help, it tells me it copies the files...


gimpy117
11-16-2007, 10:58 PM
BUT IT LIES!!!

hammer seems to think it copies the files but nothing is done it's the same older version i was testing...what gives??

here is the log from the compile...


Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 30/1024 1440/49152 ( 2.9%)
brushes 1795/8192 21540/98304 (21.9%)
brushsides 16356/65536 130848/524288 (25.0%)
planes 19274/65536 385480/1310720 (29.4%)
vertexes 19518/65536 234216/786432 (29.8%)
nodes 9088/65536 290816/2097152 (13.9%)
texinfos 1253/12288 90216/884736 (10.2%)
texdata 112/2048 3584/65536 ( 5.5%)
dispinfos 63/0 11088/0 ( 0.0%)
disp_verts 16887/0 337740/0 ( 0.0%)
disp_tris 29856/0 59712/0 ( 0.0%)
disp_lmsamples 554874/0 554874/0 ( 0.0%)
faces 12449/65536 697144/3670016 (19.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6370/65536 356720/3670016 ( 9.7%)
leaves 9119/65536 291808/2097152 (13.9%)
leaffaces 14074/65536 28148/131072 (21.5%)
leafbrushes 6646/65536 13292/131072 (10.1%)
areas 4/256 32/2048 ( 1.6%)
surfedges 87044/512000 348176/2048000 (17.0%)
edges 48166/256000 192664/1024000 (18.8%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 986/32768 9860/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 15636/65536 31272/131072 (23.9%)
cubemapsamples 44/1024 704/16384 ( 4.3%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 4103612/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2071709/16777216 (12.3%)
entdata [variable] 49396/393216 (12.6%)
LDR leaf ambient 9119/65536 218856/1572864 (13.9%)
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] 1/3386640 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/17276 ( 0.0%)
pakfile [variable] 464419/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 687507/4194304 (16.4%)
==== Total Win32 BSP file data space used: 11689429 bytes ====

Total triangle count: 36446
Writing c:\program files\steam\steamapps\gimpy117\sourcesdk_content\d od\mapsrc\dod-keep.bsp
18 minutes, 24 seconds elapsed

fishy
11-17-2007, 06:43 AM
If you rename your vmf ,then hammer won't pick up the old bsp to work on when the new one fails.

Furyo
11-17-2007, 07:03 AM
Post your entire compile log

gimpy117
11-17-2007, 08:32 AM
materialPath: c:\program files\steam\steamapps\gimpy117\day of defeat source\dod\materials
Loading C:\Program Files\Steam\SteamApps\gimpy117\sourcesdk_content\d od\mapsrc\dod-keep.vmf
KeyValues Error: LoadFromBuffer: missing { in file materials/models/props_bunkers/cloth_tan.vmt
(*VertexLitGeneric*),
KeyValues Error: LoadFromBuffer: missing { in file materials/models/props_bunkers/cloth_tan.vmt
(*VertexLitGeneric*),
Can't find surfaceprop cloth for material MODELS/PROPS_BUNKERS/CLOTH_TAN, using default
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (-2196, 4129, 158)
env_cubemap pointing at deleted brushside near (-2196, 4129, 158)
env_cubemap pointing at deleted brushside near (-2196, 4129, 158)
env_cubemap pointing at deleted brushside near (-2196, 4129, 158)
env_cubemap pointing at deleted brushside near (-2196, 4129, 158)
env_cubemap pointing at deleted brushside near (-2196, 4129, 158)
env_cubemap pointing at deleted brushside near (-2196, 4129, -50)
KeyValues Error: LoadFromBuffer: missing { in file materials/MODELS/PROPS_BUNKERS/CLOTH_TAN.vmt
(*VertexLitGeneric*),
KeyValues Error: LoadFromBuffer: missing { in file materials/MODELS/PROPS_BUNKERS/CLOTH_TAN.vmt
(*VertexLitGeneric*),
KeyValues Error: LoadFromBuffer: missing { in file materials/MODELS/PROPS_BUNKERS/CLOTH_TAN.vmt
(*VertexLitGeneric*),
KeyValues Error: LoadFromBuffer: missing { in file materials/MODELS/PROPS_BUNKERS/CLOTH_TAN.vmt
(*VertexLitGeneric*),
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1090 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Steam\SteamApps\gimpy117\sourcesdk_content\d od\mapsrc\dod-keep.prt...done (1)
Brush 87890: WARNING, microbrush
Brush 87898: WARNING, microbrush
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1182769 bytes)
Static prop models/msc/e_tree1b.mdl outside the map (-4370.50, 10368.00, -464.75)
Error! prop_static using model "models/props_wasteland/prison_heater002a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/prison_heater002a.mdl"!
Placing detail props : 0...1...2...3...4...5...6Error! Too many detail props emitted on this map!



1 threads
reading c:\program files\steam\steamapps\gimpy117\sourcesdk_content\d od\mapsrc\dod-keep.bsp
reading c:\program files\steam\steamapps\gimpy117\sourcesdk_content\d od\mapsrc\dod-keep.prt
2880 portalclusters
10736 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 347128 visible clusters (0.00%)
Total clusters visible: 7360093
Average clusters visible: 2555
Building PAS...
Average clusters audible: 2879
visdatasize:2071709 compressed from 2073600
writing c:\program files\steam\steamapps\gimpy117\sourcesdk_content\d od\mapsrc\dod-keep.bsp
1 minute, 0 seconds elapsed



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

Loading c:\program files\steam\steamapps\gimpy117\sourcesdk_content\d od\mapsrc\dod-keep.bsp
12449 faces
51 degenerate faces
4168586 square feet [600276480.00 square inches]
63 displacements
915110 square feet [131775944.00 square inches]
12398 patches before subdivision
60086 patches after subdivision
6 direct lights
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10transfers 10959080, max 2489
transfer lists: 83.6 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(331210, 313785, 133306)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(19673, 15664, 6961)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(2715, 1911, 814)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(524, 340, 138)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(117, 74, 30)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(28, 17, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(7, 4, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(2, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0705 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLig htFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 2 (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 30/1024 1440/49152 ( 2.9%)
brushes 1795/8192 21540/98304 (21.9%)
brushsides 16356/65536 130848/524288 (25.0%)
planes 19274/65536 385480/1310720 (29.4%)
vertexes 19518/65536 234216/786432 (29.8%)
nodes 9088/65536 290816/2097152 (13.9%)
texinfos 1253/12288 90216/884736 (10.2%)
texdata 112/2048 3584/65536 ( 5.5%)
dispinfos 63/0 11088/0 ( 0.0%)
disp_verts 16887/0 337740/0 ( 0.0%)
disp_tris 29856/0 59712/0 ( 0.0%)
disp_lmsamples 554874/0 554874/0 ( 0.0%)
faces 12449/65536 697144/3670016 (19.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6370/65536 356720/3670016 ( 9.7%)
leaves 9119/65536 291808/2097152 (13.9%)
leaffaces 14074/65536 28148/131072 (21.5%)
leafbrushes 6646/65536 13292/131072 (10.1%)
areas 4/256 32/2048 ( 1.6%)
surfedges 87044/512000 348176/2048000 (17.0%)
edges 48166/256000 192664/1024000 (18.8%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 986/32768 9860/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 15636/65536 31272/131072 (23.9%)
cubemapsamples 44/1024 704/16384 ( 4.3%)
overlays 6/512 2112/180224 ( 1.2%)
LDR lightdata [variable] 4103612/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2071709/16777216 (12.3%)
entdata [variable] 49396/393216 (12.6%)
LDR leaf ambient 9119/65536 218856/1572864 (13.9%)
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] 1/3386640 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/17276 ( 0.0%)
pakfile [variable] 464419/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 687507/4194304 (16.4%)
==== Total Win32 BSP file data space used: 11689429 bytes ====

Total triangle count: 36446
Writing c:\program files\steam\steamapps\gimpy117\sourcesdk_content\d od\mapsrc\dod-keep.bsp
18 minutes, 24 seconds elapsed

Furyo
11-17-2007, 08:46 AM
You have multiple errors, fix them first:

Brush 87890: WARNING, microbrush
Brush 87898: WARNING, microbrush

and all the start of the log before vbsp starts.

In the future, rename your vmf with an underscore. that's the generic way of naming maps.

gimpy117
11-17-2007, 11:39 AM
micro brush??? ok what's that?? and how do i get rid of it??

Dash
11-17-2007, 01:20 PM
micro brush??? ok what's that?? and how do i get rid of it??

I don't want to sound mean but COME ON, use some common sense. Micro Brush, hmm I wonder what THAT could be... oh wait, maybe a brush that's microscopic? (aka: very small). How do you get rid of it? well... I wonder. Find it, and delete it or make it a detail entity. :rolleyes:

Someone's been playing with the carve tools again!

Furyo
11-17-2007, 01:32 PM
Tieing it to an entity won't help. Delete it. It's a brush that's so small that 3 of its vertices (two sides) are smaller than 1 inch (or 1 Hammer unit). Good thing is you have the brush number.

Cpl. Punishment
11-17-2007, 09:03 PM
I don't want to sound mean but COME ON, use some common sense. Micro Brush, hmm I wonder what THAT could be... oh wait, maybe a brush that's microscopic? (aka: very small). How do you get rid of it? well... I wonder. Find it, and delete it or make it a detail entity. :rolleyes:

Someone's been playing with the carve tools again!

It can also happen when you scale things down. Press CTRL + SHIFT + G and enter the numbers of the brushes that the error message gave you.

Also, there's a really good compile log checking tool here (http://www.interlopers.net/index.php?page=errors). It will even tell you how to fix your errors most of the time.

Apparently, you also have a model that's leaking out of your map, and your map has too many detail textures (like a grass texture that has little grass props when you compile your map). Both of these errors will cause your map to fail.

gimpy117
11-17-2007, 10:08 PM
got it!

i also plugged the leak

gimpy117
11-17-2007, 11:34 PM
still doesn't copy the map, it just says it does...

belm
11-18-2007, 02:46 AM
Hi

your error is caused by: Static prop models/msc/e_tree1b.mdl outside the map (-4370.50, 10368.00, -464.75)

just delete it or relocate to another place (this model can stick out from skybox around your map..)

and you can use prop_static instead of prop_detail or delete few prop_detail

Furyo
11-18-2007, 04:15 AM
Not necessarily. The log will also say this of a model that's entirely enclosed in a brush, but that doesn't stop the compile.

Just read again your log and spot the errors.

fishy
11-18-2007, 06:27 AM
gimpy, it does copy the map. The first part of the compile is when vcsg writes a new basic bsp file. When successful, it will overwrite any older bsp with the same name. The next stage is when vvis picks up the bsp and does the vis calculations. As your compile is failing at the first stage, and no new bsp is being written, then vvis is picking up the old bsp and working on that. Afetr it's done it's thing on the old bsp, vrad takes a shot at working on it.
So, in the end, it's the old bsp that's been worked on that gets copied.

You need to fix the errors that are stopping vcsg in it's tracks, before any new bsp will be made.

gimpy117
11-18-2007, 07:09 AM
ok... so it's gotta be something i did between versions...

i fixed the minimaps they were speaking of...

but, what is this...?

0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster

Cpl. Punishment
11-18-2007, 08:19 AM
WARNING: Cluster portals saw into cluster

Description:
(I think) vbsp.exe has made a concave leaf (or in other ways invalid) that can see into itself. I've also heard about this being caused by overlapping brushes or brushes that are off-grid (thuss causing offgrid visleafs). Allthough i find this unlikely, I am not sure if it isn't, so keep those possibilities open too.

Solution:
The solution is to simplify your leafs (func_detail) as much as possible to avoid this error, but usually (or sometimes) you will find no bad things come from it and your map runs as it should. If you got unexpected low FPS somewhere, this may be the cause. Finding it may be hard, and usually ends up in using cordon tools or just not doing it at all. First look at complicated parts of your map, try to use glview to find it.

See also:
how to use glview
WIKI: glview (http://developer.valvesoftware.com/wiki/Glview)

Try this.

Furyo
11-18-2007, 08:40 AM
Doesn't matter, that's not what's stopping the compile. I've always had those warnings (one or two per maps) and one shouldn't care unless bad FPS were to be seen at one specific point they should be higher

Cpl. Punishment
11-18-2007, 06:53 PM
It still can't hurt though, right?

fishy
11-18-2007, 07:28 PM
Placing detail props : 0...1...2...3...4...5...6Error! Too many detail props emitted on this map!
That is the point where the compile fails. Had it got past there, the other errors and warnings might have stopped your map from running, but that's the part you should fix first. As far as I know, sprites are refered to as models, so it could be something to do with using too many or too large textures that add detailsprites.

gimpy117
11-18-2007, 09:14 PM
yes, that's it, the grass i used makes grass sprites, so what grass doesn't make the sprites??

Furyo
11-19-2007, 03:21 AM
No, it can't hurt, but it can make you waste time before you identify all of these, and even when you do, you may be left with no choice than keep them. I had one on Dijon that resulted from the cut made by vbsp between a func_detail and world brushes. That's how weird these things can be sometimes.

Gimpy, if you'd rather use that grass texture, you can copy the vmt file, name it something else to your liking, and get rid of the $detailprop line in it. You won't have to change a thing on your map, and it'll stop emitting detail sprites.

With that said, either your map is extremely large in terms of displacements, or the grass you've chosen has very dense grass. I'd therefore suggest trying to keep some grass as extra detail around specific areas (joints between terrain and buildings for instance). You can copy the detailsprites.vbsp file from your root folder, and rename it to use a custom version, for this map only.

If you choose to do this, open it with notepad, and find the section of it that contains the grass specified in your blend vmt file. You'll see a line for the density of the detailprops, and you should change that to a lower value. Save the file, and in Hammer, go to your map properties, and specify the new name of the vbsp file to use for detailprops.

gimpy117
11-19-2007, 07:35 PM
yeah, it's a big open map with displacments, so, i guess, what texture has grass but a low density/?

maybe after i fix it I'll post screenies...

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.