Hammer crash while compiling Created 17 years ago2007-04-17 10:35:48 UTC by Blackhawk Blackhawk

Created 17 years ago2007-04-17 10:35:48 UTC by Blackhawk Blackhawk

Posted 17 years ago2007-04-17 10:35:48 UTC Post #219345
My problem is that when I compile my newest map, I get an error message from the windows (valve hammer confronted an error etc.). The start of the compiling goes well without any problems or those irritating error messages from the hammer itself, but when it comes to the "solidbsp [hull3]"(HLBSP) and seemingly gets it finished, the whole piece of shit crashes and "doesnt answer".
Before, I have been able to compile this map and have even played it, but yesterday I made some changes in it and hammer gave me that MAX_PLAIN...EXCEED -thing. I think I managed to fix that problem after that, but as I next time compiled it came to this problem instead of the last one.
I cant send you an error log, cause I dont have one. So if you can, please help me with these details. (ps. I'm using the zoner's hl tools, so that shouldnt be the source of the problem.)
:aghast: Need help!
Posted 17 years ago2007-04-17 11:17:43 UTC Post #219350
So.. does it just freeze?

if so, it's probably just taking its time. Compiles can take hours.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-04-17 13:53:25 UTC Post #219363
No, it doesnt freeze, the windows gives an error message as I explained. Trust me, I know they can take time, but this time the program seems to collapse.
Posted 17 years ago2007-04-17 15:04:59 UTC Post #219366
Well... what does the error message say?
Posted 17 years ago2007-04-17 16:08:34 UTC Post #219368
Any problems in alt+p? Well, probably not, they don't cause fatal compile errors... but still. We're gonna need that log, probably.

Use a batch compiler and save the log as a text file.
Posted 17 years ago2007-04-17 17:19:28 UTC Post #219370
Dammit. I got over that MAX_PLANES. At least I made some serious corrections to my map. When i last time got that message, the hammer didnt crash, and I was able to see and read the log.
Furthermore its near impossible to give you an error log, because as the program crashes and both the editor and the compiling window stall and I cant do anything with them. I can take a screenie for you, but it isnt gonna help. There just isnt anything there that tells the deeper meaning of the crash. There are the normal messages (No errors of course!):
solidbsp [hull0] 1000...2000... and so on, then something else(still no errors or problems however. I think it was the path of the bsp file), then came the solidbsp [hull1] that went on just like hull0 and then [hull2] and [hull3], but when [hull3] ends, the windows error message regarding hlbsp.exe comes up and hammer "stops replying". The message only says that there has been found a problem with HLBSP.exe. It is anyway in finnish(cause its my OS language), so I doubt any of you can read it if i sent a photo.
Isnt there anything else I can do.....?
Posted 17 years ago2007-04-18 03:13:27 UTC Post #219398
Describ your level, maybe I can understand whats causing it through the discription.
Mention the overall size of your level, layout, rooms' and corridor's layout and the average texture scale.
Posted 17 years ago2007-04-18 07:03:28 UTC Post #219404
You guys are killing me...
The level has got a flat ground floor that is circled by walls. In the center of the ground floor is the main building of the map. A three story office building. It's equally wide and long and from size about a quarter from the ground floor.[pre]
______________
|                      |
|         ___        |
|       /             |
|      |   B   |      |
|       ____/       |
|                       |
|______________|
[/pre]
The first floor, entrance hall, has some props on it but its mainly not covered by walls(but from outside of course). In the center there is an elevatorshaft and a stairway that lead pertty much all the way up to the roof.[pre]
________________________
/    |                              |
/   x  |                              |   x
|_____|         _________       |_____|
|                 |||||||     |                |
|                 |||||||___|                |
|                 |             |                |
|                 |________|                |
|                                                 |
|_____                                 _____|
|        |                              |        |
     x  |                              |   x   /
   ___|___________________|___/
[/pre]
*x = empty, non accessible
*the stairway is about the width of three standing players in line

The second floor has about 9 small offices on it that all contain desks and computers and some other props. The offices have glass walls between them and also the outside wall is greatly covered by glass.[pre]
________________________
/    |                              |
/  x   |                              |  x
|_____|___________________|____|
|        |       |||||||     |       |       |
|_____|       |||||||___|       |_____|
|        |       |             |       |        |
|_____|       |________|       |_____|
|        |        ________         |        |
|_____|       |_______|        |_____|
|        |___________________|        |
     x  |       |           |          |   x   /
   ___|_____|_______|______|___/
[/pre]
On the third floor there are two larger rooms with about the same amount of props in them as the offices below with same kind of wall structure. The center of the third floor is however covered by smaller non-room workstations. Then there are tho toilets and the base structure the same as the other floors. the elevator shaft stops to this floor, but the stairway leads to the roof.[pre]
________________________
/    |                              |
/  x   |                              |  x
|_____|___________________|_____|
|        |       |||||||     |       |__t__|
|        |       |||||||___|       |__t__|
|        |       |             |         w w  |
|        |       |________|          w w |
|        |       w w  w  w           w w  |
|_____|      w w w w w w       _w_w_|
|        |___________________|        |
     x  |            |                 |   x   /
   ___|________|___ _______|___/
[/pre]
*w = workstation

There are only few boxes on the roof and a small helipad in the center. The roof is circled by low walls.[pre]
_________________________
/
/
|                  _________                 |
|      box       |||||||     |     box      |
|                  |||||||___|                |
|      box       |             |     box       |
|                  |      H     |                |
|      box       |________|      box      |
|                                                 |
|                                                 |
            box    box     box             /
   ___________________________/
[/pre]
The skybox is circling all this pretty thight.

The textures are scaled... how the hell would I describe this... well, most of them are just the size and way they become when I put a wall in its place, but in smaller and more detailed objects like computers and desks, the textures are 'fitted', and mostly smaller than their actual scale.

Dont know if this helps a bit, but I want this thing finished...
Posted 17 years ago2007-04-18 07:04:01 UTC Post #219405
dude what the hell happened!?
Posted 17 years ago2007-04-18 07:07:51 UTC Post #219406
You should use the pre tags. I added them in your post, but for some reason it doesn't really help.

You could try to draw it in Paint and post it here... Or you can just post your map in problems map so we can have a look at it.
Posted 17 years ago2007-04-18 07:11:19 UTC Post #219407
Ok... its de_conference, I'll upload it in a minute.
Posted 17 years ago2007-04-18 08:58:03 UTC Post #219412
I just made the crashing stop: I resized the ground floor and the skybox so that they would take less room, in other words, I put them closer to the building. Then I was able to get the compiling to the end, but I got the error MAX_MAP_FACES or something like that. Is there a way to correct this error by any other way than making the building smaller?? :zonked:
And furthermore, is there any way of knowing how much do I need to 'simplify' the map. Its so hard to just start cutting from here and there without knowing how much...
Posted 17 years ago2007-04-18 16:24:08 UTC Post #219458
I cant find anywhere help on this problem. Not even here -> http://www.slackiller.com/tommy14/errors.htm

I may be blind or stupid, but tell me either where to find better descriptions on solving this problem or help me solve it yourself. Please.
I cant understand why I couldnt even find a forum topic on this matter, or a tutorial.

Here is the log if you need more info.

** Executing...
** Command: Change Directory
** Parameters: C:Program FilesValveSteamSteamAppsblackhawk_finhalf-life

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsblackhawk_finsourcesdk_contenthl2mapsrcde_conference3.map" "C:Program FilesValveSteamSteamAppsblackhawk_fincounter-strikecstrikemapsde_conference3.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:Program FilesValveSteamSteamAppsblackhawk_fincounter-strikecstrikemapsde_conference3"

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolshlcsg.exe "C:Program FilesValveSteamSteamAppsblackhawk_fincounter-strikecstrikemapsde_conference3"
Entering C:Program FilesValveSteamSteamAppsblackhawk_fincounter-strikecstrikemapsde_conference3.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (29.66 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (25.13 seconds)

Using Wadfile: program filesworldcrafthalflife.wad
  • Contains 110 used textures, 100.00 percent of map (3116 textures in wad)
added 8 additional animating textures.
Texture usage is at 1.04 mb (of 4.00 mb MAX)
59.06 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:Program FilesValveSteamSteamAppsblackhawk_fincounter-strikecstrikemapsde_conference3"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe "C:Program FilesValveSteamSteamAppsblackhawk_fincounter-strikecstrikemapsde_conference3"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10190 (11.13 seconds)
BSP generation successful, writing portal file 'C:Program FilesValveSteamSteamAppsblackhawk_fincounter-strikecstrikemapsde_conference3.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5167 (2.80 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4166 (1.80 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...5666 (5.14 seconds)
Error: Exceeded MAX_MAP_FACES
Description: The maximum number of faces for a map has been reached
Howto Fix: This error is typically caused by having a large face with a small texture scale on it, or overly complex maps.

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "C:Program FilesValveSteamSteamAppsblackhawk_fincounter-strikecstrikemapsde_conference3"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolshlvis.exe "C:Program FilesValveSteamSteamAppsblackhawk_fincounter-strikecstrikemapsde_conference3"
>> There was a problem compiling the map.
>> Check the file C:Program FilesValveSteamSteamAppsblackhawk_fincounter-strikecstrikemapsde_conference3.log for the cause.

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "C:Program FilesValveSteamSteamAppsblackhawk_fincounter-strikecstrikemapsde_conference3"

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolshlrad.exe "C:Program FilesValveSteamSteamAppsblackhawk_fincounter-strikecstrikemapsde_conference3"
>> There was a problem compiling the map.
>> Check the file C:Program FilesValveSteamSteamAppsblackhawk_fincounter-strikecstrikemapsde_conference3.log for the cause.

--- END hlrad ---

MAX_MAP_FACES...
Posted 17 years ago2007-04-18 20:07:40 UTC Post #219475
Error: Exceeded MAX_MAP_FACES
Description: The maximum number of faces for a map has been reached
Howto Fix: This error is typically caused by having a large face with a small texture scale on it, or overly complex maps.
Did you just not see this?

Check for the perpetrator!

A few possibilites:

-Your map is too Big... too much stuff...
-You used one of the Carve n' friends pointless tools. Maybe with a cylinder carving into a cube?
-You mistextured a face...
Posted 17 years ago2007-04-19 07:49:28 UTC Post #219492
You probably have a texture on one or more faces scaled up too small.
Posted 17 years ago2007-04-19 14:29:51 UTC Post #219523
ok.. I try to look for it and fix it. Thanks. By the way I deleted some additional objects from the map and when I once again compiled. I got the same result as in the beginning of this thread - Hammer crash...
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