Compiling Failure

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Re: Compiling Failure

Postby taurus on Sat Sep 28, 2013 5:19 pm

Dives wrote: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.


Ok! :)

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.

But I don't see a problem with it. Because they don't recommend you change func_detail back to world brushes. The only thing that is recommended is making the func_detail to func_brush. So if we read between the lines of what is said it means world brushes also create T-junctions.
I suppose if it helps this could be pointed out clearer on interlopers explanation page.
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Re: Compiling Failure

Postby taurus on Sat Sep 28, 2013 5:49 pm

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

I don't see how this could happen. :o

What I and Dives discuss is the necessity to clarify that the func_detail you convert to func_brush should happen only when func_detail is touching World Brushes. Did the func_detail brushes you converted to func_brush touch World Brushes?
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Re: Compiling Failure

Postby Dives on Sat Sep 28, 2013 6:48 pm

The message you get like this
(3464 prims, max 32768 :: 65565 indices, max 65536)

is nonsense and doesn't having anything to do with the waterindices count and seems to change randomly (as best I can tell). You can just ignore it.
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Re: Compiling Failure

Postby Zaughi on Sat Sep 28, 2013 7:11 pm

If that can be ignored, then why am I still getting the "The command failed. Windows reported the error:
"The system cannot find the file specified." error? Oh, updated compile log:



** 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\RP_Birkutgrad.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\RP_Birkutgrad.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\gameinfo.txt
Patching WVT material: maps/rp_birkutgrad/nature/red_grass_wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (-2432, -809, 240)
Multiple references for cubemap on texture maps/rp_birkutgrad/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 func_useableladder (-3162.00 -4894.00 3680.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 544 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
Too many t-junctions to fix up! (3168 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\RP_Birkutgrad"

Valve Software - vvis.exe (Oct 31 2012)
4 threads
reading c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_c17\vmfs\RP_Birkutgrad.bsp
Error opening c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_c17\vmfs\RP_Birkutgrad.bsp

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

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\RP_Birkutgrad.bsp
Error opening c:\users\garrett\desktop\files\gaming\game development\source engine\projects\rp_c17\vmfs\RP_Birkutgrad.bsp

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

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

Postby Dives on Sat Sep 28, 2013 7:28 pm

You're still leaking.

I'll take a look at your .vmf if you want.
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Re: Compiling Failure

Postby ErikKiller on Sat Sep 28, 2013 7:28 pm

Dude, just look at it
**** leaked ****
Entity func_useableladder (-3162.00 -4894.00 3680.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 544 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
Too many t-junctions to fix up! (3168 prims, max 32768 :: 65547 indices, max 65536)
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Re: Compiling Failure

Postby Zaughi on Sat Sep 28, 2013 8:09 pm

I'm still unsure of what action to take when the map is leaking. Deleting the object won't help in this case, the map is fully sealed, and creating nodraw brushes over the leaked area is impractical. You can download the map files here:

http://www.mediafire.com/folder/swv59g0 ... vtk/shared
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Re: Compiling Failure

Postby Dives on Sat Sep 28, 2013 8:53 pm

Here you go. The func_usablelader had a screwed up origin. Leak fixed. It still getting the t-junctions error though. The issue is with your idea. Source has limits. You can't stick two maps together and expect it to work. Also it looks like you rotated the entire prefab about 20 degrees. Thats very bad because all the brush vertices go off grid, and when reloaded by Hammer, suffer from rounding errors.

https://docs.google.com/file/d/0BwBnYO3 ... sp=sharing
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Re: Compiling Failure

Postby Zaughi on Sat Sep 28, 2013 9:09 pm

I see. I'm guessing I'll need to fix the T-junctions error before the map will compile correctly. Thanks, guys, for taking the time to help me with this!
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Re: Compiling Failure

Postby taurus on Sat Sep 28, 2013 11:29 pm

I just need to add that the house with the sign "FOTO" by the plaza has extremely badly positioned geometry. Brushes from that house cut across the entire red building next to it.

You need to fix that too before considering releasing the map. It's possible to manipulate the vertex points into the right position (with vertex tool).
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Re: Compiling Failure

Postby taurus on Sun Sep 29, 2013 12:02 am

Hmm... I'm sorry to say it but it does not look like the T-junktions error in this case can be solved at all with any func_brushes. I have hidden about 100 brushes in your map, cleaned up a ton of invisible sides with textures and also fixed the bad geometry I mentioned.

The T-junction error pops up still and is seemingly random.

Only idea I have is to use Cordon Tool and circle in the bad geometry that might be causing the error.

Edit:

I agree with Dives. It could work splitting it in two if it's simply the matter of to many brushes... But then I would have expected the MAX_MAP_BRUSHES error or similar.

When I hid half of the map VIS compiled and the error was gone.

But again i must stress that the map might not be stable considering the lack of clean brushwork. To many intersecting brushes.
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Re: Compiling Failure

Postby taurus on Sun Sep 29, 2013 2:41 am

A last thing.

On a positive note the tip that Diver gave you on "-notjunc" command to use works.

I compiled the entire map with that and it looks ok actually. Just missing skybox textures for some reason.

http://img.photobucket.com/albums/v235/ ... 5162aa.jpg
http://img.photobucket.com/albums/v235/ ... 7a6838.jpg
Last edited by taurus on Sun Sep 29, 2013 4:06 am, edited 1 time in total.
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Re: Compiling Failure

Postby taurus on Sun Sep 29, 2013 3:08 am

Hmm. I must inform you that you have 3 light_environment (suns).
2 are superposed over each other INSIDE a roof of the "souvenirs" building.

Use "entity report" tool to find them and delete the one you don't need.

I believe you might have gotten them when you copied parts of maps.
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Re: Compiling Failure

Postby Zaughi on Sun Sep 29, 2013 3:29 pm

Huh. Skybox seems to be working fine for me, was able to successfully compile it this time. I'm fixing up the bad geometry and the light_environments as I type this. I do, however, have one more problem to sort out. There are random black rectangles in the apartments, I don't know what's causing them. They don't show up in Hammer.
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Re: Compiling Failure

Postby taurus on Sun Sep 29, 2013 4:06 pm

Hmm, I noticed that the _hdr ending was missing at the end of sky_day01_01 in your map properties. So this solved the issues for me.
No more purple checkers in the sky.

The black spots seem like a texture error och lighting compile error.
If it's a simple texture error try "mat_reloadallmaterials"
If it's a lighting compile error make sure you got default compile settings so the lighting bounces as it should.
The black spots also happened to me long time on the 2006 engine I think when I changed normalmaps in a level without recompiling the map, but I doubt this is you issue.

If you can post a screeny of the issues do it.
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