Bug compiling...

Need Help? The Day isnt going so well on the Mapping front?
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sven666
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Bug compiling...

Post by sven666 »

here is my problem, when I start my compiled map I have this :
Image
I tried to compile for ep2 and it's working.
I tried to compile a simple map for obsidian and same bug appear.
So, I think hammer with obsidian setting got a problem, I checked the gameconfig.txt and he is normal :

Code: Select all

"Obsidian Conflict"
		{
			"GameDir"		"d:\jeux\steam\SteamApps\SourceMods\obsidian"
			"hammer"
			{
				"GameData0"		"d:\jeux\steam\steamapps\SourceMods\obsidian\Obsidian SDK\Obsidian.fgd"
				"TextureFormat"		"5"
				"MapFormat"		"4"
				"DefaultTextureScale"		"0.250000"
				"DefaultLightmapScale"		"16"
				"GameExe"		"d:\jeux\steam\steamapps\[MyID]\half-life 2 episode two\hl2.exe"
				"DefaultSolidEntity"		"func_detail"
				"DefaultPointEntity"		"ai_ally_manager"
				"BSP"		"d:\jeux\steam\steamapps\[MyID]\sourcesdk\bin\orangebox\bin\vbsp.exe"
				"Vis"		"d:\jeux\steam\steamapps\[MyID]\sourcesdk\bin\orangebox\bin\vvis.exe"
				"Light"		"d:\jeux\steam\steamapps\[MyID]\sourcesdk\bin\orangebox\bin\vrad.exe"
				"GameExeDir"		"d:\jeux\steam\steamapps\[MyID]\half-life 2"
				"MapDir"		"d:\jeux\steam\steamapps\[MyID]\sourcesdk_content\obsidian\mapsrc"
				"BSPDir"		"d:\jeux\steam\SteamApps\SourceMods\obsidian\maps"
				"CordonTexture"		"tools\toolsskybox"
				"MaterialExcludeCount"		"0"
			}
		}
I cheked hammer but all files was clear.
Someone got an idea ?
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Shana
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Post by Shana »

ATI Graphicscard?
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sven666
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Post by sven666 »

No, because previous compiled map works fine, I have this bugs for a week now.
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Vasili
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Post by Vasili »

Just run another bare bones level before this one, then go into console and type "Changelevel <MAPNAME>"
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sven666
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Post by sven666 »

when I restart the map, I have this : Image

I notify : I have no leak and no problems with windowsportal.
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Post by BigFoot »

looks like VIS errors or maybe portals. compile log?
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Post by Gary »

This here, it is the mapper's greatest debugging tool.

And I think I've had this problem before, I think it was leak. Anyway, use the tool above and you should know what is wrong with your map.
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Post by sven666 »

Code: Select all

** Executing...
** Command: "d:\jeux\steam\steamapps\[MyId]\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\jeux\steam\SteamApps\SourceMods\obsidian" "D:\JEUX\Steam\steamapps\[MyId]\sourcesdk_content\obsidian\oc_paysan_B10"

Valve Software - vbsp.exe (May 19 2009)
8 threads
materialPath: d:\jeux\steam\SteamApps\SourceMods\obsidian\materials
Loading D:\JEUX\Steam\steamapps\[MyId]\sourcesdk_content\obsidian\oc_paysan_B10.vmf
Patching WVT material: maps/oc_paysan_b10/nature/blendrockdirt008c_wvt_patch
Patching WVT material: maps/oc_paysan_b10/nature/red_grass_wvt_patch
Patching WVT material: maps/oc_paysan_b10/nature/blenddirtgrass008b_wvt_patch
Patching WVT material: maps/oc_paysan_b10/nature/blendgrassgravel01_wvt_patch
Patching WVT material: maps/oc_paysan_b10/nature/blenddirtgrass008a_wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (6656, 3712, 256)
env_cubemap pointing at deleted brushside near (6656, 3712, 256)
env_cubemap pointing at deleted brushside near (6656, 3712, 256)
env_cubemap pointing at deleted brushside near (6656, 3552, 264)
env_cubemap pointing at deleted brushside near (6656, 3552, 264)
env_cubemap pointing at deleted brushside near (6656, 3552, 264)
env_cubemap pointing at deleted brushside near (3184, 3648, 477)
Multiple references for cubemap on texture maps/oc_paysan_b10/wood/woodfloor007a_5784_4584_568!!!
Multiple references for cubemap on texture maps/oc_paysan_b10/wood/woodfloor007a_5784_4584_568!!!
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 766 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\JEUX\Steam\steamapps\[MyId]\sourcesdk_content\obsidian\oc_paysan_B10.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_02_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_02_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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 (3) (1356431 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10094 texinfos to 5194
Reduced 1049 texdatas to 826 (48011 bytes to 38637)
Writing D:\JEUX\Steam\steamapps\[MyId]\sourcesdk_content\obsidian\oc_paysan_B10.bsp
17 seconds elapsed
  -9.206580 49.834801 0.000000
  -8.665756 49.834801 0.000000
  -9.206580 48.209198 0.000000
  -9.206580 51.460400 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -9.206580 49.834801 0.000000
  -8.665756 49.834801 0.000000
  -9.206580 48.209198 0.000000
  -9.206580 51.460400 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  1.049162 -3.207047 0.000000
  -1.049033 -3.207047 0.000000
  -1.049033 3.206336 0.000000
  1.015345 -3.207047 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "d:\jeux\steam\steamapps\[MyId]\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\jeux\steam\SteamApps\SourceMods\obsidian" "D:\JEUX\Steam\steamapps\[MyId]\sourcesdk_content\obsidian\oc_paysan_B10"

Valve Software - vvis.exe (May 19 2009)
8 threads
reading d:\jeux\steam\steamapps\[MyId]\sourcesdk_content\obsidian\oc_paysan_B10.bsp
reading d:\jeux\steam\steamapps\[MyId]\sourcesdk_content\obsidian\oc_paysan_B10.prt
2454 portalclusters
7110 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...10 (7847)
Optimized: 7261 visible clusters (0.00%)
Total clusters visible: 1140233
Average clusters visible: 464
Building PAS...
Average clusters audible: 1226
visdatasize:764016  compressed from 1531296
writing d:\jeux\steam\steamapps\[MyId]\sourcesdk_content\obsidian\oc_paysan_B10.bsp
2 hours, 10 minutes, 49 seconds elapsed

** Executing...
** Command: "d:\jeux\steam\steamapps\[MyId]\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "d:\jeux\steam\SteamApps\SourceMods\obsidian" "D:\JEUX\Steam\steamapps\[MyId]\sourcesdk_content\obsidian\oc_paysan_B10"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[44 texlights parsed from 'lights.rad']

Loading d:\jeux\steam\steamapps\[MyId]\sourcesdk_content\obsidian\oc_paysan_B10.bsp
Setting up ray-trace acceleration structure... Done (7.90 seconds)
14064 faces
7 degenerate faces
9605293 square feet [1383162240.00 square inches]
688 Displacements
493504 Square Feet [71064584.00 Square Inches]
14057 patches before subdivision
150857 patches after subdivision
sun extent from map=0.069756
216 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (36)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (32)
transfers 17762797, max 1697
transfer lists: 135.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(1363605, 1299989, 945768)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #2 added RGB(350014, 310905, 189696)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(98454, 82557, 42487)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(31324, 24881, 10863)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(10438, 7920, 2985)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #6 added RGB(3691, 2671, 873)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(1339, 929, 267)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(502, 333, 84)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(191, 122, 27)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(74, 45, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(29, 17, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(12, 6, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #13 added RGB(5, 3, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #14 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0607 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (19)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 118 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (195)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 441/1024        21168/49152    (43.1%) 
brushes               3494/8192        41928/98304    (42.7%) 
brushsides           24593/65536      196744/524288   (37.5%) 
planes               17140/65536      342800/1310720  (26.2%) 
vertexes             24380/65536      292560/786432   (37.2%) 
nodes                 8197/65536      262304/2097152  (12.5%) 
texinfos              5194/12288      373968/884736   (42.3%) 
texdata                826/2048        26432/65536    (40.3%) 
dispinfos              688/0          121088/0        ( 0.0%) 
disp_verts           35016/0          700320/0        ( 0.0%) 
disp_tris            52640/0          105280/0        ( 0.0%) 
disp_lmsamples      829420/0          829420/0        ( 0.0%) 
faces                14064/65536      787584/3670016  (21.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            10439/65536      584584/3670016  (15.9%) 
leaves                8639/65536      276448/2097152  (13.2%) 
leaffaces            16130/65536       32260/131072   (24.6%) 
leafbrushes           7299/65536       14598/131072   (11.1%) 
areas                    8/256            64/2048     ( 3.1%) 
surfedges           108635/512000     434540/2048000  (21.2%) 
edges                67960/256000     271840/1024000  (26.5%) 
LDR worldlights        216/8192        19008/720896   ( 2.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata           10/32768         120/393216   ( 0.0%) 
waterstrips           1357/32768       13570/327680   ( 4.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         24621/65536       49242/131072   (37.6%) 
cubemapsamples         163/1024         2608/16384    (15.9%) 
overlays               205/512         72160/180224   (40.0%) 
LDR lightdata         [variable]     8458136/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      764016/16777216 ( 4.6%) 
entdata               [variable]      688719/393216   (175.2%) VERY FULL!
LDR ambient table     8639/65536       34556/262144   (13.2%) 
HDR ambient table     8639/65536       34556/262144   (13.2%) 
LDR leaf ambient     37771/65536     1057588/1835008  (57.6%) 
HDR leaf ambient      8639/65536      241892/1835008  (13.2%) 
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]           1/531912   ( 0.0%) 
dtl prp lght          [variable]           1/2714     ( 0.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/40806    ( 0.0%) 
pakfile               [variable]    17559613/0        ( 0.0%) 
physics               [variable]     1356431/4194304  (32.3%) 
physics terrain       [variable]      195577/1048576  (18.7%) 

Level flags = 0

Total triangle count: 38382
Writing d:\jeux\steam\steamapps\[MyId]\sourcesdk_content\obsidian\oc_paysan_B10.bsp
5 minutes, 17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\JEUX\Steam\steamapps\[MyId]\sourcesdk_content\obsidian\oc_paysan_B10.bsp" "d:\jeux\steam\SteamApps\SourceMods\obsidian\maps\oc_paysan_B10.bsp"

Gary
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Post by Gary »

make_triangles:calc_triangle_representation: Cannot convert

Description:
Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the "/wasteland/InteriorFence002d.mdl"-model. I've also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements.
If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not.

Solution:
You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn't seem to be a real error in the model itself though. In other words, leave it be, it won't hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error.
The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it.


The affected object may not work and/or cause general errors
Multiple references for cubemap on texture [texture]!!!

Description:
You can specify for each cubemap which faces should be using it. However, each face can only have one cubemap attached to itself this way. If you want the face to use multiple cubemaps you shouldn't tie them statically to cubemaps this way, but split the face (into multiple brushes).

Solution:
I hope you can find out by the name of the texture which face vbsp is talking about, because that's the only reference you have. No nifty stuff will help you find the problem, you have to check each texture or cubemap individually to find it. Or just leave it, as far as i know it defaults to one of the two env_cubemaps anyway, so it wont harm you one bit if you leave it.


Generally, this error may be ignored
Found a displacement edge abutting multiple other edges

Description:
A displacement is touching more than one other displacements at the same point along one of its edges; in other words: at some point, three displacements are touching each other along an entire edge. This may cause lighting errors, as vrad doesn't know which displacements need to have their light smoothed out, if you know what i mean. I guess it can also be a wanted situation, in which cause this 'error' can be ignored.

Solution:
The usual cause i can think of is the accidental non-deletion of displacements along the sides of brushes. Eg, if you have two brushes next to each other, and their tops displaced, and you accidentally also displaced the vertical brushsides between these two, you get a T-shaped intersection of three.

Image purple: side that should've been destroyed, red: the edge.

This is no real error, but it could be the cause of lighting anomalies. There is no easy way to find the displacement either, the fastest way would be to go through your displacements one by one.


Generally, this error may be ignored
[/img]
fug4life
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Post by fug4life »

Check your area portals? have you added any new ones?
Been using vis groups and forgot to hide something or un group something?
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
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sven666
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Post by sven666 »

When I set only a part of the map an remove all entities and discplacements, bug still there...
But today, I compiled the map, irst I have the same screen like the first screenshot. I disconected then re-created a server and the problem dissapear. It seems that I have to alwase restart the map to clear the problem.
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fug4life
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Post by fug4life »

So you have an ATI card then, right?

load a map (none mount i.e Yas lobby or w/e) and: changelevel mapname in console.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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Obsidian wiki
Obsidian Map Database
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