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Aura

Hammer isn't compiling a *.bsp file

8 posts in this topic


I'm not exactly sure why, but Hammer isn't compiling *.bps files. I'm making changes in Hammer but when I go to play test my levels the changes don't show up. I have no idea why it's doing this and I don't know if this will help, but here's the compile log. Also, the Light "issue" can't be fixed without breaking my light setup. I have made brushes smaller and rearranged them too.

** Executing...
** Command: ".\vbsp.exe"
** Parameters: -game "..\..\nmrih" "C:\Program Files (x86)\Steam\SteamApps\common\nmrih\sdk\nmo_map\nmo_map.vmf"
Valve Software - vbsp.exe (Jul 8 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\nmrih\nmrih\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\nmrih\sdk\nmo_map\nmo_map.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
** Executing...
** Command: ".\vvis.exe"
** Parameters: -game "..\..\nmrih" "C:\Program Files (x86)\Steam\SteamApps\common\nmrih\sdk\nmo_map\nmo_map"
Valve Software - vvis.exe (Jul 8 2013)
4 threads
reading c:\program files (x86)\steam\steamapps\common\nmrih\sdk\nmo_map\nmo_map.bsp
reading c:\program files (x86)\steam\steamapps\common\nmrih\sdk\nmo_map\nmo_map.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\nmrih\sdk\nmo_map\nmo_map.prt
** Executing...
** Command: ".\vrad.exe"
** Parameters: -both -game "..\..\nmrih" "C:\Program Files (x86)\Steam\SteamApps\common\nmrih\sdk\nmo_map\nmo_map"
Valve Software - vrad.exe SSE (Jul 8 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[47 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\nmrih\sdk\nmo_map\nmo_map.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.78 seconds)
3336 faces
5 degenerate faces
2789156 square feet [401638496.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
22 direct lights
BuildFacelights: 0...1
WARNING: Too many light styles on a face at (-808.000000, 371.872498, 65.000000)
WARNING: Too many light styles on a face at (-760.000000, 360.000000, 65.000000)
WARNING: Too many light styles on a face at (-1016.000000, 371.872498, 65.000000)
..
WARNING: Too many light styles on a face at (-1044.469971, 376.000000, 65.000000)
WARNING: Too many light styles on a face at (-1352.000000, 360.000000, 65.000000)
.2...3...4
WARNING: Too many light styles on a face at (-3896.000000, -328.000031, 65.000000)
...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0251 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (11)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 60/1024 2880/49152 ( 5.9%)
brushes 291/8192 3492/98304 ( 3.6%)
brushsides 3227/65536 25816/524288 ( 4.9%)
planes 6480/65536 129600/1310720 ( 9.9%)
vertexes 5352/65536 64224/786432 ( 8.2%)
nodes 2316/65536 74112/2097152 ( 3.5%)
texinfos 454/12288 32688/884736 ( 3.7%)
texdata 38/2048 1216/65536 ( 1.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3336/65536 186816/3670016 ( 5.1%)
hdr faces 3336/65536 186816/3670016 ( 5.1%)
origfaces 1125/65536 63000/3670016 ( 1.7%)
leaves 2377/65536 76064/2097152 ( 3.6%)
leaffaces 3695/65536 7390/131072 ( 5.6%)
leafbrushes 1206/65536 2412/131072 ( 1.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 20847/512000 83388/2048000 ( 4.1%)
edges 11616/256000 46464/1024000 ( 4.5%)
LDR worldlights 22/8192 1936/720896 ( 0.3%)
HDR worldlights 22/8192 1936/720896 ( 0.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 531/32768 5310/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7959/65536 15918/131072 (12.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 16/512 5632/180224 ( 3.1%)
LDR lightdata [variable] 4867244/0 ( 0.0%)
HDR lightdata [variable] 4867244/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 76281/393216 (19.4%)
LDR ambient table 2377/65536 9508/262144 ( 3.6%)
HDR ambient table 2377/65536 9508/262144 ( 3.6%)
LDR leaf ambient 2544/65536 71232/1835008 ( 3.9%)
HDR leaf ambient 2544/65536 71232/1835008 ( 3.9%)
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] 1/18120 ( 0.0%)
pakfile [variable] 212710/0 ( 0.0%)
physics [variable] 137546/4194304 ( 3.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 9584
Writing c:\program files (x86)\steam\steamapps\common\nmrih\sdk\nmo_map\nmo_map.bsp
14 seconds elapsed
Valve Software - vrad.exe SSE (Jul 8 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[47 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\nmrih\sdk\nmo_map\nmo_map.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.78 seconds)
3336 faces
5 degenerate faces
2789156 square feet [401638496.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
22 direct lights
BuildFacelights: 0...1
WARNING: Too many light styles on a face at (-808.000000, 371.872498, 65.000000)
WARNING: Too many light styles on a face at (-760.000000, 360.000000, 65.000000)
WARNING: Too many light styles on a face at (-1016.000000, 371.872498, 65.000000)
..
WARNING: Too many light styles on a face at (-1044.469971, 376.000000, 65.000000)
WARNING: Too many light styles on a face at (-1352.000000, 360.000000, 65.000000)
.2...3...4
WARNING: Too many light styles on a face at (-3896.000000, -328.000031, 65.000000)
...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0276 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (10)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 60/1024 2880/49152 ( 5.9%)
brushes 291/8192 3492/98304 ( 3.6%)
brushsides 3227/65536 25816/524288 ( 4.9%)
planes 6480/65536 129600/1310720 ( 9.9%)
vertexes 5352/65536 64224/786432 ( 8.2%)
nodes 2316/65536 74112/2097152 ( 3.5%)
texinfos 454/12288 32688/884736 ( 3.7%)
texdata 38/2048 1216/65536 ( 1.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3336/65536 186816/3670016 ( 5.1%)
hdr faces 3336/65536 186816/3670016 ( 5.1%)
origfaces 1125/65536 63000/3670016 ( 1.7%)
leaves 2377/65536 76064/2097152 ( 3.6%)
leaffaces 3695/65536 7390/131072 ( 5.6%)
leafbrushes 1206/65536 2412/131072 ( 1.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 20847/512000 83388/2048000 ( 4.1%)
edges 11616/256000 46464/1024000 ( 4.5%)
LDR worldlights 22/8192 1936/720896 ( 0.3%)
HDR worldlights 22/8192 1936/720896 ( 0.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 531/32768 5310/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7959/65536 15918/131072 (12.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 16/512 5632/180224 ( 3.1%)
LDR lightdata [variable] 4867244/0 ( 0.0%)
HDR lightdata [variable] 4867244/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 76281/393216 (19.4%)
LDR ambient table 2377/65536 9508/262144 ( 3.6%)
HDR ambient table 2377/65536 9508/262144 ( 3.6%)
LDR leaf ambient 2544/65536 71232/1835008 ( 3.9%)
HDR leaf ambient 2544/65536 71232/1835008 ( 3.9%)
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] 1/18120 ( 0.0%)
pakfile [variable] 212710/0 ( 0.0%)
physics [variable] 137546/4194304 ( 3.3%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 9584
Writing c:\program files (x86)\steam\steamapps\common\nmrih\sdk\nmo_map\nmo_map.bsp
14 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\nmrih\sdk\nmo_map\nmo_map.bsp" "..\..\nmrih\maps\nmo_map.bsp"
** Executing...
** Command: "..\hl2.exe"
** Parameters: -game "..\..\nmrih" -windowed +map "nmo_map" -steam

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No, it's not. It's being saved in another folder but it copies the file to NMRiH's map directory. Manually moving the file doesn't do anything either.

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Fix errors in your map and try again after it.

WARNING: Too many light styles on a face at (-808.000000, 371.872498, 65.000000)


This will help doing it.

I had the same issue once but that was due to a leak.

Edited by Lord mAd-

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My problem with that. It's not updating. I removed the brush and it's not updating.

nmrihissue_zpsf612c804.png

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To get the obvious answers out of the way, did your map ever compile before? Or since you started the map it just doesn't add it to the map list? Because if it just started happening recently, it will help us point to more than likely something you did in hammer or accidently screwed up.

Fix errors in your map and try again after it.


This will help doing it.

I had the same issue once but that was due to a leak.

Well like he said, the best you can do is troubleshoot. First work on fixing:

warning: too many light styles on a face at (-808.000000, 371.872498, 65.000000)

If it still doesn't go away and you fixed that^ than I would post your compile log again so we can look if any other problems came about. Or try using the cordon tool and try and pinpoint the area of cause.

Also like Dr Hammer said, it looks like you just deleted a floor blocking off the void in hopes of fixing it.

If none of the above is working for you, add me on steam and I will look at your .vmf

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Uh, are you sure there's no leak there?

Yes, I was using a black texture for the bottom portion of the skybox. No use in drawing a texture that won't be seen.

To get the obvious answers out of the way, did your map ever compile before? Or since you started the map it just doesn't add it to the map list? Because if it just started happening recently, it will help us point to more than likely something you did in hammer or accidently screwed up.

Again, yes, I had compiled before. I also use the console to launch my maps while play testing them. I've been working on this map for quite a while. But I did find a older (And thankfully not but much) and working copy of the map's files, so I don't really need help anymore. (Unless that issue rears it's ugly head back into my map.) Here's the interesting thing, Hammer (For some reason I did not question.) was allowing me to compile working maps with a huge leak, there were no entities, (Other then that brush prop down there.) or lights near said leak or outside of the map, but Hammer allowed it.

77db1cf795f69aebe16a78a9e2f34c2f.png

Edited by Aura

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