Compile Stopping

Dario D.

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Hi,

I have been having trouble compiling my map fully. Fast compile works, but full compile has been taking over 18 hours, and for the 2nd time now it gets stuck on:
1...2...3.
on portVis or something like that about portals.

Any ideas why it takes so long and gets stuck on 3? When I compile it says in the log (or DOS window if Im using a batch compiler), "Memory Leak: blocks left in cache: 40 - Memory leak: blocks left: 12" to that effect.

Might be related? I'm not sure what's wrong or what to do about it.
 
Full VIS can take a looooooong time. 18 hours is a bit much though. Have you optimised the map? That can drastically reduce compile time.
 
18 hours... and it was only on 3 / 10 on PortalFlow.

The map is optimized in the sense that very many unused surfaces have the nodraw texture.

The only way it's not optimized I think is that the level box is pretty dang enourmous.

- Note: Fast compile finishes in only 30 minutes.
 
You don't mention using func_detail. If you aren't using the hell out of func_detail you map is either a boring boxey thing with all 90 degree angles and flat detail-less wall or hopelessly complex from not optimizing it for VIS. NODRAW does nothing for VIS. Check out geometry Optimization tuts or search for threads about VIS and func_detail and areaportal and hint. f_detail is the easiest to implement and will help the most.

I have a large complex map and it only take 9 hours on my 2.4Ghz. It uses 91% of the brush capacity of the engine and it is 12,000 x 6,000 by 4,500 units in size.
 
30min for fast vis is even pretty long. are you sure there aren't any leaks in the map? have you tried using GLView? There must be something wrong unless your map is really huge.
 
if your map's skybox is really big, try putting hint brushes across the map, so portals don't reach up to the top of the sky.

how many portals does it say you have when you go to compile?
 
Hmm... I dunno what hint brushes are.

Yes, my level box is pretty big (but there isn't a 3d skybox), but probably no bigger than anyone else with a large map. My map isn't large, but the level box is, because I needed to make space for a long looping train track, and I didn't want the train to go out into the void.

- Btw, when I compile my map, it says "memory leak" twice.
I'll check the portal count in a little bit when I compile again.
 
the train doesn't care about the void. As long as the path_track entities are enclosed, the train can pass through the void all day.
 
That's what I mean...

The track_path entities would be in the void if I shrink the level box.
 
Here is my compile log in DOS, using the batch compiler. It still shows all the needed information:

Code:
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: D:\Half Life 2\SteamApps\dariodee\half-life 2 deathmatch\hl2mp\mat
erials
Loading D:\Half Life 2\SteamApps\dariodee\sourcesdk_content\hl2mp\mapsrc\dm_plaz
a17_noapttest.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 608 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Half Life 2\SteamApps\dariodee\sourcesdk_content\hl2mp\mapsrc\dm_plaz
a17_noapttest.prt...done (1)
Creating default cubemaps for env_cubemap using skybox sky_day02_02...
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 (0) (425054 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (679672 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing D:\Half Life 2\SteamApps\dariodee\sourcesdk_content\hl2mp\mapsrc\dm_plaz
a17_noapttest.bsp
19 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 20
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading d:\half life 2\steamapps\dariodee\sourcesdk_content\hl2mp\mapsrc\dm_plaz
a17_noapttest.bsp
reading d:\half life 2\steamapps\dariodee\sourcesdk_content\hl2mp\mapsrc\dm_plaz
a17_noapttest.prt
1842 portalclusters
6963 numportals
BasePortalVis:       0...1...2..

Note the 2 Memory leak lines. Thats all I notice as being threatening...

Remember to scroll down using the scroll bar in the "code" area above.
 
My fast compile takes 21 seconds. My full takes 9 hours.

Now your fast take 30 MINUTES!!
Give up my friend that map will never compile. You have done something horribly horribly wrong.

Every . in the compile long takes longer then the one before it, 4 takes longer than 3, 9 longer than 8. If you arent' to 3 after 18 hours then you have at least a week or two left.

Did you by any chance put skip/invis/nodraw on lots of faces that butt up against eachother? That "recommendation" is making the rounds in the forums and it destroys maps.
 
i think that´s the problem:
Error loading studio model ""!

don´t know how to fix it. maybe select all and copy to a new hammer file.
 
Did you by any chance put skip/invis/nodraw on lots of faces that butt up against eachother? That "recommendation" is making the rounds in the forums and it destroys maps.

Im not sure what you mean. I have lots and lots of brushes that have nodraw on some faces and not others. Example: If there's a cube where you can't see the other side of it, the side you can't see has nodraw texture on it.

That's what I did all over the map. Is that a problem?

Edit: I took a look at sdk_d1_trainstation_1, and they have nodraw all over the place, just as I used it.

They also have so much other crap I've never seen, it's unbelievable how they didnt go crazy placing entities with that infernal wireframe placement method.

I like Unreal Ed where u just right click a surface in the 3d realtime viewport, and pop your "actors" where u want them. Moving them around is cake; none of that wireframe view crap :thumbs: I dont know how the valve mappers could tolerate that to such extremes.
 
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