Compile Problem Again...

OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
edited July 2003 in Mapping Forum
Ok, now I have another compile problem. Not sure what the problem is, but it worked untill I added a new room. Now, about 45 minutes during the compile I get an error window from XP, that says hlrad has ran into a problem, SEND ERROR--I guess this is when you can send it--kinda the same error you get when Explorer window crashes, and then you get the SEND REPORT error thing. Level turns out fullbright, I don't think it's the leaf errors, because I've had those for a while now--with it not effecting the compile.

Well, here is my complie log:


** Executing...
** Command: Change Directory
** Parameters: "C:\SIERRA\Half-Life"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "c:\program files\valve hammer editor\maps\ns_second112"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe "c:\program files\valve hammer editor\maps\ns_second112"
Entering c:\program files\valve hammer editor\maps\ns_second112.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

33 brushes (totalling 198 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (17.75 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (10.16 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 12 used textures, 12.63 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\ns\ns.wad
- Contains 55 used textures, 57.89 percent of map (578 textures in wad)
Using Wadfile: \sierra\half-life\valve\osm.wad
- Contains 27 used textures, 28.42 percent of map (31 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 1 used texture, 1.05 percent of map (32 textures in wad)

added 7 additional animating textures.
Texture usage is at 2.98 mb (of 4.00 mb MAX)
28.84 seconds elapsed

----- END hlcsg -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "c:\program files\valve hammer editor\maps\ns_second112"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlbsp.exe "c:\program files\valve hammer editor\maps\ns_second112"

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\ns_second112.prt'
22.80 seconds elapsed

----- END hlbsp -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlvis.exe
** Parameters: "c:\program files\valve hammer editor\maps\ns_second112" -full

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlvis.exe "c:\program files\valve hammer editor\maps\ns_second112"-full
2438 portalleafs
7366 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ on ] [ off ]


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (20.30 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (630.39 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 585 and 598:
(3366.841 -320.929 -284.504)
(3366.841 -320.929 -304.000)
(3366.961 -321.214 -304.000)
(3381.085 -354.895 -284.288)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 987 and 981:
(3812.314 -3232.000 -400.000)
(3801.042 -3232.000 -400.000)
(3783.112 -3211.428 -347.428)
(3932.472 -3211.428 -347.428)
(3933.756 -3214.709 -355.814)
(3932.262 -3216.190 -359.597)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 989 and 940:
(3672.000 -3247.108 -361.390)
(3672.000 -3264.000 -368.000)
(3928.000 -3264.000 -368.000)
(3932.711 -3251.963 -363.290)
(3933.232 -3247.108 -361.390)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 994 and 945:
(3810.000 -3502.000 -570.000)
(3808.768 -3499.535 -570.501)
(3644.190 -3388.903 -637.417)
(3609.530 -3394.417 -651.510)
(3759.969 -3711.869 -590.342)
(3760.090 -3712.000 -590.293)
(3810.000 -3712.000 -570.000)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 1090 and 1099:
(3102.610 -3183.108 -456.625)
(3102.654 -3183.125 -456.681)
(3125.745 -3183.085 -461.745)
(3104.992 -3177.019 -440.993)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 1092 and 1098:
(3145.778 -3200.000 -511.143)
(3102.654 -3183.125 -456.681)
(3102.603 -3183.125 -456.670)
(3096.000 -3200.000 -499.995)
(3102.610 -3216.892 -546.325)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 1100 and 1098:
(3096.000 -3200.000 -499.994)
(3102.603 -3183.126 -456.670)
(3096.038 -3199.902 -448.328)
(3096.000 -3200.000 -448.359)

average leafs visible: 181
g_visdatasize:106307 compressed from 743590
651.08 seconds elapsed [10m 51s]

----- END hlvis -----




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlrad.exe
** Parameters: "c:\program files\valve hammer editor\maps\ns_second112" -extra -bounce 2

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\tools\hlrad.exe "c:\program files\valve hammer editor\maps\ns_second112"-extra -bounce 2

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 2 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[101 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']

10550 faces
Create Patches : 60535 base patches
0 opaque faces
734975 square feet [105836504.00 square inches]
1975 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1281.20 seconds)
visibility matrix : 218.4 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (391.03 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (316.20 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (67.89 seconds)
Transfer Lists : 53612454 : 53.61M transfers
Indices : 31332900 : 29.88M bytes
Data : 214449816 : 204.52M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (16.36 seconds)
Bounce 2 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (26.73 seconds)
FinalLightFace:

** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\ns_second112.bsp" "C:\SIERRA\Half-Life\ns\maps\ns_second112.bsp"


** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\ns_second112.pts" "C:\SIERRA\Half-Life\ns\maps\ns_second112.pts"


** Executing...
** Command: C:\SIERRA\HALF-L~1\hl.exe
** Parameters: +map "ns_second112" -dev -console -game ns

Comments

  • KageKage Join Date: 2002-11-01 Member: 2016Members
    As a general rule, fix known problems before trying to find unknown problems.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Hlrad is crashing without an error given, right when it starts the building the final light faces, or there abouts. The leaf portals saw in leafs errors in vis could be causing the problem, it's best you fix those asap. Another possiblity is that windows ran out of ram trying to run Rad. You're very close to the maximum number of patches, so hlrad is using over 400 megs of memory. If neither of those are the problem, recompile with "-verbose -dev 6" parameters on HLrad and see what the last thing it logs before crashing is, that might narrow down the problem a little more.
  • StevenTheGreatStevenTheGreat Join Date: 2003-04-13 Member: 15464Members
    edited July 2003
  • CrashCrash Join Date: 2002-11-01 Member: 3395Members, Constellation
    Look at your VIS errors. You should repair those, then try again.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    leaf portals saw into leafes makes RAD take longer.
    hitting the leafes limit makes RAD take ages too.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Crash: You're the thrid person to suggest that, there's no reason to say it again.

    Ollj: Any Vis errors will affect Rad, because Rad relies on the Vis data. What makes you think he's anywhere near the leafs limit, I don't see anything in the log that suggests that.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited July 2003
    <!--QuoteBegin--Shadowics+Jul 20 2003, 06:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Jul 20 2003, 06:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hlrad is crashing without an error given, right when it starts the building the final light faces, or there abouts. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    He's probably hitting the lightdata limit in finalLightFaces(), which causes a buffer overflow. It's a silent error--except when it causes the entire process to die.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->chop value [ 64.000 ] [ 64.000 ]
    texchop value [ 32.000 ] [ 32.000 ]<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Raise your chop and/or texchop values; you're creating too many light sample points with those small values and RAD can't handle it.

    If you'd rather keep the quality of lighting you have now, you'll need to either reduce the number of dynamic lights in your level (if there are any) or reduce the surface area of your level.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->734975 square feet [105836504.00 square inches]<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    <!--QuoteBegin--XP-Cagey+Jul 20 2003, 11:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Jul 20 2003, 11:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->He's probably hitting the lightdata limit in finalLightFaces(), which causes a buffer overflow. It's a silent error--except when it causes the entire process to die.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I don't suppose there would be anyway to make it give an error message?
    <!--QuoteBegin--XP-Cagey+Jul 20 2003, 11:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Jul 20 2003, 11:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Raise your chop and/or texchop values; you're creating too many light sample points with those small values and RAD can't handle it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Those are the default values, and
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Create Patches : 60535 base patches<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->he's still under the 65535 limit. I've compiled maps with more patches and more surface area before, what actually contributes to amount of lightdata?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Shadowics+Jul 20 2003, 09:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Jul 20 2003, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't suppose there would be anyway to make it give an error message?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah, I'll add an "Exceeded MAX_LIGHTDATA" error message to a new tool release in the next few days along with adding a -lightdata option like the -texdata option for use with HLRAD only. The limit doesn't appear to have a hard ceiling, but as the number goes up, the chance of killing slower machines when they try to render the level increases.

    The lack of an error message has caused several of these threads, and is inconsistant how other internal limits are handled, so it should be fixed even though I'm backing away from development of the old tools. The new tools automatically allocate space when needed--it will still be possible to go over an engine limit, but tool imposed limits (like lightdata) will disappear.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Those are the default values<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Raising them is still the simplest way to reduce the amount of data being created.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I've compiled maps with more patches and more surface area before, what actually contributes to amount of lightdata?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Light data is 3 bytes per lightstyle on the face per patch, where a "lightstyle" is the combination of the targetname and style attributes on the light's source.

    To reduce lightstyles: remove named lights and dynamic lights
    To reduce patches: increase -chop / -texchop, reduce surface area

    That's how I arrived at my recommendations in my last post. Lightstyle information is stored with each face, so if a flickering light hits the very corner of a face, the entire face has to store data for that lightstyle.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Shadowics+Jul 20 2003, 09:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Jul 20 2003, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't suppose there would be anyway to make it give an error message?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    From testing the new version:

    FinalLightFace:
    10%...20%...30%...40%...50%...60%...70%...80%...90%...Error: Exceeded MAX_MAP_LIGHTING
    Description: You have run out of light data memory
    Howto Fix: Use the -lightdata <#> command line option to increase your maximum light memory. The default is 8192 (KB).

    Not perfect (dynamic allocation would be the ideal solution), but far more informative than it was. 99.9% of all people shouldn't ever see this message; 8 MB is four times the original limit.

    I plugged a total of three buffer overflows with this patch -- the map lighting overflow, and two potential overflows during BSP loading for BSP/VIS/RAD.
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