Half-Life Fallout: Hammer won't compile my map properly - Half-Life Fallout

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Hammer won't compile my map properly



Freedom Fighter

Posts: 287

#1 Posted 12 October 2006 - 10:24 PM

I'm making a map in Hammer and recently after I created a 3D skybox Hammer just stopped compiling the map properly or some :wack
Hammer saves my progress but after compiling the map and playing it, there is no difference from the last time I saved.

What's the problem?


Hope you understood me :blush



Gordon Freeman's Personal Aid

Posts: 3,913

#2 Posted 12 October 2006 - 10:25 PM

View PostClover, on Oct 12 2006, 05:24 PM, said:

I'm making a map in Hammer and recently after I created a 3D skybox Hammer just stopped compiling the map properly or some :wack
Hammer saves my progress but after compiling the map and playing it, there is no difference from the last time I saved.

What's the problem?
Hope you understood me :blush


yes i did understand you.

i know this is silly but.

have you changed the target directory?
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PSN: RandyGandy



Freedom Fighter

Posts: 287

#3 Posted 12 October 2006 - 10:42 PM

View PostRandy Gandy, on Oct 12 2006, 10:25 PM, said:

yes i did understand you.

i know this is silly but.

have you changed the target directory?



Of course not :):



Combine Elite Pilot

Posts: 420

#4 Posted 12 October 2006 - 10:54 PM

Try not to touch him. If you do taht, he might not compile for you.
I got banned by Omnipotent-Q and all I got was this sig!
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Gordon Freeman's Personal Aid

Posts: 8,332

#5 Posted 12 October 2006 - 11:36 PM

View PostClover, on Oct 12 2006, 05:24 PM, said:

I'm making a map in Hammer and recently after I created a 3D skybox Hammer just stopped compiling the map properly or some :wack
Hammer saves my progress but after compiling the map and playing it, there is no difference from the last time I saved.

What's the problem?
Hope you understood me :blush


you know what?

About 2 seconds ago i had the same problem and i gave up for the night.

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Gordon Freeman's Personal Aid

Posts: 8,332

#6 Posted 12 October 2006 - 11:52 PM

Newsflash :

On close inspection hammer is NOT compiling our maps properly!

The engine copies the files correctly so there is somthing wrong with the compile process... balls.

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G-Man Personal Aid

Posts: 2,400

#7 Posted 13 October 2006 - 05:14 AM

Post ze compile log please.
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Headwires Mapping | Jeeps: Bouncy & Fun!
Formerly Pirate Zugg/Grohl



Gordon Freeman's Personal Aid

Posts: 8,332

#8 Posted 13 October 2006 - 11:54 AM

Right i tried it again this morning and its still not working ill post a complie log in a second.



** Executing...
** Command: "c:\program files\valve\steam\steamapps\johnny_richardson9@hotmail.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\johnny_richardson9@hotmail.com\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\johnny_richardson9@hotmail.com\sourcesdk_content\hl2\mapsrc\xjr_redice_1"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:\program files\valve\steam\steamapps\johnny_richardson9@hotmail.com\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\johnny_richardson9@hotmail.com\sourcesdk_content\hl2\mapsrc\xjr_redice_1.vmf
Error: displacement found on a(n) func_detail entity - not supported


** Executing...
** Command: "c:\program files\valve\steam\steamapps\johnny_richardson9@hotmail.com\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\johnny_richardson9@hotmail.com\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\johnny_richardson9@hotmail.com\sourcesdk_content\hl2\mapsrc\xjr_redice_1"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\program files\valve\steam\steamapps\johnny_richardson9@hotmail.com\sourcesdk_content\hl2\mapsrc\xjr_redice_1.bsp
reading c:\program files\valve\steam\steamapps\johnny_richardson9@hotmail.com\sourcesdk_content\hl2\mapsrc\xjr_redice_1.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\johnny_richardson9@hotmail.com\sourcesdk_content\hl2\mapsrc\xjr_redice_1.prt


** Executing...
** Command: "c:\program files\valve\steam\steamapps\johnny_richardson9@hotmail.com\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\johnny_richardson9@hotmail.com\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\johnny_richardson9@hotmail.com\sourcesdk_content\hl2\mapsrc\xjr_redice_1"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\johnny_richardson9@hotmail.com\sourcesdk_content\hl2\mapsrc\xjr_redice_1.bsp
98 faces
32785 square feet [4721070.00 square inches]
11 displacements
11613 square feet [1672349.50 square inches]
98 patches before subdivision
1090 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 54309, max 186
transfer lists: 0.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(123, 127, 136)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(10, 11, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 1, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0021 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 19/8192 228/98304 ( 0.2%)
brushsides 142/65536 1136/524288 ( 0.2%)
planes 152/65536 3040/1310720 ( 0.2%)
vertexes 249/65536 2988/786432 ( 0.4%)
nodes 94/65536 3008/2097152 ( 0.1%)
texinfos 20/12288 1440/884736 ( 0.2%)
texdata 6/2048 192/65536 ( 0.3%)
dispinfos 11/0 1936/0 ( 0.0%)
disp_verts 275/0 5500/0 ( 0.0%)
disp_tris 352/0 704/0 ( 0.0%)
disp_lmsamples 25596/0 25596/0 ( 0.0%)
faces 98/65536 5488/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 51/65536 2856/3670016 ( 0.1%)
leaves 96/65536 3072/2097152 ( 0.1%)
leaffaces 101/65536 202/131072 ( 0.2%)
leafbrushes 66/65536 132/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 631/512000 2524/2048000 ( 0.1%)
edges 411/256000 1644/1024000 ( 0.2%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 6/32768 60/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 93/65536 186/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 40380/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 706/16777216 ( 0.0%)
entdata [variable] 1776/393216 ( 0.5%)
LDR leaf ambient 96/65536 2304/1572864 ( 0.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/12 ( 8.3%)
static props [variable] 1/288 ( 0.3%)
pakfile [variable] 10018/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 7024/4194304 ( 0.2%)
==== Total Win32 BSP file data space used: 124382 bytes ====

Total triangle count: 231
Writing c:\program files\valve\steam\steamapps\johnny_richardson9@hotmail.com\sourcesdk_content\hl2\mapsrc\xjr_redice_1.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\johnny_richardson9@hotmail.com\sourcesdk_content\hl2\mapsrc\xjr_redice_1.bsp" "c:\program files\valve\steam\steamapps\johnny_richardson9@hotmail.com\half-life 2\hl2\maps\xjr_redice_1.bsp"

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G-Man Personal Aid

Posts: 2,427

#9 Posted 13 October 2006 - 12:20 PM

xjr:

looks to me like the first part, vbsp.exe isnt running at all, nor is vvis?

probs cos of this error: Error: displacement found on a(n) func_detail entity - not supported

your displacments cant be entities...
try remaking them.
they dont need to be detail cos they dont block vvis anyway.

(save a backup before you go and delete a displacment.)

clover
i know whats happenignwith you:

the map get compiled then moved from your hammer directory to your /maps directory.
because your compiling is failing (from doing something wrong) it doesnt compile and therefore doesnt copy to the maps folder, however your old one is still there.
if you were to resave the map as a differnt name, you would find that hl2 wouldnt load anything, you wuld probs get a missing error during compile.

post a compile log like xjr did.



Gordon Freeman's Personal Aid

Posts: 8,332

#10 Posted 13 October 2006 - 02:08 PM

Thank j00!

Ive fixed mine. I accidentally made a displacement into a func_detail.

compiles fine now!

Posted Image



Combine Elite Pilot

Posts: 420

#11 Posted 15 October 2006 - 10:03 PM

HLF is slow on mapping help. 7th post is the firt one to realize that the compile fails. :w00t

So.. to get your minds into gear again....

Ever wondered why there is a checkbox at the bottom of your compile box that says "Don't run the game after compiling"?

The reason you hear the most is because one should not be running games tru hammer. While on the topic one shouldnt really allow hammer to compile your maps either. Batch compilers are better. Why you wonder? Memory reasons. Hammer is a beast. It uses a ton of memory and whatnot and the hammer overhead simply makes your compiles and games slower.

But the BIG BIG BIG reason for this is becaause sometimes your compile fails. And when that happens, you dont get a new map. And when there is no no map and hammer attempts to copy your new map to your game folder it fails, because there is no new map. You game will run anyway.

And then you get people asking why the compile tools do nothing.

So check that little box before you compile. Then compile and if the compile is OK you rund the game. Congratulations, you've just saved some time.

To take this one step further. If you have a map that you know will leak, or that you cannot be 100% sure that it does not leak, then turn off VIS and RAD. ONly let CSG run and fix all of your leaks. Having done that compile with all three. You've now saved even more time.



Gordon Freeman's Personal Aid

Posts: 8,332

#12 Posted 15 October 2006 - 10:07 PM

I usually compile in a fullbright unless its a "master" compile.

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Combine Elite Pilot

Posts: 420

#13 Posted 23 October 2006 - 08:44 PM

View PostXJR, on Oct 15 2006, 10:07 PM, said:

I usually compile in a fullbright unless its a "master" compile.


Hmm... if you mean for the old engine then that can be a good move to check small changes. If you are meaning source then its kind of dumb,. Source compiles are not much longer when lights are included compared to lights excluded. Unless you have done something stuċid or have a map that is huger or has some realy funky layouts.



City 17 Civilian

Posts: 2

#14 Post icon  Posted 12 August 2008 - 04:16 PM

I have a similar problem when i use compile it looks for a .bsp file instead of the vmf file so it always says "The system could not find the specified file."



(FIRST POST :smile )



Steven Blum

Posts: 7,398

#15 Posted 12 August 2008 - 04:20 PM

Yup that was indeed your first post. And what an awful first post it was.

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