Hammer won't compile...
Quote from Zephlon on July 23, 2011, 10:38 pm...at least not completely. It gets to a certain point and does nothing, but eat 90-100% of my CPU.
Quote:materialPath: c:program files (x86)steamsteamappscommonportal 2portal2materials
Loading C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsminemp_coop_cts.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsminemp_coop_cts.prt...Building visibility clusters...
done (0)
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 (0) (51108 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 477 texinfos to 193
Reduced 30 texdatas to 28 (888 bytes to 803)
Writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsminemp_coop_cts.bsp
2 seconds elapsed4 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapsminemp_coop_cts.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapsminemp_coop_cts.prt
204 portalclusters
655 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5.Also, when I start hammer, Windows switches to Aero basic. That hasn't happened before it started doing this.
...at least not completely. It gets to a certain point and does nothing, but eat 90-100% of my CPU.
Loading C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsminemp_coop_cts.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsminemp_coop_cts.prt...Building visibility clusters...
done (0)
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 (0) (51108 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 477 texinfos to 193
Reduced 30 texdatas to 28 (888 bytes to 803)
Writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsminemp_coop_cts.bsp
2 seconds elapsed
4 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapsminemp_coop_cts.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapsminemp_coop_cts.prt
204 portalclusters
655 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5.
Also, when I start hammer, Windows switches to Aero basic. That hasn't happened before it started doing this.
Quote from dhavalmistry on July 23, 2011, 10:58 pmHow long have you let hammer compile before you decided that its not compiling. The latest map I released was taking 20 mins to compile before I optimized it. While compiling, it would look like its not doing anything but it calculating slowly. This usually occurs when you have a very heavy map or you have huge rooms.
How long have you let hammer compile before you decided that its not compiling. The latest map I released was taking 20 mins to compile before I optimized it. While compiling, it would look like its not doing anything but it calculating slowly. This usually occurs when you have a very heavy map or you have huge rooms.
Quote from WinstonSmith on July 23, 2011, 11:34 pmFirst of all, under what configuration are you compiling (Fast, Final, Default, etc.)? Second, as stated above, do you have any immensely large rooms or complicated/spherical/cylindrical brushwork that isn't tied to a func_detail in your map?
First of all, under what configuration are you compiling (Fast, Final, Default, etc.)? Second, as stated above, do you have any immensely large rooms or complicated/spherical/cylindrical brushwork that isn't tied to a func_detail in your map?
Quote from Zephlon on July 23, 2011, 11:44 pmDefault configuration.
Yes I have a large skybox.
I cut a decagonal (10-sided) hole in a wall and put a prop_testchamber_door in it. With the clipping tool.
Default configuration.
Yes I have a large skybox.
I cut a decagonal (10-sided) hole in a wall and put a prop_testchamber_door in it. With the clipping tool.
Quote from WinstonSmith on July 23, 2011, 11:47 pmIs the skybox completely surrounding the map (please say no)?
Is the wall with the hole tied to a func_detail?
Is the skybox completely surrounding the map (please say no)?
Is the wall with the hole tied to a func_detail?
Quote from WinstonSmith on July 23, 2011, 11:57 pmAlright, first tie the brush with the hole in it to a func_detail. Do that for any other complex, non-sealing geometry in your map too. As for the skybox: for the record it's very bad practice to completely surround your map with a skybox, not only for compilation but also during runtime. This is because during compilation and runtime the computer has to calculate what is visible and what isn't, and if there's a huge area around the outside of your map it screws things up. If you made the skybox to seal a leak, seal the leak by fixing the mismatched brushes instead. If it's part of an effect (i.e. the white light from the ceiling in destroyed chambers), you can simply fit a brush as though it were a ceiling and texture the face with the skybox texture.
Alright, first tie the brush with the hole in it to a func_detail. Do that for any other complex, non-sealing geometry in your map too. As for the skybox: for the record it's very bad practice to completely surround your map with a skybox, not only for compilation but also during runtime. This is because during compilation and runtime the computer has to calculate what is visible and what isn't, and if there's a huge area around the outside of your map it screws things up. If you made the skybox to seal a leak, seal the leak by fixing the mismatched brushes instead. If it's part of an effect (i.e. the white light from the ceiling in destroyed chambers), you can simply fit a brush as though it were a ceiling and texture the face with the skybox texture.
Quote from Zephlon on July 24, 2011, 12:11 amI made the skybox because I want the level to be "outside". Like the hub in Portal 2 co-op.
I made the skybox because I want the level to be "outside". Like the hub in Portal 2 co-op.
Quote from Skotty on July 24, 2011, 3:51 amThe Coop hub is "outside", but no skybox is needed!
Just create a big black box around the map. Thats the way Valve made it for every map.
The Coop hub is "outside", but no skybox is needed!
Just create a big black box around the map. Thats the way Valve made it for every map.
Quote from ChickenMobile on July 24, 2011, 4:40 amSkotty wrote:The Coop hub is "outside", but no skybox is needed!
Just create a big black box around the map. Thats the way Valve made it for every map.Are you sure? -.^
The only maps with giant boxes around the maps are underground or BTS
Just create a big black box around the map. Thats the way Valve made it for every map.
Are you sure? -.^
The only maps with giant boxes around the maps are underground or BTS

