Compile log freeze and LONG compile. Created 18 years ago2006-01-17 14:29:26 UTC by Xyos212 Xyos212

Created 18 years ago2006-01-17 14:29:26 UTC by Xyos212 Xyos212

Posted 18 years ago2006-01-17 14:29:26 UTC Post #158272
I had previously posted about a 16 hour compile time. I took out all the problems, and compiled again. It has been going for 3 hours, and is stuck at the same part in the log it always stops at. It freezes as soon as a scroll up the compile log, so copy+paste will not work. I took a screen of the part it freezes on.
http://img353.imageshack.us/img353/5811/rrrrr4tj.jpg

It gets here in about 3 minutes, then stays at this part for hours. Can someone help me? I cannot figure this out. I removed so much brushes, used hint brushes, Im so sad :(
Posted 18 years ago2006-01-17 14:37:16 UTC Post #158276
Is Fastvis an application, or a setting to change the way vis compiles?
Posted 18 years ago2006-01-17 14:37:55 UTC Post #158277
Its prolly not frozen, It is prolly on the VIS stage of compile, which takes a while depending on how you made the map. CSG and BSP run very quickly, then VIS and RAD take 30x longer. How long do you wait after it "Freezes" to scroll around. I usually dont touch my computer while compiling, because it will give the illusion of freezing. All I can say about long compile times is stick to simple mapping, and dont get too messy. you will always have a long time compiling RAD if you have a lot of lighting, there is no avoiding that.
Posted 18 years ago2006-01-17 14:39:48 UTC Post #158278
It's a setting that compiles VIS faster.
Don't compile fast VIS, coz that causes lots of problems.
3 hours of compile doesn't mean that it's stuck. It's just compiling (hammer always seems that it's freezed, when compiling). Try batch compiling. :)
You can see your progress there.
Daubster DaubsterVault Dweller
Posted 18 years ago2006-01-17 14:41:42 UTC Post #158279
I compiled using Fast Vis, and I got this error in the compille log:

** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteamSteamAppsxyos212counter-strike

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamwalltest.map" "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

hlcsg v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1toolshlcsg.exe "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

= 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 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Wadinclude list :
[zhlt.wad]

entering C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest.map
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.03 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.20 seconds)
Using WAD File: hlservervalvehalflife.wad
Using WAD File: program filessteamsteamappsxyos212counter-strikecstrikemike.wad
Using WAD File: program filessteamsteamappsxyos212counter-strikecstrikecool.wad
Using WAD File: program filessteamsteamappsxyos212counter-strikecstriketfc2.wad
Using WAD File: program filessteamsteamappsxyos212counter-strikecstrikehouse.wad
Warning: ::: Larger than expected texture (218412 bytes) Wad:wad[program filessteamsteamappsxyos212counter-strikecstrikehouse.wad] Texture[3517:SHINGLES]

added 10 additional animating textures.
Texture usage is at 2.66 mb (of 4.00 mb MAX)
14.02 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

hlbsp v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

= 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 ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 240)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest.prt'
8.98 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: -fast "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

g_fastvis = true
hlvis v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlvis ---
Command line: C:PROGRA~1VALVEH~1toolshlvis.exe -fast "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

= Current hlvis 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 ]

fast vis [ on ] [ off ]
full vis [ off ] [ off ]

3328 portalleafs
11807 numportals
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (41.16 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 239 and 240:
   (1366.265 875.380 -5.249)
(1189.733 571.000 -99.833)
(1189.733 571.000 -100.000)
(1545.941 1186.304 -100.000)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 245 and 247:
   (1369.420 870.262 27.151)
(1369.501 870.400 28.000)
(1337.330 814.576 45.000)
(1200.333 577.000 45.000)
(1200.205 577.000 -63.771)
average leafs visible: 2292
g_visdatasize:1188174 compressed from 1384448
41.55 seconds elapsed

--- END hlvis ---

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

hlrad v2.5.3 rel (May 2 2001)
Based on Valve's version, modified with permission.
Submit detailed bug reports to (zoner@gearboxsoftware.com)
--- BEGIN hlrad ---
Command line: C:PROGRA~1VALVEH~1toolshlrad.exe "C:Program FilesSteamSteamAppsxyos212counter-strikecstrikemapswalltest"

= Current hlrad 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 ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 256.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 ] [ 1.000 ]
global gamma amount [ 0.500 ] [ 0.500 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

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

14686 faces
Create Patches : 98402 base patches
0 opaque faces
964238 square feet [138850384.00 square inches]
Error: Exceeded MAX_PATCHES
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation of this problem

--- END hlrad ---

** Executing...
** Command: C:PROGRA~1SteamSteam.exe
** Parameters: -game -cstrike +map "walltest"
Posted 18 years ago2006-01-17 14:43:44 UTC Post #158280
Look here for information on decyphering ZHLT Error messages.
Posted 18 years ago2006-01-17 14:48:03 UTC Post #158281
I think its due to my skybox causing more lighting on unseen brushes. Im going to get rid of the box, and use skywalls. Hopefully I wont get a leak.............
Posted 18 years ago2006-01-17 14:51:55 UTC Post #158282
Oh, lol you skyboxed! that is why VIS and RAD are taking a long time! yeah, just get rid of the skybox, and close off any areas that can see the void with the sky texture. If you want to take it a step further, apple the "Null" texture to any unseen faces, which will give the game less faces to render. :) hope it works.
Posted 18 years ago2006-01-17 14:56:00 UTC Post #158284
Thanks :) Now I know why skyboxes are frowned upon.
Posted 18 years ago2006-01-17 14:57:49 UTC Post #158286
lol, so it worked then?
Posted 18 years ago2006-01-17 15:00:18 UTC Post #158289
Warning: ::: Larger than expected texture (218412 bytes)
One of your textures is too big. The HL engine should not use high-res textures (640x480, 800x800 and the likes)
Warning: Leaf portals saw into leaf
Messed up brushes.
Error: Exceeded MAX_PATCHES
Too many surfaces for RAD to light. Try using higher texture scale values to reduce faces.
Posted 18 years ago2006-01-17 15:32:23 UTC Post #158297
:( I keep getting leak errors now. Should I consume the whole level with sky brushes, or extend them from only visible places?
This is what im doing now.
http://img78.imageshack.us/img78/6497/one0bu.jpg

http://img78.imageshack.us/img78/8480/28no.jpg

http://img78.imageshack.us/img78/6952/32rp.jpg

Is this correct?
Posted 18 years ago2006-01-17 15:37:22 UTC Post #158298
Well, one thing I should mention is that it isnt a great idea to just have a wall of sky near the ground right where the player can just walk up to. Also, no entities can touch the void, so if any of your buildings are a func_wall then they will appear to be a leak. If you actually do just have a leak, look at my profile, I made a tutorial on seeking out leaks.
Posted 18 years ago2006-01-17 15:47:16 UTC Post #158301
The skywall is not accessible by players. I have invisible walls included, but hid them so the picture can be seen. I will do as you said and remove any brushes touching the void. BTW, I cant find your tutorial. :( Thanks for the help :)
Posted 18 years ago2006-01-17 15:51:40 UTC Post #158302
Don't remove Brushes touching the void, remove entities touching the void. Brushes can touch the void, otherwise it is a skybox :nuts:
Also, players can touch the skywall, but it doesn't look very realistic when the player can just walk up to the invisible wall and look out and see sky.

The tutorial is called "The Displacement Method" It is half way down the 4th or 5th journal entry.
Posted 18 years ago2006-01-17 16:02:37 UTC Post #158306
ewww thats an ugly skybox....

1=best:
User posted image
Posted 18 years ago2006-01-17 16:21:32 UTC Post #158308
ARGGHHH... fear skybox 3!!!!

oh... thats what my skyboxes look like!!! :)

joke, just in case you guys start worrying bout me!*
Posted 18 years ago2006-01-17 18:46:46 UTC Post #158350
My skyboxes used to always look like that! now they are number 2. bear in mind the artical I got this form was for source....
Posted 18 years ago2006-01-17 18:54:08 UTC Post #158354
Error: Exceeded MAX_PATCHES
Like Kasperg said, stretch some textures out a little especially small, repeating textures. That can work nightmares on the map. Also use null textures wherever possible, on sides facing the inside of the sky and stuff like that.

For the record vis doesn't freeze it just takes forever if the map isn't layed out decently. Enter the dreaded skybox everyone keeps talking about.
Posted 18 years ago2006-01-18 08:07:21 UTC Post #158408
Skybox two is the best! Then you can place an helicopter/alien controllers in there. :D

Didn't you just ask that question before a few days and I told you to remove the skybox?

In my journal I posted two enteries realeted to you problems, hammer is freezing during compile and skyboxing, why is it bad.
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