Compiling Failure

Any aspects of level design for the Source engine.

Re: Compiling Failure

Postby Zaughi on Tue Sep 24, 2013 12:38 am

I did do that. My skybox is basically a box around the whole map for now. (I'll optimize it later, it's just for testing)
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Re: Compiling Failure

Postby taurus on Sat Sep 28, 2013 1:25 am

You didn't by any chance make the skybox a func_detail by accident?

If I turn my skybox into a func_detail the pointfile will pick first best item it finds basically.
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Re: Compiling Failure

Postby Zaughi on Sat Sep 28, 2013 1:45 am

Whoops.... that's exactly what I did. Haha... What kind of func_------- am I supposed to turn it into, again?
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Re: Compiling Failure

Postby taurus on Sat Sep 28, 2013 2:01 am

Alright. Making progress :)

Select the brushes and press the button "toWorld" next to the one named "toEntity".

Also after doing this make sure you check the properties for the brushes by double clicking on them. Sometimes you need to press the "toWorld" several times as Hammer does not always register the request properly.

In the properties for the brush you should see a treestructure and a checkbox on "World Geometry" and "Sky" if your brush is a Worlbrush with a sky texture.

Let me know how it went :)
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Re: Compiling Failure

Postby Zaughi on Sat Sep 28, 2013 2:06 am

I gave it a shot, but was unable to compile it due to the:

The command failed. Windows reported the error:
"The system cannot find the file specified."

error.
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Re: Compiling Failure

Postby taurus on Sat Sep 28, 2013 2:18 am

Does it compile but fails at the end? Did you get an compile log?

You might have other brush errors reported now. Usually you get a brush number of a bad brush which you can find with the Hammer tool - shortcut "CTRL+SHIFT+G".

or go through the menu "View --> Go to Brush Number.."

As you imported a prefab there might be an issue with that. Seem to be the thing that started the whole mess, right?
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Re: Compiling Failure

Postby Zaughi on Sat Sep 28, 2013 2:34 am

I see. And yes, it compiles, but at the end, it fails and produces the error. Would you like the compile log?
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Re: Compiling Failure

Postby taurus on Sat Sep 28, 2013 2:43 am

It's always best to give the compile log when you have problems. Some issues can be similar to others and hard to define.

But also you know what I can do. I can recommend the worlds best error checker that helped and still helps me a ton. :) Are you using interlopers own tool for finding errors?

http://www.interlopers.net/errors/
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Re: Compiling Failure

Postby taurus on Sat Sep 28, 2013 2:53 am

Actually let me give you an example. In your first log there was also an "too many T-junctions" error. This means you got to many func_detail brushes in your map.
Does that sound weird?! Because usually everyone screams at you to make everything func_detail! Well... not everything but as much as possible to minimize the VIS calculations and optimize the level.

However... you can reach a limit.. eventually. I have experienced it myself. Then you need to start getting creative. Reduce the amount of func_detail or turn some of your func_detail into func_brushes.

This information is also shared here in the error checker interlopers provides.

edit* Corrected an error.
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Re: Compiling Failure

Postby Dives on Sat Sep 28, 2013 4:47 am

Because I'm an asshole who loves to correct people, t-junction fixups are applied to world brushes as well as func_details.

You can get around it by compiling with the -notjunc perimeter in the vbsp line in expert compile (NOT RECOMMENDED), but it'll cause your map will have shimmering effects where brush faces meet.
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Re: Compiling Failure

Postby taurus on Sat Sep 28, 2013 4:51 am

Dives wrote:Because I'm an asshole who loves to correct people, t-junction fixups are applied to world brushes as well as func_details.

You can get around it by compiling with the -notjunc perimeter in the vbsp line in expert compile (NOT RECOMMENDED), but it'll cause your map will have shimmering effects where brush faces meet.

Correct who?

I said func_brushes, not world brushes if you refer to me. With func_brushes you will get less T-junctions. It's stated in the official information of interlopers error checker too.
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Re: Compiling Failure

Postby Dives on Sat Sep 28, 2013 7:45 am

Yeah, I actually wrote that bit about func_brushes in the error checker. I'm just saying that world brushes compound onto the "too many T-junctions" error, because you said it was only caused by func_detail.

They're tied to the Waterindices count you see when vrad finishes, so that's the best way to indicate how many you have.
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Re: Compiling Failure

Postby taurus on Sat Sep 28, 2013 8:11 am

Dives wrote:Yeah, I actually wrote that bit about func_brushes in the error checker. I'm just saying that world brushes compound onto the "too many T-junctions" error, because you said it was only caused by func_detail.

They're tied to the Waterindices count you see when vrad finishes, so that's the best way to indicate how many you have.

I did not notice that. Well thanks for the contribution. What part did you write? :)

But if we look at what Valve writes:
"VBSP does cleanup of edges where func_detail geometry meets world geometry to avoid getting visual cracks. One of the ways it does is this by elminating t-junctions. It sounds like you may have hit a limit of the number of those cleanups in the level. "

It means that func_detail causes an issue. At least as long as it touches a world brush. I don't think I'm factually wrong, I simply did not mention this detail. Actually very often func_detail does touch world surfaces in the form of walls (that don't need to be included in VIS calculation), pillars, wall detail, fences, tables. I think it's a valid point I make.

But basically it states :
It is worth noting that func_brush geometry does not perform the same fix ups on compile. Turning some of your func_detail geometry into func_brush geometry may solve this error.


Which is also what I say.

Well this has been an in depth explanation tour then and I hope Zaughi benefited from it ;)
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Re: Compiling Failure

Postby Dives on Sat Sep 28, 2013 4:35 pm

I wrote
It is worth noting that func_brush geometry does not perform the same fix ups on compile. Turning some of your func_detail geometry into func_brush geometry may solve this error.


I thought that Valve's description was accurate as well until I put it into practice. World brushes increase the waterindices count and it can be easily tested to see so. Also you can see that t-junction fixups are applied to world brushes because they suffer from the shimmer effect when compiled with -notjunc.
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Re: Compiling Failure

Postby Zaughi on Sat Sep 28, 2013 5:11 pm

I tried changing some to func_brushes, but after checking the compile log, there were even more T-junctions than before.
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