Please Help - VIS crashes when compiling Created 14 years ago2009-05-24 22:00:13 UTC by pimpedz pimpedz

Created 14 years ago2009-05-24 22:00:13 UTC by pimpedz pimpedz

Posted 14 years ago2009-05-24 22:01:17 UTC Post #267433
Hello, I am recently getting rather close to a playable build of my map. When compiling, VIS crashes as soon as it begins, without reason. I am not sure of why this is occuring, any help would greatly be appreciated. As to clear up any misconceptions about an earlier post, I am NOT using max distance, and vis is set to full.
The files are located here:
http://tapsdomain.net/death_valley_prob/

Compile log (not including HLRAD)
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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLCSG.EXE"-wadinclude \mappinh\wads\deathvalleywads\extra.wad -wadinclude \mappinh\wads\deathvalleywads\deathtex.wad "C:\Documents and Settings\meh\Desktop\woot77.map"
Entering C:\Documents and Settings\meh\Desktop\woot77.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]
[\mappinh\wads\deathvalleywads\extra.wad]
[\mappinh\wads\deathvalleywads\deathtex.wad]

33 brushes (totalling 174 sides) discarded from clipping hulls
CreateBrush:
(4.00 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(3.29 seconds)

Including Wadfile: \mappinh\wads\deathvalleywads\deathtex.wad
  • Warning: Larger than expected texture (548892 bytes): 'PIMP_CREDBILL'
  • Contains 106 used textures, 94.64 percent of map (126 textures in wad)
Including Wadfile: \mappinh\wads\deathvalleywads\zhlt.wad
  • Contains 2 used textures, 1.79 percent of map (4 textures in wad)
Including Wadfile: \mappinh\wads\deathvalleywads\extra.wad
  • Contains 4 used textures, 3.57 percent of map (46 textures in wad)
added 6 additional animating textures.
Texture usage is at 3.19 mb (of 4.00 mb MAX)
7.69 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:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLBSP.EXE""C:\Documents and Settings\meh\Desktop\woot77.map"

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...7351 (0.65 seconds)
BSP generation successful, writing portal file 'C:\Documents and Settings\meh\Desktop\woot77.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6464 (0.37 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...5549 (0.31 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7381 (0.50 seconds)
7.31 seconds elapsed
Posted 14 years ago2009-05-25 02:04:44 UTC Post #267443
Errr... remove that hint/skip-brush, you clearly don't understand how hint/skip-brushes work.

And you should think about turning small details into func_wall.

The brushwork is very sloppy but I guess it's too late to fix that now, same thing for NULLing unseen faces, those should have been your top priorities from brush one but I guess it would take too much time to fix it now.
Posted 14 years ago2009-05-25 23:42:13 UTC Post #267507
Alright, I will try doing that and then get back to you.
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