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Posted

i got this error while compiling some big map for source engine :( google didnt spit out some good solutions so maybe someone has a solution here?!

C:\Documents and Settings\Administrator>vbsp "C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.vmf"

Valve Software - vbsp.exe (Aug 4 2006)

1 threads

materialPath: c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\materials

Loading C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.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 (1)

Chop Details...done (0)

Find Visible Detail Sides...

Merged 3126 detail faces...done (1)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (4)

writing C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.prt...done (0)

Creating default cubemaps for env_cubemap using skybox materials:

skybox/sky_name_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_name_hdr*.vmt

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 (2) (1503566 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Water found with no water_lod_control entity, creating a default one.

Compacting texture/material tables...

Reduced 7864 texinfos to 3828

Reduced 692 texdatas to 539 (38166 bytes to 29701)

Writing C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.bsp

24 seconds elapsed

C:\Documents and Settings\Administrator>vvis "C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.vmf"

Valve Software - vvis.exe (May 22 2006)

1 threads

reading c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.bsp

reading c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.prt

1618 portalclusters

3938 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)

PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (215)

Optimized: 3480 visible clusters (0.00%)

Total clusters visible: 400266

Average clusters visible: 247

Building PAS...

Average clusters audible: 685

visdatasize:349642 compressed from 673088

writing c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.bsp

3 minutes, 42 seconds elapsed

C:\Documents and Settings\Administrator>vrad "C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.vmf"

Valve Software - vrad.exe SSE (May 22 2006)

----- Radiosity Simulator ----

1 threads

[Reading texlights from 'lights.rad']

[42 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.bsp

13748 faces

5 degenerate faces

5572177 square feet [802393536.00 square inches]

89 displacements

879453 square feet [126641288.00 square inches]

Stack overflow in neighbors

Posted

http://www.chatbear.com/unity2/4989/800 ... 816959/0#1

Im not a coder or anything but when I take a look at the source at the place where that code is produced, its (as far as i can tell) trying to count the faces neighbouring a certain vertex. (these faces are called neighbours). when vrad encounters more neighbours than it expected, it throws this error. My conclusion is that you have a too complex or invalid brush

btw, I also see something about smoothing groups, may be something to do with too many faces neighbouring each other in the same smoothing group

I vaguely remember coming across this one while making some of the Dark Messiah maps. I believe it can also be where a single lightmap is shared across too many faces.

Zombie@computer is always worth asking if no one else can fix your problems. He lurks about on interlopers and on the VERC forums.

  • 4 weeks later...
Posted

Had this error with one lightmap being shared across too many hitting faces :( seems like it comes up with a wide variety of problems.

Zombie@computer has got a brain the size of texas if you ask me, a few years ago he solved alot of my problems when vlatitude was still active :) (or well, when I was active on there... since I haven't looked on there for years)

But I think hessi, maybe your stairs had lightmap problems, since it's alot of faces and ususaly not alot of lightmaps, I ususaly find it better to make stairs in a modeling program if i can manage, since it allows you to be a tad more creative without such problems i think.

Posted

I dont know much about mapping and absolutely nothing about vrad, but stack overflow if im not totally way out has something with memory to do. Memory loss or something. But dont take my word it because even as i write this down im pretty unsure. Just something i had in my head.

Posted

Had this error with one lightmap being shared across too many hitting faces :( seems like it comes up with a wide variety of problems.

Zombie@computer has got a brain the size of texas if you ask me, a few years ago he solved alot of my problems when vlatitude was still active :) (or well, when I was active on there... since I haven't looked on there for years)

But I think hessi, maybe your stairs had lightmap problems, since it's alot of faces and ususaly not alot of lightmaps, I ususaly find it better to make stairs in a modeling program if i can manage, since it allows you to be a tad more creative without such problems i think.

i played around with geometrie. even my model was a func_Detail it CSGed really strange. though modeling might be an alternative BUT there wont be any lightmaps + model is much more memory usage when releasing the file + extra content + changing world geometry results in reexporting the model (maybe)

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