Compile error

WhiteBoy

Newbie
Joined
Jan 15, 2004
Messages
564
Reaction score
0
Whenever I compile my level, it seems to abort, sometime into the compilation process.

Maybe by looking at my log, you could see the problem.

** Executing...
** Command: Change Directory
** Parameters: "D:\Valve\Steam\SteamApps\xxxxxx\sourcesdk"


** Executing...
** Command: Copy File
** Parameters: "D:\Valve\Steam\SteamApps\xxxxxx\sourcesdk\cstrike_sample_content\maps\xxxxxx.vmf" "d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content\maps\xxxxxx.vmf"


** Executing...
** Command: "d:\valve\steam\steamapps\xxxxxx\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content" "d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content\maps\xxxxxx"

Valve Software - vbsp.exe (Nov 22 2004)
2 threads
materialPath: d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content\materials
Loading d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content\maps\xxxxxx.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...Brush 40: WARNING, microbrush
Brush 101: WARNING, microbrush
Brush 131: WARNING, microbrush
7...8...9...10 (4)
ProcessBlock_Thread: 0...1...2...3...4...5...6...Brush 40: WARNING, microbrush
Brush 101: WARNING, microbrush
Brush 131: WARNING, microbrush
7...8...9...10 (3)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content\maps\xxxxxx.prt...done (0)
Creating default cubemaps for env_cubemap using skybox jungle...
Run buildcubemaps in the engine to get the correct cube maps.
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) (431117 bytes)
Building Physics collision data...
done (1) (431117 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content\maps\xxxxxx.bsp
14 seconds elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "d:\valve\steam\steamapps\xxxxxx\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content" "d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content\maps\xxxxxx"

Valve Software - vvis.exe (Nov 22 2004)
2 threads
reading d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content\maps\xxxxxx.bsp
reading d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content\maps\xxxxxx.prt
2203 portalclusters
7700 numportals
Leaf (portal 4128) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X to view the problem.

** Executing...
** Command: "d:\valve\steam\steamapps\xxxxxx\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content" "d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content\maps\xxxxxx"

Valve Software - vrad.exe (Nov 22 2004)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content\maps\xxxxxx.bsp
No vis information, direct lighting only.
7054 faces
9 degenerate faces
795497 square feet [114551568.00 square inches]
0 displacements
0 square feet [0.00 square inches]
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (61)
Build Patch/Sample Hash Table(s).....Done<0.0453 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 1500/8192 18000/98304 (18.3%)
brushsides 14965/65536 119720/524288 (22.8%)
planes 13146/65536 262920/1310720 (20.1%)
vertexes 15308/65536 183696/786432 (23.4%)
nodes 4145/65536 132640/2097152 ( 6.3%)
texinfos 3877/12288 279144/884736 (31.6%)
texdata 23/2048 736/65536 ( 1.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 7054/65536 395024/3670016 (10.8%)
origfaces 3293/65536 184408/3670016 ( 5.0%)
leaves 4147/65536 232232/3670016 ( 6.3%)
leaffaces 7877/65536 15754/131072 (12.0%)
leafbrushes 3721/65536 7442/131072 ( 5.7%)
surfedges 47702/512000 190808/2048000 ( 9.3%)
edges 26441/256000 105764/1024000 (10.3%)
worldlights 3/8192 264/720896 ( 0.0%)
waterstrips 728/32768 7280/327680 ( 2.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11568/65536 23136/131072 (17.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 1622000/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 5471/393216 ( 1.4%)
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] 1/12 ( 8.3%)
static props [variable] 1/202 ( 0.5%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 431117/4194304 (10.3%)
==== Total Win32 BSP file data space used: 4227512 bytes ====

Linux Specific Data:
physicssurface [variable] 431117/6291456 ( 6.9%)
==== Total Linux BSP file data space used: 4227512 bytes ====

Total triangle count: 20861
Writing d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content\maps\xxxxxx.bsp
1 minute, 4 seconds elapsed

** Executing...
** Command: d:\valve\steam\steam.exe
** Parameters: -applaunch 240 -game "d:\valve\steam\steamapps\xxxxxx\sourcesdk\cstrike_sample_content" -windowed +map "xxxxxx"
 
That's what I was wondering. Though, I played with the settings, and managed to get it to work.
 
Im having the same problem. What did you change your setting to?
 
I think it was actually being caused by some brushes the engine didn't like. Because when I reloaded the map file, it said X number of brushes were not loaded, and it compiled fine after.
 
Back
Top