Hammer: Breaking maps left and right

Any aspects of level design for the Source engine.

Hammer: Breaking maps left and right

Postby indrora on Mon Jun 25, 2012 10:50 pm

So, I guess this teaches me to check my code into vcs more often...

Today, I came to edit one of my maps. I got the wonderful message "2932 entities in your map were invalid, I've discarded them"

Wat.

Every single point entity In my map -- lights, etc. Gone. No trace of them at all. My map will not compile anymore. Leaks, leaks everywhere. Every func_detail in my map is gone in-game once I find out that pointfiles require at least 1 entity.

Below is the compile log. I've run it through the error helper. "This can safely be ignored" is a lie.

The solution is to go find anything with no name thats a brush entity and call it a func_detail until further notice...

I've since checked it into Git and am now re-doing every light entity in the map.

Anyone else see something like this, where Hammer has categorically botched your entire map?

Code: Select all
** Executing...
** Command: "c:\program files\steam\steamapps\indrorafoxi\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\indrorafoxi\half-life 2 deathmatch\hl2mp" "c:\users\indrora\hl2\hl2dm\dm_sewers"

Valve Software - vbsp.exe (Sep 15 2011)
2 threads
materialPath: c:\program files\steam\steamapps\indrorafoxi\half-life 2 deathmatch\hl2mp\materials
Loading c:\users\indrora\hl2\hl2dm\dm_sewers.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps\indrorafoxi\half-life 2 deathmatch\hl2mp\gameinfo.txt
Patching WVT material: maps/dm_sewers/nature/blendmudmud001a_wvt_patch
Patching WVT material: maps/dm_sewers/nature/blendmuddirt001a_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 (0)
Processing areas...done (0)
Building Faces...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\users\indrora\hl2\hl2dm\dm_sewers.prt...Building visibility clusters...
done (0)
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
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) (375298 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 296 texinfos to 217
Reduced 46 texdatas to 37 (1299 bytes to 954)
Writing c:\users\indrora\hl2\hl2dm\dm_sewers.bsp
3 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\indrorafoxi\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -fast -game "c:\program files\steam\steamapps\indrorafoxi\half-life 2 deathmatch\hl2mp" "c:\users\indrora\hl2\hl2dm\dm_sewers"

Valve Software - vvis.exe (Sep 15 2011)
fastvis = true
2 threads
reading c:\users\indrora\hl2\hl2dm\dm_sewers.bsp
reading c:\users\indrora\hl2\hl2dm\dm_sewers.prt
 722 portalclusters
1851 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 26484 visible clusters (0.00%)
Total clusters visible: 298008
Average clusters visible: 412
Building PAS...
Average clusters audible: 665
visdatasize:124523  compressed from 138624
writing c:\users\indrora\hl2\hl2dm\dm_sewers.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\indrorafoxi\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "c:\program files\steam\steamapps\indrorafoxi\half-life 2 deathmatch\hl2mp" "c:\users\indrora\hl2\hl2dm\dm_sewers"

Valve Software - vrad.exe SSE (Sep 15 2011)

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

Loading c:\users\indrora\hl2\hl2dm\dm_sewers.bsp
Setting up ray-trace acceleration structure... Done (0.80 seconds)
3725 faces
436088 square feet [62796736.00 square inches]
11 Displacements
18734 Square Feet [2697718.75 Square Inches]
3725 patches before subdivision
17183 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 1732221, max 594
transfer lists:  13.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0128 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (9)
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 (10)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  34/1024         1632/49152    ( 3.3%)
brushes               1018/8192        12216/98304    (12.4%)
brushsides            7655/65536       61240/524288   (11.7%)
planes                3590/65536       71800/1310720  ( 5.5%)
vertexes              5956/65536       71472/786432   ( 9.1%)
nodes                 2826/65536       90432/2097152  ( 4.3%)
texinfos               217/12288       15624/884736   ( 1.8%)
texdata                 37/2048         1184/65536    ( 1.8%)
dispinfos               11/0            1936/0        ( 0.0%)
disp_verts            1515/0           30300/0        ( 0.0%)
disp_tris             2560/0            5120/0        ( 0.0%)
disp_lmsamples       13533/0           13533/0        ( 0.0%)
faces                 3725/65536      208600/3670016  ( 5.7%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             2402/65536      134512/3670016  ( 3.7%)
leaves                2861/65536       91552/2097152  ( 4.4%)
leaffaces             4152/65536        8304/131072   ( 6.3%)
leafbrushes           2894/65536        5788/131072   ( 4.4%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            26458/512000     105832/2048000  ( 5.2%)
edges                15157/256000      60628/1024000  ( 5.9%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            4/32768          48/393216   ( 0.0%)
waterstrips            162/32768        1620/327680   ( 0.5%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          2469/65536        4938/131072   ( 3.8%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      652500/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      124523/16777216 ( 0.7%)
entdata               [variable]        2414/393216   ( 0.6%)
LDR ambient table     2861/65536       11444/262144   ( 4.4%)
HDR ambient table     2861/65536       11444/262144   ( 4.4%)
LDR leaf ambient      1272/65536       35616/1835008  ( 1.9%)
HDR leaf ambient      2861/65536       80108/1835008  ( 4.4%)
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]      214569/0        ( 0.0%)
physics               [variable]      375298/4194304  ( 8.9%)
physics terrain       [variable]        4142/1048576  ( 0.4%)

Level flags = 0

Total triangle count: 9471
Writing c:\users\indrora\hl2\hl2dm\dm_sewers.bsp
30 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\users\indrora\hl2\hl2dm\dm_sewers.bsp" "c:\program files\steam\steamapps\indrorafoxi\half-life 2 deathmatch\hl2mp\maps\dm_sewers.bsp"
if(2==1) {return false;}
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Re: Hammer: Breaking maps left and right

Postby Jangalomph on Mon Jun 25, 2012 11:23 pm

If it makes you feel better, compiling a map insta crashes my hammer, on any map.
http://www.nomoreroominhell.com
I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
Has anyone really been far even as decided to use even go want to do look more like?
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Re: Hammer: Breaking maps left and right

Postby Epifire on Tue Jun 26, 2012 2:30 am

Hmm this sounds as if something is wrong with your mod setup/tools themselves rather then a issue in your work.

I know of no situation where you need to take out all your entities because you some how screwed it up. My Hammer might crash randomly and create errors when messing with the vertex tool to much, but this should not happen. My suggestion, reset/re-install your SDK. If it works, you can thank me, if it does not you wont be in any worse situation then what you are explaining.

I did however notice you are mapping for HL 2: DM, which can be bugy if not setup correctly. Might want to test this on another game just to see if you get the same issue.
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Re: Hammer: Breaking maps left and right

Postby ScarT on Tue Jun 26, 2012 4:47 pm

Rename the <youramp>.vmx file to .vmf. Its a copy of your map, and if you're lucky it'll still be intact.
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Re: Hammer: Breaking maps left and right

Postby indrora on Tue Jun 26, 2012 7:56 pm

ScarT wrote:Rename the <youramp>.vmx file to .vmf. Its a copy of your map, and if you're lucky it'll still be intact.


This isn't going to look good, is it?

Nope..

Code: Select all
+++ diff --git dm_sewers.vmx dm_sewers.vmt
--- 1 change, 1 line
@19,22 versioninfo
+ mapversion "104"
- mapversion "103"


Looks like Hammer :[]:ed up a save.

I will note that the only thing affected was *point* entities. All my brush entities were OK. I've had go go back and make all brush entities func_detail since the spawnflags and friends were all botched.
if(2==1) {return false;}
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Re: Hammer: Breaking maps left and right

Postby Duke Nukem on Thu Jun 28, 2012 12:22 pm

have you checked your autosaved files? maybe there is an intact version of your map.
Enjoy your Kartoffelsuppe!

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