Compiling Failure

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Compiling Failure

Postby Zaughi on Sun Sep 22, 2013 1:05 am

Well, it's that time again. I was compiling one of my new maps for a test, which is my attempt to merge City 17 into one map. I had just placed my apartment prefab into the trainstation plaza map and it looked pretty good. Everything looked fine in the camera view. I started compiling my map. Upon entering the game, several models were missing (not errors, they just weren't there at all), my changes to the map was gone, and the prefab wasn't even in there.

Compile log:

Code: Select all
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zaugi847\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_C17\VMFs\Trainstation02.vmf"

Valve Software - vbsp.exe (Oct 31 2012)
4 threads
materialPath: c:\program files (x86)\steam\SteamApps\common\GarrysMod\garrysmod\materials
Loading C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_C17\VMFs\Trainstation02.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials/dev/dev_windowportal.vtf": cached version doesn't exist
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/trainstation02/nature/red_grass_wvt_patch
fixing up env_cubemap materials on brush sides...
Multiple references for cubemap on texture maps/trainstation02/stone/stonefloor006b_-1696_-1350_69!!!
env_cubemap pointing at deleted brushside near (-3425, -7610, 322)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
**** leaked ****
Entity keyframe_rope (-2145.16 -10358.20 451.54) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 1024.0 648.2)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 512.0 648.2)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 0.0 700.2)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 0.0 -56.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 1024.0 648.2)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2016.0 0.0 54.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1902.0 0.0 52.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1944.5 0.0 52.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 934 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
Too many t-junctions to fix up! (3136 prims, max 32768 :: 65547 indices, max 65536)


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zaugi847\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_C17\VMFs\Trainstation02"

Valve Software - vvis.exe (Oct 31 2012)
4 threads
reading c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_c17\vmfs\Trainstation02.bsp
reading c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_c17\vmfs\Trainstation02.prt
LoadPortals: couldn't read c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_c17\vmfs\Trainstation02.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zaugi847\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\SteamApps\common\GarrysMod\garrysmod" "C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_C17\VMFs\Trainstation02"

Valve Software - vrad.exe SSE (Oct 31 2012)

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

Loading c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_c17\vmfs\Trainstation02.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (4.18 seconds)
6611 faces
2 degenerate faces
632906 square feet [91138544.00 square inches]
3 Displacements
5866 Square Feet [844800.00 Square Inches]
84 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (96)
Build Patch/Sample Hash Table(s).....Done<0.0523 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
41 of 57 (71% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (39)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  48/1024         2304/49152    ( 4.7%)
brushes               1964/8192        23568/98304    (24.0%)
brushsides           18902/65536      151216/524288   (28.8%)
planes               20200/65536      404000/1310720  (30.8%)
vertexes             17934/65536      215208/786432   (27.4%)
nodes                 4258/65536      136256/2097152  ( 6.5%)
texinfos              2724/12288      196128/884736   (22.2%)
texdata                641/2048        20512/65536    (31.3%)
dispinfos                3/0             528/0        ( 0.0%)
disp_verts             243/0            4860/0        ( 0.0%)
disp_tris              384/0             768/0        ( 0.0%)
disp_lmsamples       14856/0           14856/0        ( 0.0%)
faces                 6611/65536      370216/3670016  (10.1%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             4628/65536      259168/3670016  ( 7.1%)
leaves                4307/65536      137824/2097152  ( 6.6%)
leaffaces             8753/65536       17506/131072   (13.4%)
leafbrushes           3744/65536        7488/131072   ( 5.7%)
areas                    3/256            24/2048     ( 1.2%)
surfedges            50093/512000     200372/2048000  ( 9.8%)
edges                30609/256000     122436/1024000  (12.0%)
LDR worldlights         82/8192         7216/720896   ( 1.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           2497/32768       24970/327680   ( 7.6%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         55371/65536      110742/131072   (84.5%) VERY FULL!
cubemapsamples         169/1024         2704/16384    (16.5%)
overlays                26/512          9152/180224   ( 5.1%)
LDR lightdata         [variable]     4586752/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]           0/16777216 ( 0.0%)
entdata               [variable]       87826/393216   (22.3%)
LDR ambient table     4307/65536       17228/262144   ( 6.6%)
HDR ambient table     4307/65536       17228/262144   ( 6.6%)
LDR leaf ambient     20741/65536      580748/1835008  (31.6%)
HDR leaf ambient      4307/65536      120596/1835008  ( 6.6%)
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]           1/26326    ( 0.0%)
pakfile               [variable]    18243900/0        ( 0.0%)
physics               [variable]      735349/4194304  (17.5%)
physics terrain       [variable]         203/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 18304
Writing c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_c17\vmfs\Trainstation02.bsp
2 minutes, 28 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Garrett\Desktop\Files\Gaming\Game Development\Source Engine\Projects\rp_C17\VMFs\Trainstation02.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\Trainstation02.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 4000 -game "c:\program files (x86)\steam\SteamApps\common\GarrysMod\garrysmod"  +map "Trainstation02"


I'll be honest, I don't know what most of this means. Can anyone discern the problem?
Last edited by Gary on Sun Sep 22, 2013 5:10 am, edited 1 time in total.
Reason: Please use [code] tags to post compile logs
Zaughi
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Re: Compiling Failure

Postby cz_squishy on Sun Sep 22, 2013 1:44 am

Your area portals aren't sealed
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Re: Compiling Failure

Postby Dives on Sun Sep 22, 2013 3:16 am

That doesn't indicate an area portal leak, just a standard one.

Code: Select all
**** leaked ****
Entity keyframe_rope (-2145.16 -10358.20 451.54) leaked!


Use toolbar Map > Load Pointfile. It'll create a red line from that keyframe_rope into the void. Seal it. Enter those coordinate into Go To Coordinates to find that entity.
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Re: Compiling Failure

Postby Zaughi on Sun Sep 22, 2013 2:08 pm

Thanks.
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Re: Compiling Failure

Postby Zaughi on Sun Sep 22, 2013 2:51 pm

Alrighty, now it's doing the same thing again. None of my map changes are there and there's a new leak.
This time, it's a random static prop. How do I seal the leak for this one? Just delete it?





EDIT: The map has a seemingly endless supply of leaks to throw at me. Some are just random red lines in the void that don't connect to anything.
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Re: Compiling Failure

Postby ErikKiller on Sun Sep 22, 2013 4:54 pm

Think of your map like an aeroplane. What you are describing is throwing out the seats because there's a huge sucking hole in the wall. Fix the hole. Your map needs to be SEALED. None of the entities can see the void (the black stuff).
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Re: Compiling Failure

Postby MrViO on Sun Sep 22, 2013 7:21 pm

Alternatively, although messy, you could simply add a skybox around the leaked area, as to seal it off. I do however recommend just loading the point file, as that is a lot cleaner (might be a bit time consuming tough) .
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Re: Compiling Failure

Postby LordDz on Sun Sep 22, 2013 7:31 pm

MrViO wrote:Alternatively, although messy, you could simply add a skybox around the leaked area, as to seal it off. I do however recommend just loading the point file, as that is a lot cleaner (might be a bit time consuming tough) .

No, bad tip! It will kill performance.
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Re: Compiling Failure

Postby ErikKiller on Mon Sep 23, 2013 7:45 am

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Re: Compiling Failure

Postby Sathor on Mon Sep 23, 2013 10:22 am

You should really "fly around" in your map in Hammer with all func_detail, props etc turned off. Load the point and try to find the gaps in your world architecture. I hope you didn't do it entirly messy, because if you worked off-grid or something stupid like that, most likely you won't be able to fix it in due time.

Perhaps you can share the VMF with us, so we can take a look.
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Re: Compiling Failure

Postby Zaughi on Mon Sep 23, 2013 7:27 pm

I have no idea why these leaks are even happening in the first place. The map ran fine until I added the prefab to it. There's no end to the leaks, which are red lines in completely random locations (stemming from models, somewhere off in the void, floating in the middle of the map, e.t.c...). I'm not sure if I'm sealing them correctly, but whenever I try, I'm presented with a new leak somewhere else.

It would be a lot easier if I could actually access the compiled map, but all but my earliest changes to the map fail to load. Random models are also missing from the map that were in the original VMF, such as a Combine bridge or a dumpster. There are no locations where the player can see or drop into the void, I've sealed off all of the map.


Either I'm sealing the leaks wrong (putting nodraw brushes over them or deleting the props they stem from), or something else is wrong with the map. Any other ideas?
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Re: Compiling Failure

Postby Dives on Mon Sep 23, 2013 7:45 pm

It doesn't sound like you have a solid grasp of what a leak is. Entities in your map must not be able to draw a line into the void. The map needs to be air-tight with world brushes (not func_details, not displacements, not brush entities). Deleting the leaked entity is pointless because until you seal the map, the compiler will just select another entity it can draw a line from through the gap in your world brushes. When you seal one leak and it shows you another, that's because you have multiple leaks. Just keep fixing them until the compiler stops saying there is a leak. It time consuming but thats how Source works.

Also entities like func_brush have an origin (in the center but can end up far away from the brushes if you use the clipping tool) that must be within the sealed area.
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Re: Compiling Failure

Postby MayheM on Mon Sep 23, 2013 8:55 pm

Yeah I would say the prefab may have its origin outside the sealed map.
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Re: Compiling Failure

Postby Zaughi on Mon Sep 23, 2013 10:58 pm

The map is completely sealed. There are no holes/entrances to the void, and the map is sealed off with a skybox.

Also, I'm unsure how to correctly seal leaks. Do I create a nodraw-textured func_detail over the red line? I can't tell where EXACTLY the leak is, the red line ends at the origin of a random object, then goes directly upward through the skybox and into the void.


(Oh, new problem. "The command failed. Windows reported the error: "The system cannot find the file specified.". The map fails to compile at all and is inaccessible.)
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Re: Compiling Failure

Postby tripmind on Mon Sep 23, 2013 11:19 pm

if you have a skybox and made sure that no rooms are intersecting with it, then you should be completely protected against leaks.
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