to 90 (2544 bytes to 2223)
    Writing C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2_fuckedition.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.ex e"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2_fuckedition"

    Valve Software - vvis.exe (Dec 9 2014)
    8 threads
    reading c:\users\evan\desktop\dev stuff\source maps\gm_evanland_2_fuckedition.bsp
    reading c:\users\evan\desktop\dev stuff\source maps\gm_evanland_2_fuckedition.prt
    1718 portalclusters
    5337 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 (524)
    Optimized: 4031 visible clusters (0.44%)
    Total clusters visible: 910681
    Average clusters visible: 530
    Building PAS...
    Average clusters audible: 1473
    visdatasize:632438 compressed from 742176
    writing c:\users\evan\desktop\dev stuff\source maps\gm_evanland_2_fuckedition.bsp
    8 minutes, 44 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.ex e"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2_fuckedition"

    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\evan\desktop\dev stuff\source maps\gm_evanland_2_fuckedition.bsp
    Setting up ray-trace acceleration structure... Done (0.29 seconds)
    8344 faces
    3 degenerate faces
    8400626 square feet [1209690112.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8341 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    250195 patches after subdivision
    sun extent from map=0.087156
    209 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
    transfers 50359302, max 1605
    transfer lists: 384.2 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(626786, 553552, 477155)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(71615, 58643, 45024)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(9687, 7441, 5216)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(1647, 1219, 781)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(335, 244, 145)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(81, 60, 32)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(22, 17, 8)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(7, 5, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(2, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(1, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0832 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
    FinalLightFace Done
    80 of 140 (57% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 46/1024 2208/49152 ( 4.5%)
    brushes 494/8192 5928/98304 ( 6.0%)
    brushsides 4228/65536 33824/524288 ( 6.5%)
    planes 4816/65536 96320/1310720 ( 7.3%)
    vertexes 11390/65536 136680/786432 (17.4%)
    nodes 3651/65536 116832/2097152 ( 5.6%)
    texinfos 634/12288 45648/884736 ( 5.2%)
    texdata 90/2048 2880/65536 ( 4.4%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 8344/65536 467264/3670016 (12.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 2246/65536 125776/3670016 ( 3.4%)
    leaves 3698/65536 118336/2097152 ( 5.6%)
    leaffaces 9696/65536 19392/131072 (14.8%)
    leafbrushes 2080/65536 4160/131072 ( 3.2%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 47814/512000 191256/2048000 ( 9.3%)
    edges 25546/256000 102184/1024000 (10.0%)
    LDR worldlights 209/8192 18392/720896 ( 2.6%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 613/32768 6130/327680 ( 1.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 8673/65536 17346/131072 (13.2%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 17914276/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 632438/16777216 ( 3.8%)
    entdata [variable] 49897/393216 (12.7%)
    LDR ambient table 3698/65536 14792/262144 ( 5.6%)
    HDR ambient table 3698/65536 14792/262144 ( 5.6%)
    LDR leaf ambient 20033/65536 560924/1835008 (30.6%)
    HDR leaf ambient 3698/65536 103544/1835008 ( 5.6%)
    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] 1/6142 ( 0.0%)
    pakfile [variable] 2495/0 ( 0.0%)
    physics [variable] 229014/4194304 ( 5.5%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 21571
    Writing c:\users\evan\desktop\dev stuff\source maps\gm_evanland_2_fuckedition.bsp
    52 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Evan\Desktop\dev stuff\source maps\gm_evanland_2_fuckedition.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\m aps\gm_evanland_2_fuckedition.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" +map "gm_evanland_2_fuckedition" -steam
    now why the fuck does it have all those errors and work fine, yet before it had no errors and worked like dick?

  28. Post #28
    Gold Member
    1 Duck's Avatar
    January 2007
    1,214 Posts
    So the map compiles fully now?

    Hammer can compile with certain errors, others however, will stop it from compiling or your map from running.

  29. Post #29
    ROBOT EVAN's Avatar
    January 2016
    254 Posts
    So the map compiles fully now?

    Hammer can compile with certain errors, others however, will stop it from compiling or your map from running.
    i really dont get hammer a lot of the time dude. the brushes it didnt like were basic, 8x8 brushes

    Edited:

    holy shit its doing it again.

    fuck this shit dude im done. map cancelled.
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  30. Post #30
    Marcolade's Avatar
    November 2008
    1,629 Posts
    If you want, you could just hand over the VMF to one of us and let us see what's fucking up.

  31. Post #31
    ROBOT EVAN's Avatar
    January 2016
    254 Posts

  32. Post #32
    ( ͡° ͜ʖ ͡°)
    Giraffen93's Avatar
    December 2006
    20,944 Posts




    walls should not be 1 unit wide, and the skybox should not be just a huge box around the map, no wonder it's taking so long to compile, it has to make leaves for all the empty space around geometry



    no func_detail for these makes the leaves cut super many times



    this barrel thing is just a disaster, sorry to say, not only is it made from double the brushes needed, but it's not func_detailed either, messing up pretty much everything compile related
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  33. Post #33
    ROBOT EVAN's Avatar
    January 2016
    254 Posts




    walls should not be 1 unit wide, and the skybox should not be just a huge box around the map, no wonder it's taking so long to compile, it has to make leaves for all the empty space around geometry



    no func_detail for these makes the leaves cut super many times



    this barrel thing is just a disaster, sorry to say, not only is it made from double the brushes needed, but it's not func_detailed either, messing up pretty much everything compile related
    OH GOD NOT MY GIANT BLENDER!

  34. Post #34
    Marcolade's Avatar
    November 2008
    1,629 Posts
    Fixed shit up for you. Bam.

    The zero area child patches were fixed by func_detailing a platform you had placed by that func_rotator thing. And that massive cylinder barrel thing. The fucked up visportals I managed to fix by added a brush to the appropriate area touching the visleaves, with an applied Skip texture.

    I also did some basic touching up of some stuff by just adding some nodraw to areas that didn't seem like the player was gonna be able to normally view them, and somewhat reducing the size of that massive skybox you had.

    Edit: for all other things wrong, see Giraffen's post.
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  35. Post #35
    ROBOT EVAN's Avatar
    January 2016
    254 Posts
    thank you you magnificent bastard.
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