[FIXED] Compile process suddenly ignores bsp changes.

Any aspects of level design for the Source engine.

[FIXED] Compile process suddenly ignores bsp changes.

Postby v0rt3x on Tue Nov 05, 2013 11:14 pm

Hi Guys,

quick question - I was working on my level with 3 separate rooms that were not attached to each other.

I then created 2 additional rooms (differently sized) and used the carve feature to connect them.

I haven't had any compile error since I started this level and I believe I still don't.

Suddenly however (and yes I have bsp ticked in the compiler) - the compile process ignores the changes I've made to my brush work.

In other words - in Hammer I connected 2 rooms together, but when I compile and run the map - it only shows one room and it isn't connected to the other.

I then tried to save the file with a different name but that didn't fix the problem after compile either.

Any ideas what might be causing this?

This is for HL2:Ep2 - Singleplayer.

Compile Log:

Code: Select all
** Executing...
** Command: "G:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe"
** Parameters: -game "G:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Singleplayer\ep2" "C:\Users\Administrator\Desktop\HL2 Mod\intro2.vmf"

Valve Software - vbsp.exe (Aug 30 2013)
8 threads
materialPath: G:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Singleplayer\ep2\materials
Loading C:\Users\Administrator\Desktop\HL2 Mod\intro2.vmf
Could not locate 'GameData' key in g:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt
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)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Administrator\Desktop\HL2 Mod\intro2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day03_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_day03_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) (10440 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 18 texinfos to 11
Reduced 5 texdatas to 5 (106 bytes to 106)
Writing C:\Users\Administrator\Desktop\HL2 Mod\intro2.bsp
0 seconds elapsed

** Executing...
** Command: "G:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe"
** Parameters: -game "G:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Singleplayer\ep2" "C:\Users\Administrator\Desktop\HL2 Mod\intro2"

Valve Software - vvis.exe (Sep  2 2013)
8 threads
reading c:\users\administrator\desktop\hl2 mod\intro2.bsp
reading c:\users\administrator\desktop\hl2 mod\intro2.prt
  37 portalclusters
  66 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 817
Average clusters visible: 22
Building PAS...
Average clusters audible: 22
visdatasize:684  compressed from 592
writing c:\users\administrator\desktop\hl2 mod\intro2.bsp
0 seconds elapsed

** Executing...
** Command: "G:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe"
** Parameters: -both -game "G:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Singleplayer\ep2" "C:\Users\Administrator\Desktop\HL2 Mod\intro2"

Valve Software - vrad.exe SSE (Aug 29 2013)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\administrator\desktop\hl2 mod\intro2.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
130 faces
426432 square feet [61406208.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
130 patches before subdivision
2530 patches after subdivision
sun extent from map=0.000000
5 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 205344, max 209
transfer lists:   1.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(12085, 5015, 2299)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #2 added RGB(3736, 720, 150)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #3 added RGB(1224, 105, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(405, 15, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #5 added RGB(137, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #6 added RGB(47, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #7 added RGB(16, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #8 added RGB(6, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #9 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   2/1024           96/49152    ( 0.2%)
brushes                 31/8192          372/98304    ( 0.4%)
brushsides             186/65536        1488/524288   ( 0.3%)
planes                 138/65536        2760/1310720  ( 0.2%)
vertexes               222/65536        2664/786432   ( 0.3%)
nodes                  150/65536        4800/2097152  ( 0.2%)
texinfos                11/12288         792/884736   ( 0.1%)
texdata                  5/2048          160/65536    ( 0.2%)
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                  130/65536        7280/3670016  ( 0.2%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces               33/65536        1848/3670016  ( 0.1%)
leaves                 153/65536        4896/2097152  ( 0.2%)
leaffaces              131/65536         262/131072   ( 0.2%)
leafbrushes            122/65536         244/131072   ( 0.2%)
areas                    5/256            40/2048     ( 2.0%)
surfedges              680/512000       2720/2048000  ( 0.1%)
edges                  397/256000       1588/1024000  ( 0.2%)
LDR worldlights          5/8192          440/720896   ( 0.1%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              3/32768          30/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices            39/65536          78/131072   ( 0.1%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]       53320/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]         684/16777216 ( 0.0%)
entdata               [variable]        4538/393216   ( 1.2%)
LDR ambient table      153/65536         612/262144   ( 0.2%)
HDR ambient table      153/65536         612/262144   ( 0.2%)
LDR leaf ambient       207/65536        5796/1835008  ( 0.3%)
HDR leaf ambient       153/65536        4284/1835008  ( 0.2%)
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]       86734/0        ( 0.0%)
physics               [variable]       10440/4194304  ( 0.2%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 288
Writing c:\users\administrator\desktop\hl2 mod\intro2.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (Aug 29 2013)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\administrator\desktop\hl2 mod\intro2.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
130 faces
426432 square feet [61406208.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
130 patches before subdivision
2530 patches after subdivision
sun extent from map=0.000000
5 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 205344, max 209
transfer lists:   1.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(12085, 5015, 2299)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #2 added RGB(3736, 720, 150)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #3 added RGB(1224, 105, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(405, 15, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #5 added RGB(137, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #6 added RGB(47, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #7 added RGB(16, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #8 added RGB(6, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #9 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0009 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   2/1024           96/49152    ( 0.2%)
brushes                 31/8192          372/98304    ( 0.4%)
brushsides             186/65536        1488/524288   ( 0.3%)
planes                 138/65536        2760/1310720  ( 0.2%)
vertexes               222/65536        2664/786432   ( 0.3%)
nodes                  150/65536        4800/2097152  ( 0.2%)
texinfos                11/12288         792/884736   ( 0.1%)
texdata                  5/2048          160/65536    ( 0.2%)
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                  130/65536        7280/3670016  ( 0.2%)
hdr faces              130/65536        7280/3670016  ( 0.2%)
origfaces               33/65536        1848/3670016  ( 0.1%)
leaves                 153/65536        4896/2097152  ( 0.2%)
leaffaces              131/65536         262/131072   ( 0.2%)
leafbrushes            122/65536         244/131072   ( 0.2%)
areas                    5/256            40/2048     ( 2.0%)
surfedges              680/512000       2720/2048000  ( 0.1%)
edges                  397/256000       1588/1024000  ( 0.2%)
LDR worldlights          5/8192          440/720896   ( 0.1%)
HDR worldlights          5/8192          440/720896   ( 0.1%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              3/32768          30/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices            39/65536          78/131072   ( 0.1%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]       53320/0        ( 0.0%)
HDR lightdata         [variable]       53320/0        ( 0.0%)
visdata               [variable]         684/16777216 ( 0.0%)
entdata               [variable]        4538/393216   ( 1.2%)
LDR ambient table      153/65536         612/262144   ( 0.2%)
HDR ambient table      153/65536         612/262144   ( 0.2%)
LDR leaf ambient       207/65536        5796/1835008  ( 0.3%)
HDR leaf ambient       207/65536        5796/1835008  ( 0.3%)
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]       86734/0        ( 0.0%)
physics               [variable]       10440/4194304  ( 0.2%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 288
Writing c:\users\administrator\desktop\hl2 mod\intro2.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Administrator\Desktop\HL2 Mod\intro2.bsp" "G:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Singleplayer\ep2\maps\intro2.bsp"


** Executing...
** Command: "G:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Singleplayer\hl2.exe"
** Parameters: -game "G:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Singleplayer\ep2" -dev -console +map "intro2" -steam

Last edited by v0rt3x on Wed Nov 06, 2013 12:20 am, edited 1 time in total.
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v0rt3x
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Re: Compile process suddenly ignores bsp changes.

Postby marnamai on Wed Nov 06, 2013 12:01 am

I took a quick look at the compile log you've provided, but couldn't see any obvious errors listed (leaks, spaces in mapname, func_detailed displacement, ect ...)

What you should check
1) is the compiled bsp placed in the right directory?
2) did you rename the map recently and are you launching the wrong version ingame?
3) delete the bsp from your mod's maps folder and recompile
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Re: Compile process suddenly ignores bsp changes.

Postby v0rt3x on Wed Nov 06, 2013 12:13 am

marnamai wrote:I took a quick look at the compile log you've provided, but couldn't see any obvious errors listed (leaks, spaces in mapname, func_detailed displacement, ect ...)

What you should check
1) is the compiled bsp placed in the right directory?
2) did you rename the map recently and are you launching the wrong version ingame?
3) delete the bsp from your mod's maps folder and recompile


Thanks for that - I checked what you suggested:

- Yes its in the right directory.
- No I'm not launching the wrong version.
- Thanks for this tip, I tried it, but unfortunately the same issue.

Interestingly though - I added a red light in Hammer and that shows up in the game after a compile.

I suspect that something went wrong when I connected the two rooms.

I once read somewhere that using the carving tool is not really a good idea.

What I did in order to connect the rooms was:

1) Create the two room brushes (hollowed)
2) Place them exactly next to each other with no gap in between
3) Create a third rectangular brush that intersects both rooms
4) Carve the rectangle to make a connection between the two rooms
5) Delete the rectangle I used for carving

In the editor - everything looked fine after that.
In the game I can see no change.
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Re: Compile process suddenly ignores bsp changes.

Postby v0rt3x on Wed Nov 06, 2013 12:19 am

Fixed!

It's weird but at the place where the carving happened - I had some weird brushes that were paper thin and weren't really block shaped - which never used to happen.

It might be that Valve made some changes to carving.

Anyway, I deleted those brushes and now it works as expected.
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Re: Compile process suddenly ignores bsp changes.

Postby marnamai on Wed Nov 06, 2013 12:21 am

Carving is a bad practice, you should use the clip/vertex tools instead.

Altho I doubt it would create issues in this case, carving more complicated geometry will cause microbrushes which will result in a failed compile.

Edit: good that it's fixed, but weren't microbrushes listed in the compile logs earlier?
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Re: Compile process suddenly ignores bsp changes.

Postby v0rt3x on Wed Nov 06, 2013 12:28 am

marnamai wrote:Carving is a bad practice, you should use the clip/vertex tools instead.

Altho I doubt it would create issues in this case, carving more complicated geometry will cause microbrushes which will result in a failed compile.

Edit: good that it's fixed, but weren't microbrushes listed in the compile logs earlier?


I'm not entirely sure, but yea - I'll avoid carving ;)
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