compile quite

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ViPER
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compile quite

Post by ViPER »

I put a leak in my skybox to increase the compile time when im testing my map changes. I was going to compile an alpha test without the leak and found it wont compile my map anymore. Put the leak back in and its ok.

Any ideas?
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At0miC
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Post by At0miC »

Post the compile log please, the one without the leak.
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ViPER
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Post by ViPER »

Atomic,

I am working on figuring out where i can cut from the log, sorry- i'll figure it out eventually. I noticed the following when observing the compile however -

both compiles had 2 "couldnt find shader" errors for textures i removed from the map and removed from the fiels from the main.

both had 2 brush fence mask warnings.

both had several (about 12) node without volume errors.

1 func ladder leak

and the main difference -

The map without the leak said

"loadportals: 3424528 exceeds 2097152"
I believe this causes the creation of the bsp to fail?

the leaked map does not show this error and creates a bsp and a vis.

however the leaked map compile does give an error "prt not present" or something like that.

I will work on figuring out how to get a cut n paste of the log you requested.
Thanks!
Balr14
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Post by Balr14 »

I believe you have already identified the error:

both had several (about 12) node without volume errors.

This would indicate some bad CSG subtraction which could result in a variety of other probblems.

"loadportals: 3424528 exceeds 2097152"

You need a lot more detail brushes.
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ViPER
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Post by ViPER »

I've had several node without volume errors before and it never stopped the compile. It's the the load portal thats new for me. I never got that using the sh sdk. I have recently switched to the aa sdk.

I will work on the node errors and let you know how it turns out. The thing that bothers me is I only have about 8 structural brushes.

I have some other ideas about the problem but i will hold those till after i eliminate the errors and see what happens.
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ViPER
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Post by ViPER »

I got it working. I still have several errors to deal with however when I was checking to make sure my skybox was structural (the only non detail brushes in my map) I found the top was not, also it had two brushes overlapped.

seems to me that the aa sdk is more sensetive to error in mapping and more forgiving to error with scripting and the sh sdk is the reverse.

Thank you
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