Compile error

Any aspects of level design for the Source engine.

Compile error

Postby lexx on Sun Nov 14, 2004 6:12 pm

I've been mapping for HL1 for about 5 years now so please dont assume i'm stupid straight away.....

Problem is a compile error for which I can find no reference anywhere, its not like Slackkillers has caught up with HL2 errors yet :(

Any help would be much appreciated.

materialPath: F:\Steam\SteamApps\blah\sourcesdk\cstrike_sample_content\materials
Loading F:\Steam\SteamApps\blah\sourcesdk\cstrike_sample_content\maps\tc_basrah_source4.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides... Bad detail brush side



1 threads
reading f:\steam\steamapps\blah\sourcesdk\cstrike_sample_content\maps\tc_basrah_source4.bsp
reading f:\steam\steamapps\blah\sourcesdk\cstrike_sample_content\maps\tc_basrah_source4.prt
LoadPortals: couldn't read f:\steam\steamapps\blah\sourcesdk\cstrike_sample_content\maps\tc_basrah_source4.prt



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading f:\steam\steamapps\blah\sourcesdk\cstrike_sample_content\maps\tc_basrah_source4.bsp
No vis information, direct lighting only.
16577 faces
2 degenerate faces
749598 square feet [107942200.00 square inches]
0 displacements
0 square feet [0.00 square inches]
2 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Build Patch/Sample Hash Table(s)..... Done<0.1225 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 3675/8192 44100/98304 (44.9%)
brushsides 24845/65536 198760/524288 (37.9%)
planes 7964/65536 159280/1310720 (12.2%)
vertexes 26176/65536 314112/786432 (39.9%)
nodes 12860/65536 411520/2097152 (19.6%)
texinfos 7149/12288 514728/884736 (58.2%)
texdata 118/2048 3776/65536 ( 5.8%)
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 16577/65536 928312/3670016 (25.3%)
origfaces 10822/65536 606032/3670016 (16.5%)
leaves 12875/65536 721000/3670016 (19.6%)
leaffaces 21014/65536 42028/131072 (32.1%)
leafbrushes 5667/65536 11334/131072 ( 8.6%)
surfedges 120963/512000 483852/2048000 (23.6%)
edges 72062/256000 288248/1024000 (28.1%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 1519/32768 15190/327680 ( 4.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 26427/65536 52854/131072 (40.3%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 3024704/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 3325/393216 ( 0.8%)
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] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 1296543/4194304 (30.9%)
==== Total Win32 BSP file data space used: 9130470 bytes ====

Linux Specific Data:
physicssurface [variable] 1296543/6291456 (20.6%)
==== Total Linux BSP file data space used: 9130470 bytes ====

Total triangle count: 44734
Writing f:\steam\steamapps\blah\sourcesdk\cstrike_sample_content\maps\tc_basrah_source4.bsp
3 minutes, 33 seconds elapsed
lexx
Dumpling
Dumpling
 
Joined: Sun Nov 14, 2004 6:07 pm

Postby BaRRaKID on Sun Nov 14, 2004 6:48 pm

did you checked for problems in hammer? for wath i see is a invalid face..
BaRRaKID
Veteran
Veteran
 
Joined: Sun Oct 10, 2004 1:46 pm
Location: PORTUGAL!!!

Postby lexx on Sun Nov 14, 2004 7:11 pm

yes i checked for problems in hammer...

so far I've eliminated a handful of texture axis perpindicular to face errors (which didnt matter too much being clip brushes)

I've got left a load of unused key values (which in HL1 didnt actually hurt anything)

so that leaves me with World Geometry errors as you said, though I can't find any reference to coordinates.

if you wish to take a look at the vmf then i can send it to you, or upload it if needs be
lexx
Dumpling
Dumpling
 
Joined: Sun Nov 14, 2004 6:07 pm

Postby Blink on Sun Nov 14, 2004 7:23 pm

I feel powerless with no SDK at the moment
User avatar
Blink
Cool 'n that
Cool 'n that
 
Joined: Fri Oct 08, 2004 4:16 pm
Location: UK

Postby Signy on Sun Nov 14, 2004 11:26 pm

From the looks of things it may be a vertex error making an none exsitant face.

Have you used displcment patches in your map?
Or used vertex the vertex manipulation anywhere?
User avatar
Signy
Pheropod
Pheropod
 
Joined: Fri Nov 12, 2004 1:21 am
Location: UK

Return to Hammer Editor Help

Who is online

Users browsing this forum: Bing [Bot]