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Old 10-09-2007, 12:42 PM   #1
Ginga
 
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[Problem] Compiling my map

Hi,

Ive started making a basic map and when I try to compile it seems to fail.

Ive compiled it once before and ive added a little more to the map (only rooms with no entities or anything) and now it wont compile.

These are the logs I get;

Code:
** Executing...
** Command: "c:\program files\steam\steamapps\sebspiers@blueyonder.co.uk\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\fortressforever\" "c:\users\seb.spiers\documents\ff maps\ff_newfort"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
Can't create LogFile:"c:\program files\steam\steamapps\sebspiers@blueyonder.co.uk\sourcesdk\maps\ff_newfort.log"


** Executing...
** Command: "c:\program files\steam\steamapps\sebspiers@blueyonder.co.uk\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\fortressforever\" "c:\users\seb.spiers\documents\ff maps\ff_newfort"

Valve Software - vvis.exe (May 22 2006)
Can't create LogFile:"c:\program files\steam\steamapps\sebspiers@blueyonder.co.uk\sourcesdk\maps\ff_newfort.log"


** Executing...
** Command: "c:\program files\steam\steamapps\sebspiers@blueyonder.co.uk\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\fortressforever\" "c:\users\seb.spiers\documents\ff maps\ff_newfort"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
Can't create LogFile:"c:\program files\steam\steamapps\sebspiers@blueyonder.co.uk\sourcesdk\maps\ff_newfort.log"


** Executing...
** Command: Copy File
** Parameters: "c:\users\seb.spiers\documents\ff maps\ff_newfort.bsp" "c:\program files\steam\SteamApps\SourceMods\fortressforever\maps\ff_newfort.bsp"
my hammer is setup like this;



Any ideas?

Thanks!

Last edited by Ginga; 10-09-2007 at 01:03 PM.
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Old 10-09-2007, 01:10 PM   #2
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You were really able to compile that thing with @ and periods and spaces in the location name when using Hammer's built in compile programs? I thought that was a no-no.

Anyway, at first thought is that your build programs (look for build tab under Options or Setting or something like that) are faulty. I see these messages when people have their map set to compile in a different directory from where they are actually trying to play it. So check that.

But second thought, since you've said you added things to it--even just rooms--is that you got a leak. Just because Hammer doesn't say you have a leak, doesn't mean you dont have one. Check your build program settings first. If that don't work, start backtracking and deleting things you've put in one by one and then Fast recompiling. If it starts to compile, you know you've found the problem entity. Did you use the "check for problems" feature to see if you have any solids messed up (this is a long shot actually).

You can also send me the vmf if you want, and I will take a look at it for you.


Here's some helpful tips if you are going to be making more maps.

1) save separate copies of the vmf every time you make significant changes to it. I once had 13 different copies of my vmf named rats1,rats2, rats3, etc. so I could go back to the last known working copy if I screwed something up.

2) learn now how to use the Cordon tool. It allows you to block off certain sections of the map to compile so you can see which sections work and which dont. this tool can really help you narrow down a leak.

3) be careful with the entity tool. i cant tell how many times I've had this tool selected and then hit my left mouse button to click on the on the 3d window, thereby inserting an entity outside the skybox without even knowing it because the entity tool had not been unselected first. that causes a leak.


*Frags*

EDIT: lol, he just added screenshot after I wrote all this stuff.
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Old 10-09-2007, 01:15 PM   #3
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Send me the vmf dude. if it compiles for me then you got Hammer set up wrong.

I would also say to go ahead and switch over to the default Half Life 2 deathmatch configuration in Hammer (dont change anything) and then open your vmf in that configuration and see if it will compile. If it does then you know you dont have a leak.

Or if it compiles super quick as in a handful of seconds then you might have a leak.
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Old 10-09-2007, 01:15 PM   #4
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c:\users\seb.spiers\documents\ff maps\ff_newfort"

fix that...no spaces...it either needs to be "ffmaps" or "ff_maps"
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
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Old 10-09-2007, 01:17 PM   #5
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What did I tell him? LOL.....but he did say he compiled it like this before, which doesnt seem possible.
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Old 10-09-2007, 01:25 PM   #6
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i have a hard time believing that he was able to compile like that, maybe he changed that after compiling once before?
__________________
-------------------------------FF_Rock2(WIP)------------------------------
---------------------------FF_RedGiant(Released)-------------------------
--------------------------FF_Fragzone_G(Released)------------------------
--------------------------FF_Civibash_G(Released)------------------------
-------------------FF_Conc_G1(WIP)--------------------
-------------------FF_Hollow_G(WIP)---------------------
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Old 10-09-2007, 01:27 PM   #7
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Quote:
Originally Posted by GambiT
c:\users\seb.spiers\documents\ff maps\ff_newfort"

fix that...no spaces...it either needs to be "ffmaps" or "ff_maps"
Thank.s

Ive removed the space in ffmaps and seem to have made a little progress (well maybe)

I now get alot more logs but they all seem to tell me Im not using the compilers correctly.

I think its because its missing the .bsp or .vmf from the end of the command lines?

Code:
** Executing...
** Command: "c:\program files\steam\steamapps\sebspiers@blueyonder.co.uk\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\fortressforever\" "c:\users\seb.spiers\documents\ffmaps\ff_newfort"

Valve Software - vbsp.exe (Dec 11 2006)
Command line: "c:\program files\steam\steamapps\sebspiers@blueyonder.co.uk\sourcesdk\bin\vbsp.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\fortressforever" c:\users\seb.spiers\documents\ffmaps\ff_newfort" 

usage  : vbsp [options...] mapfile
example: vbsp -onlyents c:\hl2\hl2\maps\test

Common options (use -v to see all options):

  -v (or -verbose): Turn on verbose output (also shows more command
                    line options).

  -onlyents   : This option causes vbsp only import the entities from the .vmf
                file. -onlyents won't reimport brush models.
  -onlyprops  : Only update the static props and detail props.
  -glview     : Writes .gl files in the current directory that can be viewed
                with glview.exe. If you use -tmpout, it will write the files
                into the \tmp folder.
  -nodetail   : Get rid of all detail geometry. The geometry left over is
                what affects visibility.
  -nowater    : Get rid of water brushes.
  -low        : Run as an idle-priority process.

  -vproject <directory> : Override the VPROJECT environment variable.
  -game <directory>     : Same as -vproject.


** Executing...
** Command: "c:\program files\steam\steamapps\sebspiers@blueyonder.co.uk\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\fortressforever\" "c:\users\seb.spiers\documents\ffmaps\ff_newfort"

Valve Software - vvis.exe (May 22 2006)
Command line: "c:\program files\steam\steamapps\sebspiers@blueyonder.co.uk\sourcesdk\bin\vvis.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\fortressforever" c:\users\seb.spiers\documents\ffmaps\ff_newfort" 

usage  : vvis [options...] bspfile
example: vvis -fast c:\hl2\hl2\maps\test

Common options:

  -v (or -verbose): Turn on verbose output (also shows more command
  -fast           : Only do first quick pass on vis calculations.
  -mpi            : Use VMPI to distribute computations.
  -low            : Run as an idle-priority process.
                    env_fog_controller specifies one.

  -vproject <directory> : Override the VPROJECT environment variable.
  -game <directory>     : Same as -vproject.

Other options:
  -novconfig      : Don't bring up graphical UI on vproject errors.
  -radius_override: Force a vis radius, regardless of whether an
  -mpi_pw <pw>    : Use a password to choose a specific set of VMPI workers.
  -threads        : Control the number of threads vbsp uses (defaults to the #
                    or processors on your machine).
  -nosort         : Don't sort portals (sorting is an optimization).
  -tmpin          : Make portals come from \tmp\<mapname>.
  -tmpout         : Make portals come from \tmp\<mapname>.
  -FullMinidumps  : Write large minidumps on crash.

** Executing...
** Command: "c:\program files\steam\steamapps\sebspiers@blueyonder.co.uk\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\SteamApps\SourceMods\fortressforever\" "c:\users\seb.spiers\documents\ffmaps\ff_newfort"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
Command line: "c:\program files\steam\steamapps\sebspiers@blueyonder.co.uk\sourcesdk\bin\vrad.exe" "-game" "c:\program files\steam\SteamApps\SourceMods\fortressforever" c:\users\seb.spiers\documents\ffmaps\ff_newfort" 

usage  : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test

Common options:

  -v (or -verbose): Turn on verbose output (also shows more command
  -bounce #       : Set max number of bounces (default: 100).
  -fast           : Quick and dirty lighting.
  -final          : High quality processing.
  -low            : Run as an idle-priority process.
  -mpi            : Use VMPI to distribute computations.
  -rederror       : Show errors in red.

  -vproject <directory> : Override the VPROJECT environment variable.
  -game <directory>     : Same as -vproject.

Other options:
  -novconfig      : Don't bring up graphical UI on vproject errors.
  -dump           : Write debugging .txt files.
  -dumpnormals    : Write normals to debug files.
  -threads        : Control the number of threads vbsp uses (defaults to the #
                    or processors on your machine).
  -lights <file>  : Load a lights file in addition to lights.rad and the
                    level lights file.
  -noextra        : Disable supersampling.
  -debugextra     : Places debugging data in lightmaps to visualize
                    supersampling.
  -smooth #       : Set the threshold for smoothing groups, in degrees
                    (default 45).
  -dlightmap      : Force direct lighting into different lightmap than
                    radiosity.
  -stoponexit	   : Wait for a keypress on exit.
  -mpi_pw <pw>    : Use a password to choose a specific set of VMPI workers.
  -nodetaillight  : Don't light detail props.
  -centersamples  : Move sample centers.
  -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
                    The number specified must be less than 1.0 or it will be
                    ignored.
  -loghash        : Log the sample hash table to samplehash.txt.
  -onlydetail     : Only light detail props and per-leaf lighting.
  -maxdispsamplesize #: Set max displacement sample size (default: 512).
  -softsun <n>    : Treat the sun as an area light source of size <n> degrees.                    Produces soft shadows.
                    Recommended values are between 0 and 5. Default is 0.
  -FullMinidumps  : Write large minidumps on crash.
  -chop           : Smallest number of luxel widths for a bounce patch, used on edges
  -maxchop		   : Coarsest allowed number of luxel widths for a patch, used in face interiors

  -LargeDispSampleRadius: This can be used if there are splotches of bounced light
                          on terrain. The compile will take longer, but it will gather
                          light across a wider area.
  -compressconstant <n> : compress lightmaps whose color variation is less than n units.
  -StaticPropLighting   : generate backed static prop vertex lighting
  -StaticPropPolys   : Perform shadow tests of static props at polygon precision
  -OnlyStaticProps   : Only perform direct static prop lighting (vrad debug option)
  -StaticPropNormals : when lighting static props, just show their normal vector

** Executing...
** Command: Copy File
** Parameters: "c:\users\seb.spiers\documents\ffmaps\ff_newfort.bsp" "c:\program files\steam\SteamApps\SourceMods\fortressforever\maps\ff_newfort.bsp"
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Old 10-09-2007, 01:35 PM   #8
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I think I have had that problem before. My solution was that I changed the directories to not add the closing \ to the directories. I believe it should be fortressforever rather then fortressforever\
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Old 10-09-2007, 01:36 PM   #9
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Quote:
Originally Posted by sir_frags
Send me the vmf dude. if it compiles for me then you got Hammer set up wrong.
have uploade the bsp i managed to compile and the vmf im trying to compile now for you;

http://sebspiers.co.uk/fortressforever/maps/ff_newfort

Thanks.
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Old 10-09-2007, 01:38 PM   #10
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Quote:
Originally Posted by Lichme
I think I have had that problem before. My solution was that I changed the directories to not add the closing \ to the directories. I believe it should fortressforever rather then fortressforever\
Just tired this. Same problems.

Thanks
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Old 10-09-2007, 01:42 PM   #11
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You got a leak....first thing you need to do is fix your textures....once you do that...see if it still leaks. your map compiles but, as I said before, it shouldnt be compiling in less than 4 seconds--even a small map like this. You got a leak somewhere dude.

EDIT: go fix this first......

"ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_lighting (-3440.00 -800.00 -208.00) leaked!"


Under View select Go To Coordinates and type in those numbers to go straight to the affected area. Or if you have only one info lighting, it shouldnt be too hard to find. Anyway, maybe you added a room accidentally leaving something outside the map you should not have. But from here on, you should fix this yourself so you will learn what "not to do" by tracking down your own leak.

Good luck!!!!

Last edited by sir_frags; 10-09-2007 at 01:49 PM.
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Old 10-09-2007, 01:51 PM   #12
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Quote:
Originally Posted by sir_frags
You got a leak....first thing you need to do is fix your textures....once you do that...see if it still leaks. your map compiles but, as I said before, it shouldnt be compiling in less than 4 seconds--even a small map like this. You got a leak somewhere dude.

EDIT: go fix this first......

"ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_lighting (-3440.00 -800.00 -208.00) leaked!"


Under View select Go To Coordinates and type in those numbers to go straight to the affected area. Of if you have only one info lighting, it shouldnt be to hard to find. Anyway, maybe you added a room accidentally leaving something outside the map you should not have. But from here on, you should fix this yourself so you will learn what "not to do" by tracking down your own leak.

Good luck!!!!
I dont see this error. Ive put a big concrete box round my whole map now so there cant be any leaks.


just uploaded new vmf that shouldnt have leaks.
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Old 10-09-2007, 01:56 PM   #13
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Hey you got a neat little design going here bud. I bet this will turn out to be a fun map too! Anyway, put a skybox around that sucker man. Use a skybox texture...just to be safe...dont put a "concrete block."

I'll check out the new vmf for you soon, but did you check your info lighting like I asked you too?
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Old 10-09-2007, 01:56 PM   #14
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There was a leak when I tested too, but it should still compile. If you look at the error log, it is reporting errors with the command line, which is related to a path error.

Make sure your build programs has the following:

Place compiled maps in this dir:
$SteamDir\steamapps\SourceMods\FortressForever\map s (without the space in maps, dunno why it changes here)

Make sure your game config has this:

Game Exec Dir:
$SteamDir\steamapps\SourceMods\FortressForever

Game Dir:
$SteamDir\SteamApps\SourceMods\fortressforever

Hammer VMF Dir:
$SteamUserDir\sourcesdk_content\hl2mp\mapsrc\ff

Try that.
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Old 10-09-2007, 02:05 PM   #15
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Quote:
Originally Posted by Lichme
Place compiled maps in this dir:
$SteamDir\steamapps\SourceMods\FortressForever\map s (without the space in maps, dunno why it changes here)

.
hahaha yea, without the "s" . its a crazy text editing thing. if you edit your message/post you will see that there is no space or if you copy and paste it, there is not space. Only when you post the message does that space show up and it does it everytime....crazy crazy crazy stuff man.


and also, your map is compiling right now...took 11 seconds, which is pretty much right for this size map.....

anyway, I'm done here...there's no need me spending time on this if others are going to do the same work too

bye and remember sir_frags forever
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Old 10-09-2007, 02:15 PM   #16
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Thanks this seems to have fixed my problem.

My only issue now is having compiled my map ive got what looks to me like a leak or something.

Ive uploaded some screenshots here
http://sebspiers.co.uk/fortressforever/maps/ff_newfort/

quite strange as ive applied th same texture as is on other walls.
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Old 10-09-2007, 02:40 PM   #17
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The box you have around the level is messed up some how. It looks like it is just 1 big square or something. I reconstructed that box using 6 different walls, and it worked with no leaks. Am I right that your map is going to be floating mid or or something?
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Old 10-09-2007, 02:53 PM   #18
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Quote:
Originally Posted by Lichme
The box you have around the level is messed up some how. It looks like it is just 1 big square or something. I reconstructed that box using 6 different walls, and it worked with no leaks. Am I right that your map is going to be floating mid or or something?
did you see my screenshot? the weir problem?
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