Need Help Compiling



  • My computer seems to hate VVIS.exe, since my hammer freezes whenever i try to compile this map.

    If someone could compile the attached VMFs (there are 2) you will get 1000 cookiez.

    here’s a quick picture of what the maps look like.

    NOW DO IT  :th_Mad:

    http://upl.vs-hs.com/d/3ed7693b2b0a85a10c8fa958bbfb0441



  • My computer seems to hate VVIS.exe, since my hammer freezes whenever i try to compile this map.

    If someone could compile the attached VMFs (there are 2) you will get 1000 cookiez.

    here’s a quick picture of what the maps look like.

    NOW DO IT  :th_Mad:

    http://upl.vs-hs.com/d/3ed7693b2b0a85a10c8fa958bbfb0441



  • I’m on it.

    Edit:

    Hammer crashes.



  • use old source engine compile, that might work
    Benjy used that on dm_afterseven.



  • I’ll try.

    Old Engine or New Engine?



  • New engine only allows you to compile stuff for HL:EP2 Portal and TF2



  • Just making sure.

    Edit: Thing is being weird. Will try to compile and give you a condump.

    Edit 2: Working on compile still. Log is saying stuff is outside the world.





  • You actually got it to compile? Mine hung on a high-end rig. Had to abort.

    ** Executing…
    ** Command: “c:\program files\steam\steamapps<removed>\sourcesdk\bin\ep1\bin\vbsp.exe”
    ** Parameters: -game “c:\program files\steam\steamapps<removed>\half-life 2\hl2” “C:\Documents and Settings\Brian\Desktop\Desktop\co_island”

    Valve Software - vbsp.exe (Dec 11 2006)
    2 threads
    materialPath: c:\program files\steam\steamapps<removed>\half-life 2\hl2\materials
    Loading C:\Documents and Settings\Brian\Desktop\Desktop\co_island.vmf
    "materials/nature/water002a.vtf": cached version doesn’t exist
    fixing up env_cubemap materials on brush sides…
    ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)

    FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-1148.0, 960.0, 252.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 198:

    FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-1024.0, 1004.0, 237.7)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 198:

    FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-1024.0, 972.0, 291.1)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 198:

    FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-1024.0, 972.0, 235.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 198:

    FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (-1148.0, 1024.0, 231.1)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 198:

    ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (1)
    Processing areas…done (0)
    Building Faces…“materials/nature/water002a.vtf”: cached version doesn’t exist
    done (0)
    Chop Details…done (0)
    Find Visible Detail Sides…
    Merged 1478 detail faces…done (0)
    Merging details…done (0)
    FixTjuncs…
    PruneNodes…
    WriteBSP…
    “materials/nature/water002a.vtf”: cached version doesn’t exist
    "materials/nature/water002a.vtf": cached version doesn’t exist
    done (0)
    writing C:\Documents and Settings\Brian\Desktop\Desktop\co_island.prt…done (0)
    Creating default cubemaps for env_cubemap using skybox materials:
    skybox/sky_day02_01*.vmt
    Run buildcubemaps in the engine to get the correct cube maps.

    No such variable “$hdrbasetexture” for material "skybox/sky_day02_01rt"
    Can’t load skybox file skybox/sky_day02_01 to build the default cubemap!
    Finding displacement neighbors…
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions…
    Displacement Alpha : 0…1…2…3…4…5…6…7…8…9…10
    Building Physics collision data…
    done (0) (557031 bytes)
    Static prop models/props_wasteland/woodwall030b_window01a.mdl outside the map (96.00, 188.00, 332.00)
    Static prop models/props_wasteland/woodwall030b_window01a.mdl outside the map (220.00, 64.00, 658.00)
    Static prop models/props_wasteland/woodwall030b_window01a.mdl outside the map (-92.00, 64.00, 860.00)
    Static prop models/props_wasteland/woodwall030b_window01a.mdl outside the map (96.00, 252.00, 860.00)
    Static prop models/props_wasteland/woodwall030b_window02a.mdl outside the map (604.00, -60.00, 112.00)
    Static prop models/props_wasteland/woodwall030b_window01a.mdl outside the map (-1436.00, 832.00, 8.00)
    Static prop models/props_wasteland/woodwall030b_window01a.mdl outside the map (-1436.00, 960.00, 8.00)
    Static prop models/props_wasteland/woodwall030b_window01a.mdl outside the map (-1772.00, 936.00, -169.00)
    Static prop models/props_wasteland/woodwall030b_window01a.mdl outside the map (-1772.00, 1064.00, -169.00)
    Static prop models/props_wasteland/woodwall030b_window01a.mdl outside the map (-2084.00, 1064.00, -169.00)
    Static prop models/props_wasteland/woodwall030b_window01a.mdl outside the map (-2084.00, 936.00, -169.00)
    Static prop models/props_debris/rebar001a_32.mdl outside the map (-1888.00, 1124.00, -226.00)
    Static prop models/props_debris/rebar001a_32.mdl outside the map (-1785.82, 1123.32, -200.00)
    Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
    Compacting texture/material tables…
    Reduced 3784 texinfos to 1697
    Reduced 287 texdatas to 236 (11679 bytes to 9489)
    Writing C:\Documents and Settings\Brian\Desktop\Desktop\co_island.bsp
    6 seconds elapsed

    ** Executing…
    ** Command: “c:\program files\steam\steamapps<removed>\sourcesdk\bin\ep1\bin\vvis.exe”
    ** Parameters: -game “c:\program files\steam\steamapps<removed>\half-life 2\hl2” “C:\Documents and Settings\Brian\Desktop\Desktop\co_island”

    Valve Software - vvis.exe (Nov  8 2007)
    2 threads
    reading c:\documents and settings\brian\desktop\desktop\co_island.bsp
    reading c:\documents and settings\brian\desktop\desktop\co_island.prt
    1391 portalclusters
    4296 numportals
    BasePortalVis:      0…1…2…3…4…5…6…7…8…9…10 (2)
    PortalFlow:          0…1…2…3…4…5…6…7…8…9.
    ** Executing…
    ** Command: “c:\program files\steam\steamapps<removed>\sourcesdk\bin\ep1\bin\vrad.exe”
    ** Parameters:  -game “c:\program files\steam\steamapps<removed>\half-life 2\hl2” “C:\Documents and Settings\Brian\Desktop\Desktop\co_island”

    Valve Software - vrad.exe SSE (Nov  8 2007)
    ----- Radiosity Simulator ----
    2 threads
    [Reading texlights from ‘lights.rad’]
    [45 texlights parsed from ‘lights.rad’]

    Loading c:\documents and settings\brian\desktop\desktop\co_island.bsp
    No vis information, direct lighting only.
    5910 faces
    9 degenerate faces
    3871221 square feet [557455872.00 square inches]
    126 displacements
    243545 square feet [35070536.00 square inches]
    127 direct lights
    BuildFacelights:    0…
    ** Executing…
    ** Command: Copy File
    ** Parameters: “C:\Documents and Settings\Brian\Desktop\Desktop\co_island.bsp” “c:\program files\steam\steamapps<Removed>\half-life 2\hl2\maps\co_island.bsp”



  • yeah the compiled map crashes me.

    fuck it, if anyone here wants to fix it then go ahead  :action-smiley-003:



  • It’s your props. They are not enjoying the void, and it’s a map killing error.



  • Isn’t that dm_island17?



  • Yeah I think he decompiled the map. That’s probably what’s causing the “geometry out of world” or whatever it is errors.



  • Well hammer crashed everytime after i compiled one, causing my computer to crash and suffering data loss.



  • If you run the log through the error checker, it’s guaranteed to fail. All the wooden props from the dock are sticking through the world geometry into the void.



  • Basically just use the brush IDs the compiler gives you and delete them all. If you decompiled a premade map, I’m pretty sure that’s what causes these errors.



  • Make sure you’re using the most recent version of VMEX. You don’t really need to decompile it to run with ZS unless you wanted to change the lighting or something. Spawns can be created and deleted with the map profile.



  • Yeah i was trying to do some edits. I made the ladders break when you use them, and removed crappy entities.



  • does it work yet please make it work soon! LOOKS AMAZING


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