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Disco compile problem!

Discussion in 'Source SDK / Map developement' started by TheSleepyMuffin, Oct 23, 2014.

  1. TheSleepyMuffin
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    Donator

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    I'm making a disco and on the floor I have a grid of boxes that are larger than the perimeter of the cube the light entity fits in so each light is divided by 4 walls of brushes I have then put a nodraw sealing the top of all the boxes and a glass texture on top, I'll put up a screenshot, when I had a large grid, like in the picture, I couldn't get it to work properly because I had too many lights and all named differently which was clearly sending hammer insane, I then decreased the scale to a 4x8 grid and the lights work perfectly, how I like them, all the reds are called reddisco, all the blues are bluedisco etc. Which means I only have 4 cases in my logic_case and then the logic_timer sends a relay on the logic case to make it pick at random intervals, it all works fine but it has errors in the compile process window and when I enter this into interlopers.net it says I need to fix it, I want to have a cool disco with lots of lights and flashing stuff and whenever I try to make something cool to use in the disco, it crashes it or causes errors... HELP!! D:
    --- Double Post Merged, Oct 23, 2014, Original Post Date: Oct 23, 2014 ---
    Here is the screenshot of how I first designed the "dancefloor"
    --- Double Post Merged, Oct 23, 2014 ---
    And here is my compile log



    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\1abc.vmf"

    Valve Software - vbsp.exe (May 15 2014)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\1abc.vmf
    Can't find surfaceprop stone for material DE_TIDES/TIDES_CONCRETEFLOOR, using default
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
    fixing up env_cubemap materials on brush sides...
    Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\1abc.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_07*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_07*.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...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (0) (711764 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 941 texinfos to 511
    Reduced 30 texdatas to 25 (990 bytes to 808)
    Writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\1abc.bsp
    1 second elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\1abc"

    Valve Software - vvis.exe (May 15 2014)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\1abc.bsp
    reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\1abc.prt
    1041 portalclusters
    2918 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (382)
    Optimized: 1983 visible clusters (0.62%)
    Total clusters visible: 320262
    Average clusters visible: 307
    Building PAS...
    Average clusters audible: 840
    visdatasize:225936 compressed from 283152
    writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\1abc.bsp
    6 minutes, 22 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\1abc"

    Valve Software - vrad.exe SSE (May 14 2014)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [2 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\1abc.bsp
    Setting up ray-trace acceleration structure... Done (0.55 seconds)
    4047 faces
    1504547 square feet [216654848.00 square inches]
    6 Displacements
    15344 Square Feet [2209620.25 Square Inches]
    4047 patches before subdivision
    64467 patches after subdivision
    94 direct lights
    BuildFacelights: 0...1
    WARNING: Too many light styles on a face at (5375.000000, 3080.000000, 824.000000)

    WARNING: Too many light styles on a face at (5128.000000, 3512.000000, 831.000000)

    WARNING: Too many light styles on a face at (5128.000000, 3519.000000, 824.000000)

    WARNING: Too many light styles on a face at (5295.000000, 3332.000000, 605.000000)
    ...2..
    WARNING: Too many light styles on a face at (5128.000000, 3064.000000, 831.000000)

    WARNING: Too many light styles on a face at (5375.000000, 3032.000000, 824.000000)

    WARNING: Too many light styles on a face at (5375.000000, 2632.000000, 824.000000)
    .3...4...5
    WARNING: Too many light styles on a face at (5048.000000, 3512.000000, 831.000000)

    WARNING: Too many light styles on a face at (4545.000000, 3080.000000, 824.000000)

    WARNING: Too many light styles on a face at (4552.000000, 3512.000000, 831.000000)

    WARNING: Too many light styles on a face at (4948.000000, 3439.000000, 605.000000)

    WARNING: Too many light styles on a face at (4552.000000, 3519.000000, 824.000000)

    WARNING: Too many light styles on a face at (5048.000000, 3519.000000, 824.000000)

    WARNING: Too many light styles on a face at (4625.000000, 3332.000000, 605.000000)
    ...6...7.
    WARNING: Too many light styles on a face at (4552.000000, 3064.000000, 831.000000)

    WARNING: Too many light styles on a face at (5048.000000, 3064.000000, 831.000000)

    WARNING: Too many light styles on a face at (4545.000000, 3032.000000, 824.000000)

    WARNING: Too many light styles on a face at (4552.000000, 3016.000000, 831.000000)

    WARNING: Too many light styles on a face at (5048.000000, 3016.000000, 831.000000)

    WARNING: Too many light styles on a face at (4545.000000, 2904.000000, 824.000000)

    WARNING: Too many light styles on a face at (4545.000000, 2888.000000, 824.000000)
    .
    WARNING: Too many light styles on a face at (4907.000000, 2872.000000, 831.000000)

    WARNING: Too many light styles on a face at (4899.000000, 2876.000000, 831.000000)

    WARNING: Too many light styles on a face at (4899.000000, 2868.000000, 831.000000)

    WARNING: Too many light styles on a face at (4545.000000, 2824.000000, 824.000000)

    WARNING: Too many light styles on a face at (4840.000000, 2872.000000, 831.000000)

    WARNING: Too many light styles on a face at (4552.000000, 2872.000000, 831.000000)

    WARNING: Too many light styles on a face at (4545.000000, 2632.000000, 824.000000)

    WARNING: Too many light styles on a face at (4552.000000, 2808.000000, 831.000000)

    WARNING: Too many light styles on a face at (5048.000000, 2808.000000, 831.000000)
    .8...9...10 (11)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
    transfers 9252204, max 1060
    transfer lists: 70.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(100820, 77254, 73113)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(7885, 7776, 7979)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(824, 1002, 1005)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(99, 139, 132)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(13, 21, 18)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(2, 3, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(0, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0268 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    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 (5)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 43/1024 2064/49152 ( 4.2%)
    brushes 1013/8192 12156/98304 (12.4%)
    brushsides 7918/65536 63344/524288 (12.1%)
    planes 5316/65536 106320/1310720 ( 8.1%)
    vertexes 6188/65536 74256/786432 ( 9.4%)
    nodes 2758/65536 88256/2097152 ( 4.2%)
    texinfos 511/12288 36792/884736 ( 4.2%)
    texdata 25/2048 800/65536 ( 1.2%)
    dispinfos 6/0 1056/0 ( 0.0%)
    disp_verts 1734/0 34680/0 ( 0.0%)
    disp_tris 3072/0 6144/0 ( 0.0%)
    disp_lmsamples 44622/0 44622/0 ( 0.0%)
    faces 4047/65536 226632/3670016 ( 6.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 2236/65536 125216/3670016 ( 3.4%)
    leaves 2802/65536 89664/2097152 ( 4.3%)
    leaffaces 4450/65536 8900/131072 ( 6.8%)
    leafbrushes 2034/65536 4068/131072 ( 3.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 27619/512000 110476/2048000 ( 5.4%)
    edges 17132/256000 68528/1024000 ( 6.7%)
    LDR worldlights 94/8192 8272/720896 ( 1.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 214/32768 2140/327680 ( 0.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 3501/65536 7002/131072 ( 5.3%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 4124228/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 225936/16777216 ( 1.3%)
    entdata [variable] 64058/393216 (16.3%)
    LDR ambient table 2802/65536 11208/262144 ( 4.3%)
    HDR ambient table 2802/65536 11208/262144 ( 4.3%)
    LDR leaf ambient 10448/65536 292544/1835008 (15.9%)
    HDR leaf ambient 2802/65536 78456/1835008 ( 4.3%)
    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] 1/2984 ( 0.0%)
    pakfile [variable] 174917/0 ( 0.0%)
    physics [variable] 711764/4194304 (17.0%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 10591
    Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\1abc.bsp
    33 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\cstrike\mapsrc\1abc.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\1abc.bsp"
     

    Attached Files:

    #1
  2. Raphi
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    Raphi Member
    Mapper

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    Apr 21, 2014
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    Don't worry
    Carceris's disco is the same, i just compiled the map, and there are the same error messages, so, your map will work anyway ;)
     
    #2
    • Like Like x 1
  3. TheSleepyMuffin
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    Donator

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