Welcome to PlagueFest.com! Log in or Sign up to interact with the Plague Fest community.
  1. Welcome Guest! to interact with the community and gain access to all the site's features.

Troubleshooting in compiling.

Discussion in Mapping Discussion started by Captain Jack, May 29, 2013

  1. Apr 25, 2013
    Posts
    Hello all,

    When I try to compile my maps (all normal setting, without any expert parameter), i have a windows error : "vbsp.exe stopped working". Then the compilation continue but nothing appear in the log. I had to stop the processus in task manager "vvis.exe"


    Code:
    ** Executing...
    ** Command: "d:\program files\steam\steamapps\appleemo\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\common\counter-strike source\cstrike" "D:\Program Files\Steam\SteamApps\appleemo\sourcesdk_content\cstrike\mapsrc\Hobbit.vmf"
     
    Valve Software - vbsp.exe (Oct 31 2012)
    2 threads
    materialPath: d:\program files\steam\steamapps\common\counter-strike source\cstrike\materials
    Loading D:\Program Files\Steam\SteamApps\appleemo\sourcesdk_content\cstrike\mapsrc\Hobbit.vmf
    Could not locate 'GameData' key in d:\program files\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
    Patching WVT material: maps/hobbit/de_tides/blend_concrete_dirt_wvt_patch
    Patching WVT material: maps/hobbit/de_dust/rockwall_blend_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (4)
     
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4445.8 1624.4 -498.5)
    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 2297:
     
     
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4445.4 1600.4 -500.3)
    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 2297:
     
     
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4366.5 1451.0 -534.4)
    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 2282:
     
     
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4388.6 1529.9 -525.6)
    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 2282:
     
     
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4313.5 1454.4 -534.0)
    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 2266:
     
     
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4344.5 1542.0 -526.0)
    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 2266:
     
     
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4995.1 999.0 -1142.2)
    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 29746:
     
     
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4986.7 976.7 -1169.7)
    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 29746:
     
    *** Suppressing further FindPortalSide errors.... ***
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing D:\Program Files\Steam\SteamApps\appleemo\sourcesdk_content\cstrike\mapsrc\Hobbit.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
      skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
      skybox/sky_day01_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
     
    ** Executing...
    ** Command: "d:\program files\steam\steamapps\appleemo\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "d:\program files\steam\steamapps\common\counter-strike source\cstrike" "D:\Program Files\Steam\SteamApps\appleemo\sourcesdk_content\cstrike\mapsrc\Hobbit"
     
    Valve Software - vvis.exe (Oct 31 2012)
    2 threads
    reading d:\program files\steam\steamapps\appleemo\sourcesdk_content\cstrike\mapsrc\Hobbit.bsp
    reading d:\program files\steam\steamapps\appleemo\sourcesdk_content\cstrike\mapsrc\Hobbit.prt
    5077 portalclusters
    18817 numportals
    BasePortalVis:	  0...1...2...3...4...5...6...7...8...9...10 (40)
    PortalFlow:		  0..
    ** Executing...
    ** Command: "d:\program files\steam\steamapps\appleemo\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "d:\program files\steam\steamapps\common\counter-strike source\cstrike" "D:\Program Files\Steam\SteamApps\appleemo\sourcesdk_content\cstrike\mapsrc\Hobbit"
     
    Valve Software - vrad.exe SSE (Oct 31 2012)
     
    	  Valve Radiosity Simulator	
    2 threads
    [Reading texlights from 'lights.rad']
    [2 texlights parsed from 'lights.rad']
     
    Loading d:\program files\steam\steamapps\appleemo\sourcesdk_content\cstrike\mapsrc\Hobbit.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (5.28 seconds)
    12423 faces
    474 degenerate faces
    1247956 square feet [179705680.00 square inches]
    173 Displacements
    80110 Square Feet [11535862.00 Square Inches]
    25 direct lights
    BuildFacelights:	 0...1...2...3...4...5...6...7...8...9...10 (10)
    Build Patch/Sample Hash Table(s).....Done<0.0592 sec>
    FinalLightFace:	  0...1...2...3...4...5...6...7...8...9...10 (11)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (26)
    Writing leaf ambient...done
    Ready to Finish
     
    Object names	  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------	  ---------------  ---------------  --------
    models				  8/1024		  384/49152	( 0.8%)
    brushes				859/8192		10308/98304	(10.5%)
    brushsides		  20356/65536	  162848/524288  (31.1%)
    planes			  32420/65536	  648400/1310720  (49.5%)
    vertexes			 16886/65536	  202632/786432  (25.8%)
    nodes				 9727/65536	  311264/2097152  (14.8%)
    texinfos			  344/12288	  24768/884736  ( 2.8%)
    texdata				 12/2048		  384/65536	( 0.6%)
    dispinfos			  173/0		  30448/0		( 0.0%)
    disp_verts		  12501/0		  250020/0		( 0.0%)
    disp_tris			19552/0		  39104/0		( 0.0%)
    disp_lmsamples	  222596/0		  222596/0		( 0.0%)
    faces				12423/65536	  695688/3670016  (19.0%)
    hdr faces				0/65536		  0/3670016  ( 0.0%)
    origfaces			 3802/65536	  212912/3670016  ( 5.8%)
    leaves				9736/65536	  311552/2097152  (14.9%)
    leaffaces			13235/65536	  26470/131072  (20.2%)
    leafbrushes		  6887/65536	  13774/131072  (10.5%)
    areas					2/256			16/2048	 ( 0.8%)
    surfedges			81316/512000	 325264/2048000  (15.9%)
    edges				43654/256000	 174616/1024000  (17.1%)
    LDR worldlights		 25/8192		 2200/720896  ( 0.3%)
    HDR worldlights		  0/8192			0/720896  ( 0.0%)
    leafwaterdata			1/32768		  12/393216  ( 0.0%)
    waterstrips		  2546/32768	  25460/327680  ( 7.8%)
    waterverts			  0/65536		  0/786432  ( 0.0%)
    waterindices		 40638/65536	  81276/131072  (62.0%)
    cubemapsamples		  1/1024		  16/16384	( 0.1%)
    overlays				 0/512			 0/180224  ( 0.0%)
    LDR lightdata		 [variable]	10937876/0		( 0.0%)
    HDR lightdata		 [variable]		  0/0		( 0.0%)
    visdata			  [variable]		  0/16777216 ( 0.0%)
    entdata			  [variable]	  43277/393216  (11.0%)
    LDR ambient table	 9736/65536	  38944/262144  (14.9%)
    HDR ambient table	 9736/65536	  38944/262144  (14.9%)
    LDR leaf ambient	 15710/65536	  439880/1835008  (24.0%)
    HDR leaf ambient	  9736/65536	  272608/1835008  (14.9%)
    occluders				0/0				  0/0		( 0.0%)
    occluder vert ind		0/0			  0/0		( 0.0%)
    detail props		  [variable]		  1/12	  ( 8.3%)
    static props		  [va	  0/0		( 0.0%) occluder polygons		0/0	riable]		  1/12134	( 0.0%)
    pakfile			  [variable]	  212805/0		( 0.0%)
    physics			  [variable]	  341006/4194304  ( 8.1%)
    physics terrain	  [variable]	  19223/1048576  ( 1.8%)
     
    Level flags = 0
     
    Total triangle count: 41116
    Writing d:\program files\steam\steamapps\appleemo\sourcesdk_content\cstrike\mapsrc\Hobbit.bsp
    52 seconds elapsed
     
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Program Files\Steam\SteamApps\appleemo\sourcesdk_content\cstrike\mapsrc\Hobbit.bsp" "d:\program files\steam\steamapps\common\counter-strike source\cstrike\maps\Hobbit.bsp"
     
    
    It see that I have a "leak", but i have arouned ALL my map with a giant cube (without any 3D skybox model). WTF !!

    :/
  2. Jul 4, 2011
    Posts
    Did you func_detail anything at all? Try running the map without VIS and RAD then load the pointfile(s) and fix the leaks.
  3. Feb 27, 2012
    Posts
    If you're trying to do any optimization with Skip and Hint, you can still cause a leak if you don't do it right, even if you've got a giant skybox cube around you map (which you never want to do anyways). So if you're trying to optimize with skip/hint brushes, do what Null said and then load your point file to see where the leak is.
  4. Apr 25, 2013
    Posts
    The problem is that i do not have any Pointfile :/

    EDIT : I have trying loading pointfile. The red line show me lots of things : light, prop_static, func_breakable , watercontrole....! I have remove more than 20 entity and its still the same log i dont understand anything :/

    @Tony the Tiger!! :D
    Captain Jack, May 29, 2013 Last edited by Captain Jack, May 29, 2013
  5. Feb 27, 2012
    Posts
    Even AFTER compiling it without VIS and RAD? Usually if i get vbsp.exe has stopped working, i just restart Hammer, Source SDK and Steam and it works for me. But you do have a lot of errors in your log, but i dont know what they mean, so i can't help much there. Maybe if all else fails, post your VMF file here and let someone take a look at it.
  6. Jul 4, 2011
    Posts
    There is nothing wrong with the entities, don't remove them! The red line shows where it's leaking out, look where it leads you and seal it.

    Tophatwaffle has a nice video guide regarding this:

    • Like Like x 1
    • Feb 27, 2012
      Posts
      Removing props and brushes that it is pointing at won't fix the leak, since they are not the main cause. That is just everything that is leaking in the map from what is causing them to leak (if that makes sense). If you've made area portals or skip/hints to optimize, try temporarily deleting them and see which one it is. I had the same problem on my ZM map when i was using area portal and skip/hint. I tried deleting props, brushes, moving brushes and props, but in the end it was a skip/hint.

      EDIT: Null explains the leak thing better than i do.
    • Apr 25, 2013
      Posts
      Well...I have solved the leaf problem, i was a 2 torus that i have create for making a tunnel ! I'll never use torus tools anymore :frown:

      But I still cant compile the map, vbsp.exe stop working all the time :/
    • Mar 30, 2013
      Posts
      I know a website, to analyze the compilation log, but the answer it give are in french (sad for you :frown: )
      I tested, and there is a leak and some other error.
      http://www.logout.fr/hammer/?p=HLErr
    • Apr 9, 2012
      Posts
      You know, I have had once that problem where you have absolutely no gap towards the black void at all, but it was a point origin of a brush entity that was accidentically placed outside, and that still causes a leak, despite not actually showing anything... So maybe try to find out where exactly the red line is pointing to, and if it points outside the map in the middle of nowhere, it means that there is a point origin there, and selecting any brush-entities nearby should reveal that point. Move it inside the world again, and it will work.
      • Useful Useful x 1
      • Feb 27, 2012
        Posts
        Try and verify your source sdk files. (Right click Source SDK>Properties>Local Files>Verify Integrity of Tool Cache.

        If still not, then you could still have a leak somewhere that is causing it to crash out vbsp.exe. Try what JorisCeoen said.
      • Apr 25, 2013
        Posts
        Problem solved, it was a displacement. I found it by deleting part by part my map and compile it until the compilation works. I dont know why the compiler cant compile this displacement :/ Anyway, it was just a little wall so I deleted it and remake it, it works fine ! My compile log is clean now :smile:
        • Like Like x 1
        • Jul 4, 2011
          Posts
          You may have accidentaly hit ctrl+t while selecting it, making it a func_detail (map won't compile if there is a displacement tied to an entity).
          • Useful Useful x 1
          • Apr 9, 2012
            Posts
            A wall, should never, ever, be a displacement in any way. Unless you are short on planes for the planelimit you can consider displacing brushes that should have otherwise been func_detail (aka not sealing the map). And no matter what you do, nodrawing a displacement is also wrong and breaks the compile. But I'm glad it worked out!