FMPONE
06-20-2006, 03:14 PM
Hi, I've been working on two DOD:S maps and have one completed and in need of a skybox and gameplay elements like flags, and another looking even better thats about 25% done. Both are remakes of incredibly popular DOD maps with plenty of changes to make keep them fun for source.
I have a major problem though, something is wrong with my SDK setup or my DOD:S SDK in general. Here are some problems I'm experiencing:
Gameplay element entities refuse to work, info_player_allies and info_player_axis show up with half life 2 green player model rather than the respective player models for DOD:S, and when I hit alt+p my map still reports not having any player starts. Apparently hammer doesn't want to count these entities as player starts, I'm guessing that with the player model error something is just wrong there altogether.
Having a single overlay in my map results in an OVERLAY_BSP_FACE_COUNT error. Its not as if I deleted every entity and tried with a single one over and over, it simply doesn't want overlays apparently which makes no sense.
After resolving that for some reason my game doesn't want overlays, I move on. Disable point entities and try to compile anyways, well vrad.exe crashes, or vvis.exe for good measure. It depends on factors which I don't really have nailed down yet.
Brush-entities are also acting very strangely, when I create an entity such as a func_illusionary brush and I try to go back and change its settings afterwards its as if it was a normal brush even though on grid views it is clearly labbelled a func_x brush.
In addition, some maps seem to compile fine, for instance I just put a few wood brushes in and did a full compile and everything seemed fine with my DOD:S sdk.
I'll include a hammer shot with this post so there is some incentive to help, but I'm just desperate at this point for some assistance I would appreciate anything! (Keep in mind its an older shot and incomplete :P)
1. The green HL2 models are normal, that's not a bug.
2. The no player start error is normal, that's not a bug (You can place one if you really want to but it will be useless).
3. That overlay error usually means you're trying to apply overlays on bad brushes or too many overlays on a brush. Try using decals.
4. You probably have "Ignore Groups" ('ig' icon) on, which will make you select the item IN the entity, instead of the entity itself.
FMPONE
06-20-2006, 03:22 PM
Ah, thanks for clarification on those.
But regardless the map still refuses to compile with or without the overlays on. I can't imagine why my vrad and vvis are crashing, or what could be done.
I can put up a compile log later if you'd like, its compiling now sans overlays.
If anyone else would like to try to compile one you're more than welcome, I map for a mod primarily and my main concern is just getting these maps out to the public!
FMPONE
06-20-2006, 06:14 PM
Yeah, I understand.
Here are some older ones, I made sure to try once with overlays (resulting in the fatal overlay error) and once without where vrad.exe still crashes
** Executing...
** Command: "c:\program files\valve\steam\steamapps\esas719\sourcesdk\bin\ vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\esas719\day of defeat source\dod" "C:\Program Files\Valve\Steam\SteamApps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington"
Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: c:\program files\valve\steam\steamapps\esas719\day of defeat source\dod\materials
Loading C:\Program Files\Valve\Steam\SteamApps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.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 (1)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 268 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files\Valve\Steam\SteamApps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_01_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_01_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Face List Count >= OVERLAY_BSP_FACE_COUNT
** Executing...
** Command: "c:\program files\valve\steam\steamapps\esas719\sourcesdk\bin\ vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\esas719\day of defeat source\dod" "C:\Program Files\Valve\Steam\SteamApps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington"
Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading c:\program files\valve\steam\steamapps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.bsp
reading c:\program files\valve\steam\steamapps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.prt
1865 portalclusters
5868 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (9)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (10091)
Optimized: 13492 visible clusters (0.00%)
Total clusters visible: 769229
Average clusters visible: 412
Building PAS...
Average clusters audible: 1413
visdatasize:627812 compressed from 895200
writing c:\program files\valve\steam\steamapps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.bsp
2 hours, 48 minutes, 22 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\esas719\sourcesdk\bin\ vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\esas719\day of defeat source\dod" "C:\Program Files\Valve\Steam\SteamApps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington"
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.bsp
28736 faces
2 degenerate faces
305041 square feet [43926008.00 square inches]
488 displacements
115653 square feet [16654041.00 square inches]
28734 patches before subdivision
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.bsp" "c:\program files\valve\steam\steamapps\esas719\day of defeat source\dod\maps\dod_harrington.bsp"
** Executing...
** Command: "c:\program files\valve\steam\steamapps\esas719\day of defeat source\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\esas719\day of defeat source\dod" -dev -console +sv_lan 1 +map "dod_harrington"
--------------------------------------------------------------------------
that is with overlays
** Executing...
** Command: "c:\program files\valve\steam\steamapps\esas719\sourcesdk\bin\ vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\esas719\day of defeat source\dod" "C:\Program Files\Valve\Steam\SteamApps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington"
Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: c:\program files\valve\steam\steamapps\esas719\day of defeat source\dod\materials
Loading C:\Program Files\Valve\Steam\SteamApps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 264 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Valve\Steam\SteamApps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_01_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_01_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Degenerate Triangle
(-1543.00, -1508.00, -73.25), (-1543.00, -1510.00, -57.13), (-1543.00, -1510.00, -57.13)
Degenerate Triangle
(-1543.00, -1510.00, -57.13), (-1543.00, -1508.00, -41.00), (-1543.00, -1510.00, -57.13)
Degenerate Triangle
(-1543.00, -1516.00, -41.00), (-1543.00, -1511.00, -57.13), (-1543.00, -1511.00, -57.13)
Degenerate Triangle
(-1543.00, -1511.00, -57.13), (-1543.00, -1516.00, -73.25), (-1543.00, -1511.00, -57.13)
Degenerate Triangle
(-1543.00, -1512.00, -73.25), (-1543.00, -1511.00, -57.13), (-1543.00, -1511.00, -57.13)
Degenerate Triangle
(-1543.00, -1511.00, -57.13), (-1543.00, -1512.00, -41.00), (-1543.00, -1511.00, -57.13)
done (1) (2075106 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
Degenerate Triangle
(-1543.00, -1508.00, -73.25), (-1543.00, -1510.00, -57.13), (-1543.00, -1510.00, -57.13)
Degenerate Triangle
(-1543.00, -1510.00, -57.13), (-1543.00, -1508.00, -41.00), (-1543.00, -1510.00, -57.13)
Degenerate Triangle
(-1543.00, -1516.00, -41.00), (-1543.00, -1511.00, -57.13), (-1543.00, -1511.00, -57.13)
Degenerate Triangle
(-1543.00, -1511.00, -57.13), (-1543.00, -1516.00, -73.25), (-1543.00, -1511.00, -57.13)
Degenerate Triangle
(-1543.00, -1512.00, -73.25), (-1543.00, -1511.00, -57.13), (-1543.00, -1511.00, -57.13)
Degenerate Triangle
(-1543.00, -1511.00, -57.13), (-1543.00, -1512.00, -41.00), (-1543.00, -1511.00, -57.13)
Degenerate Triangle
(-1543.00, -1508.00, -73.25), (-1543.00, -1510.00, -57.13), (-1543.00, -1510.00, -57.13)
Degenerate Triangle
(-1543.00, -1510.00, -57.13), (-1543.00, -1508.00, -41.00), (-1543.00, -1510.00, -57.13)
Degenerate Triangle
(-1543.00, -1516.00, -41.00), (-1543.00, -1511.00, -57.13), (-1543.00, -1511.00, -57.13)
Degenerate Triangle
(-1543.00, -1511.00, -57.13), (-1543.00, -1516.00, -73.25), (-1543.00, -1511.00, -57.13)
Degenerate Triangle
(-1543.00, -1512.00, -73.25), (-1543.00, -1511.00, -57.13), (-1543.00, -1511.00, -57.13)
Degenerate Triangle
(-1543.00, -1511.00, -57.13), (-1543.00, -1512.00, -41.00), (-1543.00, -1511.00, -57.13)
done (2) (5473458 bytes)
Error! prop_static using model "models/props_fortifications/sandbag.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_fortifications/sandbag.mdl"!
Error! prop_static using model "models/props_foliage/potted_plant2.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_foliage/potted_plant2.mdl"!
Error! prop_static using model "models/props_crates/supply_crate03.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_crates/supply_crate03.mdl"!
Error! To use model "models/props_doors/door03_slotted_left.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_doors/door03_slotted_left.mdl"!
Error! prop_static using model "models/props_misc/cash_register.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_misc/cash_register.mdl"!
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 6122 texinfos to 3007
Reduced 142 texdatas to 128 (3209 bytes to 2720)
Writing C:\Program Files\Valve\Steam\SteamApps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.bsp
31 seconds elapsed
Memory leak: mempool blocks left in memory: 24
** Executing...
** Command: "c:\program files\valve\steam\steamapps\esas719\sourcesdk\bin\ vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\esas719\day of defeat source\dod" "C:\Program Files\Valve\Steam\SteamApps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington"
Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading c:\program files\valve\steam\steamapps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.bsp
reading c:\program files\valve\steam\steamapps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.prt
1871 portalclusters
5878 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (10)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (9568)
Optimized: 13577 visible clusters (0.00%)
Total clusters visible: 773676
Average clusters visible: 413
Building PAS...
Average clusters audible: 1419
visdatasize:630570 compressed from 898080
writing c:\program files\valve\steam\steamapps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.bsp
2 hours, 39 minutes, 38 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\esas719\sourcesdk\bin\ vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\esas719\day of defeat source\dod" "C:\Program Files\Valve\Steam\SteamApps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington"
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.bsp
28738 faces
2 degenerate faces
305033 square feet [43924776.00 square inches]
486 displacements
112558 square feet [16208390.00 square inches]
28736 patches before subdivision
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\esas719\sourcesdk_cont ent\dod\mapsrc\dod_harrington.bsp" "c:\program files\valve\steam\steamapps\esas719\day of defeat source\dod\maps\dod_harrington.bsp"
** Executing...
** Command: "c:\program files\valve\steam\steamapps\esas719\day of defeat source\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\esas719\day of defeat source\dod" -dev -console +sv_lan 1 +map "dod_harrington"
-----------------------------------------------------------------
that is without.
These are a mess! But then again not being able to successfully compile and having to wait several hours to get my computer back means that there are alot of minor errors that periodic compiles could have caught.
Also nevermind the name, its based off that map but there really aren't any similiarities because I took every liberty.
FMPONE
06-21-2006, 12:00 AM
My friend compiled the map sans-overlays and his vrad.exe did not crash, so I have some HDR publicity shots to show very soon!
Thanks for your help Dash, I will look for them. I think one of the main problems I might be having is that I'm using curved side edges trying to emulate Valve, and using overlays as well. Unfortunately finding bad overlays is not so easy when you have a map that uses hundreds of them, so I will probably have to delete them all and start all over in that respect!
Originally posted by FMPONE
My friend compiled the map sans-overlays and his vrad.exe did not crash, so I have some HDR publicity shots to show very soon!
Thanks for your help Dash, I will look for them. I think one of the main problems I might be having is that I'm using curved side edges trying to emulate Valve, and using overlays as well. Unfortunately finding bad overlays is not so easy when you have a map that uses hundreds of them, so I will probably have to delete them all and start all over in that respect!
If you want to emulate the curved edges made by Valve in their maps, you should use small displacements. Carving/Clipping brushes excessively will split them up during the compile time.
That's how map compiling works, it will split up you brush (polygon) into triangles until everything is tesselated (triangulated). If you have a complex brush, you will have many, many triangles, sometimes even in the hundreds. As overlays have a brush limit (the amount of different brushes they can touch) of 64, if you apply an overlay to a complicated brush that will split up in hundreds of triangles, then the compiling will give you an error since the overlay will, after triangulation of your brush, be touching more than 64 different brushes, as triangulation divides your brush to create many others to recreate the brush's shape.
I hope you understood some of that ;)