Map NonCompiling How To Find

By iShot 5 years ago

How and where can you actually find your failure if the map isn't compiling, I'm tired of always posting my clipboard copy of the compilement... So I want to find it on my own... But how, and where?

Non compiling ** Executing... ** Command: "c:\program files\valve\steam\steamapps\averbanck\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\averbanck\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\averbanck\sourcesdk_content\cstrike\mapsrc\zm_smashit_hosties_v3" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\valve\steam\steamapps\averbanck\counter-strike source\cstrike\materials Loading C:\Program Files\Valve\Steam\SteamApps\averbanck\sourcesdk_content\cstrike\mapsrc\zm_smashit_hosties_v3.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Program Files\Valve\Steam\SteamApps\averbanck\sourcesdk_content\cstrike\mapsrc\zm_smashit_hosties_v3.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day03_06*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day03_06rt" Can't load skybox file skybox/sky_day03_06 to build the default cubemap! 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) (326263 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 547 texinfos to 439 Reduced 68 texdatas to 64 (1744 bytes to 1577) Writing C:\Program Files\Valve\Steam\SteamApps\averbanck\sourcesdk_content\cstrike\mapsrc\zm_smashit_hosties_v3.bsp 10 seconds elapsed ** Executing... ** Command: "c:\program files\valve\steam\steamapps\averbanck\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\averbanck\counter-strike source\cstrike" -fast "C:\Program Files\Valve\Steam\SteamApps\averbanck\sourcesdk_content\cstrike\mapsrc\zm_smashit_hosties_v3" Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\program files\valve\steam\steamapps\averbanck\sourcesdk_content\cstrike\mapsrc\zm_smashit_hosties_v3.bsp reading c:\program files\valve\steam\steamapps\averbanck\sourcesdk_content\cstrike\mapsrc\zm_smashit_hosties_v3.prt 1815 portalclusters 6086 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (15) Optimized: 160265 visible clusters (0.00%) Total clusters visible: 2386898 Average clusters visible: 1315 Building PAS... Average clusters audible: 1766 visdatasize:789281 compressed from 842160 writing c:\program files\valve\steam\steamapps\averbanck\sourcesdk_content\cstrike\mapsrc\zm_smashit_hosties_v3.bsp 16 seconds elapsed ** Executing... ** Command: "c:\program files\valve\steam\steamapps\averbanck\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\valve\steam\steamapps\averbanck\counter-strike source\cstrike" -noextra "C:\Program Files\Valve\Steam\SteamApps\averbanck\sourcesdk_content\cstrike\mapsrc\zm_smashit_hosties_v3" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files\valve\steam\steamapps\averbanck\sourcesdk_content\cstrike\mapsrc\zm_smashit_hosties_v3.bsp 5513 faces 627403 square feet [90346112.00 square inches] 0 displacements 0 square feet [0.00 square inches] 5513 patches before subdivision 41909 patches after subdivision 151 direct lights BuildFacelights: 0...1...2...3...4...5...6...7..8...9...10 (86) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (96) transfers 4823204, max 1164 transfer lists: 36.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(542095, 275985, 191517) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(66068, 35646, 26357) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(11604, 6769, 5226) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(2213, 1489, 1196) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(499, 381, 301) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(122, 104, 78) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(32, 30, 21) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(9, 9, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(3, 3, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0366 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 42/1024 2016/49152 ( 4.1%) brushes 909/8192 10908/98304 (11.1%) brushsides 5614/65536 44912/524288 ( 8.6%) planes 1618/65536 32360/1310720 ( 2.5%) vertexes 9980/65536 119760/786432 (15.2%) nodes 3292/65536 105344/2097152 ( 5.0%) texinfos 439/12288 31608/884736 ( 3.6%) texdata 64/2048 2048/65536 ( 3.1%) 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 5513/65536 308728/3670016 ( 8.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3301/65536 184856/3670016 ( 5.0%) leaves 3335/65536 106720/2097152 ( 5.1%) leaffaces 6344/65536 12688/131072 ( 9.7%) leafbrushes 1814/65536 3628/131072 ( 2.8%) areas 2/256 16/2048 ( 0.8%) surfedges 39676/512000 158704/2048000 ( 7.7%) edges 23085/256000 92340/1024000 ( 9.0%) LDR worldlights 151/8192 13288/720896 ( 1.8%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 540/32768 5400/327680 ( 1.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 8919/65536 17838/131072 (13.6%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1498616/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 789281/16777216 ( 4.7%) entdata [variable] 71708/393216 (18.2%) LDR leaf ambient 3335/65536 80040/1572864 ( 5.1%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/8302 ( 0.0%) pakfile [variable] 20719/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 326263/4194304 ( 7.8%) ==== Total Win32 BSP file data space used: 4039791 bytes ==== Total triangle count: 15466 Writing c:\program files\valve\steam\steamapps\averbanck\sourcesdk_content\cstrike\mapsrc\zm_smashit_hosties_v3.bsp 3 minutes, 8 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\averbanck\sourcesdk_content\cstrike\mapsrc\zm_smashit_hosties_v3.bsp" "c:\program files\valve\steam\steamapps\averbanck\counter-strike source\cstrike\maps\zm_smashit_hosties_v3.bsp"
11 posts 452 views
  • You must be a member

Replies

  • SGT_kick_ur_ass's Levels
    • P2: Drudge
      Points: 5,117
    • E1: Helper
      EF: 10
    • C1: Member
    • A6: Elder
      Account Age: 8 years
    Posted 5 years ago

    Read the Compile Log, and use the Valve Developer Wiki to learn about errors.

    User Title
    Turbosmooth dat shit.
  • Crazypip666's Levels
    • P4: Worker
      Points: 35,876
    • E1: Helper
      EF: 11
    • C2: Treehouse Member
    • A6: Elder
      Account Age: 7 years
    Posted 5 years ago

    This will find most of the errors.

    User Title
    BAD WOLF
  • iShot's Levels
    • P1: Beggar
      Points: 873
    • E1: Helper
      EF: 8
    • C1: Member
    • A5: Veteran
      Account Age: 5 years
    Posted 5 years ago
    Posted by Crazypip666 This will find most of the errors.

    Wow, never knew something like this exists!

    User Title
    Revenge Scripter
  • iShot's Levels
    • P1: Beggar
      Points: 873
    • E1: Helper
      EF: 8
    • C1: Member
    • A5: Veteran
      Account Age: 5 years
    Posted 5 years ago
    Posted by Crazypip666 This will find most of the errors.

    I added the file/clipboard, maybe you are a better help than a program?

    User Title
    Revenge Scripter
  • Semp's Levels
    • P3: Peasant
      Points: 18,809
    • E2: Guide
      EF: 33
    • C1: Member
    • A5: Veteran
      Account Age: 5 years
    Posted 5 years ago
    WARNING: Too many light styles on a face (136,1,136)

    I have had this problem before in a map of mine (linked to it later on). If you have too many lights with custom "Styles" (flickering, slow pulse, candle 1, etc.) the vrad will not compile correctly. Either reduce the amount of flickering lights, or use the light-blocking texture to divide them (example of this can be found in my map awpaperturesp).

    User Title
  • Crazypip666's Levels
    • P4: Worker
      Points: 35,876
    • E1: Helper
      EF: 11
    • C2: Treehouse Member
    • A6: Elder
      Account Age: 7 years
    Posted 5 years ago

    I don't see anything wrong. What exactly is the problem?

    User Title
    BAD WOLF
  • Crazypip666's Levels
    • P4: Worker
      Points: 35,876
    • E1: Helper
      EF: 11
    • C2: Treehouse Member
    • A6: Elder
      Account Age: 7 years
    Posted 5 years ago
    Posted by Semp
    WARNING: Too many light styles on a face (136,1,136)
    I have had this problem before in a map of mine (linked to it later on). If you have too many lights with custom "Styles" (flickering, slow pulse, candle 1, etc.) the vrad will not compile correctly. Either reduce the amount of flickering lights, or use the light-blocking texture to divide them (example of this can be found in my map awp_aperture_sp).

    That error isn't in his compile log.

    User Title
    BAD WOLF
  • iShot's Levels
    • P1: Beggar
      Points: 873
    • E1: Helper
      EF: 8
    • C1: Member
    • A5: Veteran
      Account Age: 5 years
    Posted 5 years ago
    Posted by Semp
    WARNING: Too many light styles on a face (136,1,136)
    I have had this problem before in a map of mine (linked to it later on). If you have too many lights with custom "Styles" (flickering, slow pulse, candle 1, etc.) the vrad will not compile correctly. Either reduce the amount of flickering lights, or use the light-blocking texture to divide them (example of this can be found in my map awp_aperture_sp).

    It was, but I deleted it because of the fact that I thought it was harmless

    Is there a way to find all flickering light fast?

    User Title
    Revenge Scripter
  • Semp's Levels
    • P3: Peasant
      Points: 18,809
    • E2: Guide
      EF: 33
    • C1: Member
    • A5: Veteran
      Account Age: 5 years
    Posted 5 years ago
    Posted by iShot It was, but I deleted it because of the fact that I thought it was harmless Is there a way to find all flickering light fast?

    You could use the Entity Gallery (forget the exact location, I think it is under the "View" tab)

    User Title
  • iShot's Levels
    • P1: Beggar
      Points: 873
    • E1: Helper
      EF: 8
    • C1: Member
    • A5: Veteran
      Account Age: 5 years
    Posted 5 years ago
    Posted by Semp
    Posted by iShot It was, but I deleted it because of the fact that I thought it was harmless Is there a way to find all flickering light fast?
    Wath does it do? It gives a warning before i do... is it safe? You could use the Entity Gallery (forget the exact location, I think it is under the "View" tab)
    User Title
    Revenge Scripter
  • You must be a member