Please Help... LeafThread Crash Created 15 years ago2008-12-16 15:06:03 UTC by pnc_tihkal pnc_tihkal

Created 15 years ago2008-12-16 15:06:03 UTC by pnc_tihkal pnc_tihkal

Posted 15 years ago2008-12-16 15:06:03 UTC Post #260068
The compile process crashes right when LeafThread starts. It shows "Not Responding" in the title bar. It's not that big of map, but I do have three power lines, a crane, a tall tower that is hollowed, a gaurds gate, two industrial trash bins, and three silos made as spheres. It is an oil_facility map for gungame using "cs_assault", "gaurdgate", and "power_lines" custom wad files.

You can download the .rmf here: http://www.pork-cheese.com/downloads/gg_oil_facility_test1.rar

Any suggestions is greatly appreciated.

Thanks!
|PnC| TiHKAL
Error Log File
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~1\VALVEH~1\tools\zhlt\hlcsg.exe "c:\program files\valve hammer editor\maps\gg_oil_facility_test1"-wadinclude cs_assault -wadinclude gaurdgate -wadinclude power_lines
Entering c:\program files\valve hammer editor\maps\gg_oil_facility_test1.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]
[cs_assault]
[gaurdgate]
[power_lines]

13 brushes (totalling 79 sides) discarded from clipping hulls
CreateBrush:
(4.77 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(3.95 seconds)

Using Wadfile: \program files\steam\steamapps\macmaniac@cox.net\counter-strike\valve\halflife.wad
  • Contains 46 used textures, 73.02 percent of map (3116 textures in wad)
Including Wadfile: \program files\steam\steamapps\macmaniac@cox.net\counter-strike\valve\power_lines.wad
  • Contains 4 used textures, 6.35 percent of map (4 textures in wad)
Using Wadfile: \program files\steam\steamapps\macmaniac@cox.net\counter-strike\valve\guardgate.wad
  • Contains 9 used textures, 14.29 percent of map (9 textures in wad)
Including Wadfile: \program files\steam\steamapps\macmaniac@cox.net\counter-strike\valve\cs_assault.wad
  • Contains 4 used textures, 6.35 percent of map (22 textures in wad)
added 18 additional animating textures.
Texture usage is at 1.42 mb (of 4.00 mb MAX)
8.91 seconds elapsed

--- END hlcsg ---

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~1\VALVEH~1\tools\zhlt\hlbsp.exe "c:\program files\valve hammer editor\maps\gg_oil_facility_test1"

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...5354 (2.67 seconds)
BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\gg_oil_facility_test1.prt'
SolidBSP [hull 1] 500...1000...1500...1596 (0.17 seconds)
SolidBSP [hull 2] 500...1000...1336 (0.14 seconds)
SolidBSP [hull 3] 500...1000...1500...1772 (0.22 seconds)
10.06 seconds elapsed

--- END hlbsp ---

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~1\VALVEH~1\tools\zhlt\hlcsg.exe "c:\program files\valve hammer editor\maps\gg_oil_facility_test1"-wadinclude cs_assault -wadinclude gaurdgate -wadinclude power_lines
Entering c:\program files\valve hammer editor\maps\gg_oil_facility_test1.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]
[cs_assault]
[gaurdgate]
[power_lines]

13 brushes (totalling 79 sides) discarded from clipping hulls
CreateBrush:
(6.92 seconds)
SetModelCenters:
(0.06 seconds)
CSGBrush:
(6.36 seconds)

Using Wadfile: \program files\steam\steamapps\username\counter-strike\valve\halflife.wad
  • Contains 45 used textures, 72.58 percent of map (3116 textures in wad)
Including Wadfile: \program files\steam\steamapps\username\counter-strike\valve\power_lines.wad
  • Contains 4 used textures, 6.45 percent of map (4 textures in wad)
Using Wadfile: \program files\steam\steamapps\username\counter-strike\valve\guardgate.wad
  • Contains 9 used textures, 14.52 percent of map (9 textures in wad)
Including Wadfile: \program files\steam\steamapps\username\counter-strike\valve\cs_assault.wad
  • Contains 4 used textures, 6.45 percent of map (22 textures in wad)
added 18 additional animating textures.
Texture usage is at 1.44 mb (of 4.00 mb MAX)
13.81 seconds elapsed

--- END hlcsg ---

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~1\VALVEH~1\tools\zhlt\hlbsp.exe "c:\program files\valve hammer editor\maps\gg_oil_facility_test1"

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...3950 (1.78 seconds)
BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\gg_oil_facility_test1.prt'
SolidBSP [hull 1] 500...1000...1500...1587 (0.31 seconds)
SolidBSP [hull 2] 500...1000...1335 (0.25 seconds)
SolidBSP [hull 3] 500...1000...1500...1762 (0.39 seconds)
10.84 seconds elapsed

--- END hlbsp ---
Posted 15 years ago2008-12-16 15:28:08 UTC Post #260069
Looks like you're running CSG, then BSP, then CSG again, then BSP again. Where's VIS and RAD?

So try to compile your map the correct way first (in this order: CSG, BSP, VIS, RAD) and then we can focus on the problem at hand (if it still persists).

Also, if a compile process shows (Not responding), it doesn't mean that it crashed or locked up, its simply doing its job, but there's not time to update the process so Windows thinks its handing. Just give it time.

If there's an actually crash dialog popping up, then there's really a problem with either the compile tools, or your map.
Posted 15 years ago2008-12-16 16:15:02 UTC Post #260070
Yeah, CSG and BSP definitely should not be running twice. Check your configuration and make sure your VIS program is assigned to hlvis and your RAD program is assigned to hlrad.
Posted 15 years ago2008-12-16 17:42:48 UTC Post #260077
Ok cool... I didn't notice that other than there was two hlvis.exe running in my process list. I'll see what I can do.
Posted 15 years ago2008-12-16 21:53:10 UTC Post #260112
Soo... it is taking an extremely long time to run LeafThread and that's under the hlvis process... never getting to hlrad. It compiled fine for my very first compile then I added a few things (not making the map larger) and now it's stuck on LeafThread... I checked the settings and they were fine but I downloaded zhlt3 and it's still stuck. I even let it run over night from like 10:00pm to 9:00am when it should compile in a half hour being a small map, and no success. Anyone have any other ideas?

Thanks!
|PnC| TiHKAL

P.S. If someone could dl the rmf and try compiling it that would be great... if you need the wads I can put those up too.
Posted 15 years ago2008-12-17 00:47:42 UTC Post #260122
After running it through the day today, I closed it because it's just taking waay too long for such a simple map... the log doesn't show the first part of the hlvis it finishes just before LeafThread but here's the new log

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~1\VALVEH~1\tools\ZHLT3\hlcsg.exe "c:\program files\valve hammer editor\maps\gg_oil_facility_test1"-wadinclude power_lines -wadinclude gaurdgate -wadinclude cs_assault
Entering c:\program files\valve hammer editor\maps\gg_oil_facility_test1.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]
[power_lines]
[gaurdgate]
[cs_assault]

15 brushes (totalling 91 sides) discarded from clipping hulls
CreateBrush:
(3.50 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(3.13 seconds)

Using Wadfile: \program files\steam\steamapps\macmaniac@cox.net\counter-strike\valve\halflife.wad
  • Contains 46 used textures, 73.02 percent of map (3116 textures in wad)
Including Wadfile: \program files\steam\steamapps\macmaniac@cox.net\counter-strike\valve\power_lines.wad
  • Contains 4 used textures, 6.35 percent of map (4 textures in wad)
Using Wadfile: \program files\steam\steamapps\macmaniac@cox.net\counter-strike\valve\guardgate.wad
  • Contains 9 used textures, 14.29 percent of map (9 textures in wad)
Including Wadfile: \program files\steam\steamapps\macmaniac@cox.net\counter-strike\valve\cs_assault.wad
  • Contains 4 used textures, 6.35 percent of map (22 textures in wad)
added 18 additional animating textures.
Texture usage is at 1.48 mb (of 4.00 mb MAX)
6.78 seconds elapsed

--- END hlcsg ---

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~1\VALVEH~1\tools\ZHLT3\hlbsp.exe "c:\program files\valve hammer editor\maps\gg_oil_facility_test1"

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...4002 (0.91 seconds)
BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\gg_oil_facility_test1.prt'
SolidBSP [hull 1] 500...1000...1500...1618 (0.16 seconds)
SolidBSP [hull 2] 500...1000...1372 (0.13 seconds)
SolidBSP [hull 3] 500...1000...1500...1815 (0.20 seconds)
5.33 seconds elapsed

--- END hlbsp ---
Posted 15 years ago2008-12-17 05:19:58 UTC Post #260136
Too much detail, VIS is choking. Overall, you need to make the geometry less complex.
Posted 15 years ago2008-12-17 11:07:48 UTC Post #260145
Try to func_wall and func_illusionary groups of detail work (only if their close to eachother). Func_illusionaries work fine on brushesh the player never can reach (IE: touch it).

Edit: Your download link doesn't work.
Edit2: I assume this is the correct link: http://www.pork-cheese.com/downloads/gg_oil_facility_test1.rar?

Holy shit dude! No wonder LeafThread takes years! Ill do some optimizing for you.

Edit3: Here you go: http://www.themightyatom.nl/stuff/gg_oil_facility_test1_optimized.rmf

Try to understand what you should func_wall and what to func_illusionary.
The only thing i didn't touched are those two shipping containers. The halflife.wad texture file comes with some shipping container textures. Use those. Or maybe you have a different shipping container texture in any other wad files you're usig for your map.

The worst thing you could do in HL mapping, is making fences with hundreds of brushes and not tie it to an entity. So i replaced those with actual metal fences, tied it to func_illusionaries, and placed a CLIP brush inside them.

Im worried about your r_speeds though...
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