Compilation Problems All of a sudden


Icoeph
06-07-2007, 06:29 PM
All of a sudden, I have compiling problems with my map. Until this point, I have been able to compile my map flawlessly and then test it out in-game. Now, when I compile it takes less than a minute and gives me a number of errors. If I try to look at it in-game, everything is black except for an area of white.

This is the compilation dialog that I get when I try to compile.

** Executing...
** Command: "c:\program files\valve\steam\steamapps\icoeph\sourcesdk\bin\v bsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\icoeph\day of defeat source\dod" "C:\Program Files\Valve\Steam\SteamApps\icoeph\sourcesdk_conte nt\dod\mapsrc\facility"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:\program files\valve\steam\steamapps\icoeph\day of defeat source\dod\materials
Loading C:\Program Files\Valve\Steam\SteamApps\icoeph\sourcesdk_conte nt\dod\mapsrc\facility.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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...
done (0) (2234 bytes)
Static prop models/props_fortifications/sandbags_corner1.mdl outside the map (2592.00, 1288.00, -80.00)
Static prop models/props_c17/metalladder002.mdl outside the map (2426.46, 1223.71, -72.00)
Static prop models/props_c17/metalladder002.mdl outside the map (1120.00, 920.00, -79.68)
Static prop models/props_c17/metalladder002.mdl outside the map (-616.00, 432.00, -8.00)
Static prop models/props_c17/metalladder002.mdl outside the map (-616.00, 432.00, 80.00)
Static prop models/props_c17/metalladder002.mdl outside the map (2426.46, 1223.71, 56.00)
Static prop models/props_c17/metalladder002.mdl outside the map (2426.46, 1223.71, 160.00)
Static prop models/props_wasteland/prison_gate001c.mdl outside the map (-832.00, -128.00, -34.00)
Static prop models/props_wasteland/prison_gate001b.mdl outside the map (-832.00, -126.00, 158.00)
Static prop models/props_c17/metalladder002.mdl outside the map (-504.00, -128.00, -72.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 63 texinfos to 12
Reduced 4 texdatas to 4 (91 bytes to 91)
Writing C:\Program Files\Valve\Steam\SteamApps\icoeph\sourcesdk_conte nt\dod\mapsrc\facility.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\icoeph\sourcesdk\bin\v vis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\icoeph\day of defeat source\dod" "C:\Program Files\Valve\Steam\SteamApps\icoeph\sourcesdk_conte nt\dod\mapsrc\facility"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\program files\valve\steam\steamapps\icoeph\sourcesdk_conte nt\dod\mapsrc\facility.bsp
reading c:\program files\valve\steam\steamapps\icoeph\sourcesdk_conte nt\dod\mapsrc\facility.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\icoeph\sourcesdk_conte nt\dod\mapsrc\facility.prt


** Executing...
** Command: "c:\program files\valve\steam\steamapps\icoeph\sourcesdk\bin\v rad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\icoeph\day of defeat source\dod" "C:\Program Files\Valve\Steam\SteamApps\icoeph\sourcesdk_conte nt\dod\mapsrc\facility"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\icoeph\sourcesdk_conte nt\dod\mapsrc\facility.bsp
No vis information, direct lighting only.
414 faces
324186 square feet [46682864.00 square inches]
48 displacements
100651 square feet [14493833.00 square inches]
40 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.2975 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 4/1024 192/49152 ( 0.4%)
brushes 361/8192 4332/98304 ( 4.4%)
brushsides 2278/65536 18224/524288 ( 3.5%)
planes 718/65536 14360/1310720 ( 1.1%)
vertexes 446/65536 5352/786432 ( 0.7%)
nodes 111/65536 3552/2097152 ( 0.2%)
texinfos 12/12288 864/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 48/0 8448/0 ( 0.0%)
disp_verts 8880/0 177600/0 ( 0.0%)
disp_tris 15360/0 30720/0 ( 0.0%)
disp_lmsamples 167895/0 167895/0 ( 0.0%)
faces 414/65536 23184/3670016 ( 0.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 72/65536 4032/3670016 ( 0.1%)
leaves 116/65536 3712/2097152 ( 0.2%)
leaffaces 366/65536 732/131072 ( 0.6%)
leafbrushes 21/65536 42/131072 ( 0.0%)
areas 1/256 8/2048 ( 0.4%)
surfedges 1968/512000 7872/2048000 ( 0.4%)
edges 985/256000 3940/1024000 ( 0.4%)
LDR worldlights 40/8192 3520/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1432984/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 6485/393216 ( 1.6%)
LDR leaf ambient 116/65536 2784/1572864 ( 0.2%)
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] 1/12 ( 8.3%)
pakfile [variable] 10010/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 2234/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 1933208 bytes ====

Total triangle count: 852
Writing c:\program files\valve\steam\steamapps\icoeph\sourcesdk_conte nt\dod\mapsrc\facility.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\icoeph\sourcesdk_conte nt\dod\mapsrc\facility.bsp" "c:\program files\valve\steam\steamapps\icoeph\day of defeat source\dod\maps\facility.bsp"

The problems that I see are a leak of somekind, entities out of the world (which they aren't) and something wrong with the skybox (which I haven't even made yet.)

Icoeph
06-07-2007, 06:53 PM
I copied everything over to a new file and tried compiling again and got a very different dialog.


** Executing...
** Command: "c:\program files\valve\steam\steamapps\icoeph\sourcesdk\bin\v bsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\icoeph\day of defeat source\dod" "C:\Program Files\Valve\Steam\SteamApps\icoeph\sourcesdk_conte nt\dod\mapsrc\test"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:\program files\valve\steam\steamapps\icoeph\day of defeat source\dod\materials
Loading C:\Program Files\Valve\Steam\SteamApps\icoeph\sourcesdk_conte nt\dod\mapsrc\test.vmf
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\icoeph\sourcesdk_conte nt\dod\mapsrc\test.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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...
done (0) (129065 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 63 texinfos to 44
Reduced 4 texdatas to 4 (91 bytes to 91)
Writing C:\Program Files\Valve\Steam\SteamApps\icoeph\sourcesdk_conte nt\dod\mapsrc\test.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\icoeph\sourcesdk\bin\v vis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\icoeph\day of defeat source\dod" "C:\Program Files\Valve\Steam\SteamApps\icoeph\sourcesdk_conte nt\dod\mapsrc\test"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\program files\valve\steam\steamapps\icoeph\sourcesdk_conte nt\dod\mapsrc\test.bsp
reading c:\program files\valve\steam\steamapps\icoeph\sourcesdk_conte nt\dod\mapsrc\test.prt
629 portalclusters
1891 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 (155)
Optimized: 1897 visible clusters (0.00%)
Total clusters visible: 165452
Average clusters visible: 263
Building PAS...
Average clusters audible: 579
visdatasize:96629 compressed from 100640
writing c:\program files\valve\steam\steamapps\icoeph\sourcesdk_conte nt\dod\mapsrc\test.bsp
2 minutes, 36 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\icoeph\sourcesdk\bin\v rad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\icoeph\day of defeat source\dod" "C:\Program Files\Valve\Steam\SteamApps\icoeph\sourcesdk_conte nt\dod\mapsrc\test"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\icoeph\sourcesdk_conte nt\dod\mapsrc\test.bsp
2249 faces
449433 square feet [64718376.00 square inches]
48 displacements
100651 square feet [14493833.00 square inches]
2249 patches before subdivision
53564 patches after subdivision
40 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (51)
transfers 8944038, max 788
transfer lists: 68.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(86393, 81126, 81292)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(12684, 11240, 12158)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(1919, 1588, 1853)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(299, 230, 295)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(47, 33, 48)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(7, 5, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0277 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 4/1024 192/49152 ( 0.4%)
brushes 366/8192 4392/98304 ( 4.5%)
brushsides 2308/65536 18464/524288 ( 3.5%)
planes 740/65536 14800/1310720 ( 1.1%)
vertexes 4209/65536 50508/786432 ( 6.4%)
nodes 1284/65536 41088/2097152 ( 2.0%)
texinfos 44/12288 3168/884736 ( 0.4%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 48/0 8448/0 ( 0.0%)
disp_verts 8880/0 177600/0 ( 0.0%)
disp_tris 15360/0 30720/0 ( 0.0%)
disp_lmsamples 173954/0 173954/0 ( 0.0%)
faces 2249/65536 125944/3670016 ( 3.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1194/65536 66864/3670016 ( 1.8%)
leaves 1289/65536 41248/2097152 ( 2.0%)
leaffaces 2588/65536 5176/131072 ( 3.9%)
leafbrushes 749/65536 1498/131072 ( 1.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 15469/512000 61876/2048000 ( 3.0%)
edges 8793/256000 35172/1024000 ( 3.4%)
LDR worldlights 40/8192 3520/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 187/32768 1870/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3240/65536 6480/131072 ( 4.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1963868/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 96629/16777216 ( 0.6%)
entdata [variable] 6545/393216 ( 1.7%)
LDR leaf ambient 1289/65536 30936/1572864 ( 2.0%)
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] 1/1194 ( 0.1%)
pakfile [variable] 10002/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 129065/4194304 ( 3.1%)
==== Total Win32 BSP file data space used: 3110181 bytes ====

Total triangle count: 6219
Writing c:\program files\valve\steam\steamapps\icoeph\sourcesdk_conte nt\dod\mapsrc\test.bsp
1 minute, 21 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\icoeph\sourcesdk_conte nt\dod\mapsrc\test.bsp" "c:\program files\valve\steam\steamapps\icoeph\day of defeat source\dod\maps\test.bsp"

[AoS]Albatros
06-08-2007, 01:07 AM
Have you been experimenting a bit with carving or vertex manipulation?

Sometimes you'll get a minibrush of some kind or any other misfigured brush that won't be detected as an error unless you copy all your content into a new file (which was what you did).

Those brushes can create very interesting errors due to vbsp going crazy. The second compile log looks alright; is the file OK in-game?

Cheers,

Albatros

Furyo
06-08-2007, 01:34 AM
Check in your first version if you have hint brushes overlapping skybox brushes. If they overlap too much, they may create false leaks. Reduce them if that's the case

otF yetihw
06-08-2007, 02:34 AM
and something wrong with the skybox (which I haven't even made yet.)

That's not a major error, you just haven't entered an HDR skybox material in the map properties. But - what is sealing the map if you haven't made a skybox?

Ca-Chicken-Soup
06-08-2007, 07:27 AM
It might not be a real leak. There could quite possibly be a model outside the world. Go to those coordinates and see it any model is sticking out of the level...
Also I think I might have had that error from models not even in an open visgroup.

Try running the game with HDR turned off?

Icoeph
06-08-2007, 06:05 PM
The second creation of the map (named test) seems to work fine save for an awkward blue light on some surfaces (this might be because I used the null texture to create an all encompassing box for map testing purposes). I know you aren;t supposed to use a box to enclose the map and intend on taking it out before the final edition. I don't think it could be a model outside of the world because when I copied it over, I didn't get the error anymore. And in response to Albatros, I have been using some vertex manipulation and using displacements as well.

Whittorrent
06-12-2007, 04:58 PM
Load up your point file for your map, follow the trail to the leak(s) ?


Otherwise, it defaults to that sky box that isn't made for hdr, just put in something like dod_04_hdr or one of the other dod hdr skybox textures.

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