Hammer compiler stuck at BuildVisLeafs

  • Hi all,
    I know, it's a common problem that many other mappers have encountered and there are many topics all over the internet, and I have read all of them with all the replies and possible solutions. But.......I still cannot solve my problem. I tried with hint / skip (but I don't know how to properly use them), moved entire sections of the map to make it more compact, removing stuff etc but nothing. It reaches a certain point while at BuildVisLeafs (say 4..) then says "Finished. Press a key to continue."
    If I uncheck all the func_details the compiler works, same when I split the map in smaller areas with the cordon tool, but all together it won't. I checked all the vertices and they look all aligned to the grid (in my previous campaign Pesaro there are sooooo many unaligned brushes in all the maps and I never had this problem). If you have tried the first map of Pesaro 2 you can see that it's quite a large open area and I didn't do much optimization, but it runs well (I mean, the compiler does its job).
    I tried to set the Far Z clip plane on the fog_controller at 1500, and it works, but of course it's not ok to be played like this.
    
    Is there anyone that would like to spend like 10 minutes taking a look at my map and telling me the mistakes I've made? I can send you the link to download the .vmf and all the materials and models I've used.
    Here's the compile log, but I've done / seen worse and they all work =P  now this is with the hint / skip brushes. Without them, the numportals are around 2000; however, same result.
    
    CDynamicFunction: Loading library 'Kernel32.dll' (75DC0000)
    CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77A30990
    CDynamicFunction: Loading library 'psapi.dll' (75FD0000)
    CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75FD1480
    
    -------------------------------------------------------------------------------
    Running command: cd "D:\Steam\SteamApps\common\left 4 dead 2\bin"
    -------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------
    Running command: "D:\Steam\SteamApps\common\left 4 dead 2\bin\vbsp.exe" -game "D:\Steam\SteamApps\common\left 4 dead 2\left4dead2" "e:\mappa_pesaro\pesaro_2\6_palas\salvataggi\m5_adriatic_arena_prova"
    -------------------------------------------------------------------------------
    
    CDynamicFunction: Loading library 'Kernel32.dll' (75DC0000)
    CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77A30990
    CDynamicFunction: Loading library 'psapi.dll' (75FD0000)
    CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75FD1480
    Valve Software - vbsp.exe (Nov 15 2021)
    8 threads
    Using shader api: shaderapiempty.dll
    materialPath: D:\Steam\SteamApps\common\left 4 dead 2\left4dead2\materials
    Loading e:\mappa_pesaro\pesaro_2\6_palas\salvataggi\m5_adriatic_arena_prova.vmf
    Patching WVT material: maps/m5_adriatic_arena_prova/concrete/blend_blacktop_01_wvt_patch
    Patching WVT material: maps/m5_adriatic_arena_prova/rubble/blend_donner_rubble1_dirtfloor013a_wvt_patch
    Patching WVT material: maps/m5_adriatic_arena_prova/149/149_blend_flesh_deadbodies_wvt_patch
    Patching WVT material: maps/m5_adriatic_arena_prova/concrete/blend_rubble_01_wvt_patch
    Patching WVT material: maps/m5_adriatic_arena_prova/nature/blend_grass_grass_02_cheap_wvt_patch
    Patching WVT material: maps/m5_adriatic_arena_prova/nature/blend_urbandirtlawn01_wvt_patch
    Patching WVT material: maps/m5_adriatic_arena_prova/nature/blendswampmudroots01_lowdensity_wvt_patch
    Patching WVT material: maps/m5_adriatic_arena_prova/nature/blendrockleaves_wvt_patch
    Patching WVT material: maps/m5_adriatic_arena_prova/nature/blend_grass_gravel_01_lowdensity_wvt_patch
    fixing up env_cubemap materials on brush sides...
    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...
    Merged 1442 detail faces...done (0)
    Merging details...Warning: Fell out of small block heap!
    done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing e:\mappa_pesaro\pesaro_2\6_palas\salvataggi\m5_adriatic_arena_prova.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 (1) (983631 bytes)
    Cannot build Physics2 data
                                                                 -----------
    DataLinker total stream size                                     0.0 KiB
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 10085 texinfos to 3890
    Reduced 395 texdatas to 309 (16313 bytes to 13403)
    Writing e:\mappa_pesaro\pesaro_2\6_palas\salvataggi\m5_adriatic_arena_prova.bsp
    30 seconds elapsed
    CDynamicFunction: Closing library 'psapi.dll' (75FD0000)
    CDynamicFunction: Closing library 'Kernel32.dll' (75DC0000)
    
    -------------------------------------------------------------------------------
    Running command: cd "D:\Steam\SteamApps\common\left 4 dead 2\bin"
    -------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------
    Running command: "D:\Steam\SteamApps\common\left 4 dead 2\bin\vvis.exe" -game "D:\Steam\SteamApps\common\left 4 dead 2\left4dead2" "e:\mappa_pesaro\pesaro_2\6_palas\salvataggi\m5_adriatic_arena_prova"
    -------------------------------------------------------------------------------
    
    CDynamicFunction: Loading library 'Kernel32.dll' (75DC0000)
    CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77A30990
    CDynamicFunction: Loading library 'psapi.dll' (75FD0000)
    CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75FD1480
    Valve Software - vvis.exe (Nov 15 2021)
    8 threads
    reading e:\mappa_pesaro\pesaro_2\6_palas\salvataggi\m5_adriatic_arena_prova.bsp
    max farz in all env_fog_controller entities: 5000.000000 (used for radial vis)
    reading e:\mappa_pesaro\pesaro_2\6_palas\salvataggi\m5_adriatic_arena_prova.prt
    1974 portalclusters
    5354 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (29)
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (173)
    Optimized: 3390 visible clusters (0.00%)
    Total clusters visible: 1607408
    Average clusters visible: 814
    Building PAS...
    Average clusters audible: 1838
    visdatasize:809188  compressed from 979104
    writing e:\mappa_pesaro\pesaro_2\6_palas\salvataggi\m5_adriatic_arena_prova.bsp
    3 minutes, 22 seconds elapsed
    CDynamicFunction: Closing library 'psapi.dll' (75FD0000)
    CDynamicFunction: Closing library 'Kernel32.dll' (75DC0000)
    
    -------------------------------------------------------------------------------
    Running command: cd "D:\Steam\SteamApps\common\left 4 dead 2\bin"
    -------------------------------------------------------------------------------
    
    
    -------------------------------------------------------------------------------
    Running command: "D:\Steam\SteamApps\common\left 4 dead 2\bin\vrad.exe" -both -final -game "D:\Steam\SteamApps\common\left 4 dead 2\left4dead2" "e:\mappa_pesaro\pesaro_2\6_palas\salvataggi\m5_adriatic_arena_prova"
    -------------------------------------------------------------------------------
    
    CDynamicFunction: Loading library 'Kernel32.dll' (75DC0000)
    CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77A30990
    CDynamicFunction: Loading library 'psapi.dll' (75FD0000)
    CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75FD1480
    Valve Software - vrad.exe SSE (Nov 15 2021)
    
          Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    [2 texlights parsed from 'lights.rad']
    
    Loading e:\mappa_pesaro\pesaro_2\6_palas\salvataggi\m5_adriatic_arena_prova.bsp
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Setting up ray-trace acceleration structure... Done (11.16 seconds)
    12429 faces
    4 degenerate faces
    5074669 square feet [730752384.00 square inches]
    607 Displacements
    398097 Square Feet [57326040.00 Square Inches]
    12425 patches before subdivision
    450191 patches after subdivision
    sun extent from map=0.000000
    87 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (290)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (70)
    transfers 60554881, max 1347
    transfer lists: 462.0 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
            Bounce #1 added RGB(39250, 50746, 63827)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #2 added RGB(8273, 10751, 13263)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #3 added RGB(2858, 3461, 3538)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #4 added RGB(816, 929, 869)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
            Bounce #5 added RGB(302, 316, 248)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #6 added RGB(107, 103, 73)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #7 added RGB(44, 39, 24)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #8 added RGB(18, 15, 9)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
            Bounce #9 added RGB(8, 6, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #10 added RGB(4, 3, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #11 added RGB(2, 1, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
            Bounce #12 added RGB(1, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.2000 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    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                  68/1024         3264/49152    ( 6.6%)
    brushes               2629/8192        31548/98304    (32.1%)
    brushsides           18976/65536      151808/524288   (29.0%)
    planes               14508/65536      290160/1310720  (22.1%)
    vertexes             22757/65536      273084/786432   (34.7%)
    nodes                 3423/65536      109536/2097152  ( 5.2%)
    texinfos              3890/12288      280080/884736   (31.7%)
    texdata                309/2048         9888/65536    (15.1%)
    dispinfos              607/0          106832/0        ( 0.0%)
    disp_verts           15343/0          306860/0        ( 0.0%)
    disp_tris            19712/0           39424/0        ( 0.0%)
    disp_lmsamples      250292/0          250292/0        ( 0.0%)
    faces                12429/65536      696024/3670016  (19.0%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces             7664/65536      429184/3670016  (11.7%)
    leaves                3492/65536      111744/2097152  ( 5.3%)
    leaffaces            18410/65536       36820/131072   (28.1%)
    leafbrushes           9362/65536       18724/131072   (14.3%)
    areas                   18/256           144/2048     ( 7.0%)
    surfedges            91007/512000     364028/2048000  (17.8%)
    edges                60076/256000     240304/1024000  (23.5%)
    LDR worldlights         87/8192         8700/819200   ( 1.1%)
    HDR worldlights          0/8192            0/819200   ( 0.0%)
    leafwaterdata            0/32768           0/393216   ( 0.0%)
    waterstrips           1463/32768       14630/327680   ( 4.5%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices         27411/65536       54822/131072   (41.8%)
    cubemapsamples          10/1024          160/16384    ( 1.0%)
    overlays                11/512          3872/180224   ( 2.1%)
    LDR lightdata         [variable]    34196936/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]      809188/16777216 ( 4.8%)
    entdata               [variable]      430709/393216   (109.5%) VERY FULL!
    LDR ambient table     3492/65536       13968/262144   ( 5.3%)
    HDR ambient table     3492/65536       13968/262144   ( 5.3%)
    LDR leaf ambient     21880/65536      612640/1835008  (33.4%)
    HDR leaf ambient      3492/65536       97776/1835008  ( 5.3%)
    occluders                0/0               0/0        ( 0.0%)
    occluder polygons        0/0               0/0        ( 0.0%)
    occluder vert ind        0/0               0/0        ( 0.0%)
    Prop Hull Verts          0/0               0/0        ( 0.0%)
    Prop Hull Blob           0/0               0/0        ( 0.0%)
    Prop Hull Lists          0/0               0/0        ( 0.0%)
    Prop Hulls               0/0               0/0        ( 0.0%)
    Prop Hull trilist        0/0               0/0        ( 0.0%)
    detail props          [variable]           1/5644     ( 0.0%)
    dtl prp lght          [variable]           1/4        (25.0%)
    HDR dtl prp lght      [variable]           1/4        (25.0%)
    static props          [variable]           1/353398   ( 0.0%)
    pakfile               [variable]     1016532/0        ( 0.0%)
    physics               [variable]      983631/4194304  (23.5%)
    physics terrain       [variable]       78583/1048576  ( 7.5%)
    
    Level flags = 0
    
    Total triangle count: 35694
    Writing e:\mappa_pesaro\pesaro_2\6_palas\salvataggi\m5_adriatic_arena_prova.bsp
    6 minutes, 42 seconds elapsed
    Valve Software - vrad.exe SSE (Nov 15 2021)
    
          Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    [2 texlights parsed from 'lights.rad']
    
    Loading e:\mappa_pesaro\pesaro_2\6_palas\salvataggi\m5_adriatic_arena_prova.bsp
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Setting up ray-trace acceleration structure... Done (11.21 seconds)
    12429 faces
    4 degenerate faces
    5074669 square feet [730752384.00 square inches]
    607 Displacements
    398097 Square Feet [57326040.00 Square Inches]
    12425 patches before subdivision
    450191 patches after subdivision
    sun extent from map=0.000000
    87 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (267)
    BuildVisLeafs:       0...1...Finished. Press a key to close.
    100% 0%
  • If I uncheck all the func_details the compiler works, same when I split the map in smaller areas with the cordon tool, but all together it won't
    
    Try to extend the size of cordon tool and compile the map. Then look at which number BuildVisLeafs will finish. 
    100% 0%
  • Hi greenhood, thanks for the reply. 
    
    I solved the problem. It wasn't about the brushes I built, like arches or "odd shaped" ones, but it was all about the Lightmap scale of those brushes. A guy on the Steam forum suggested to try to increase the number of the Lightmap scale to 128, I did it and it worked! 
    I tried several times with the cordon tool and the compiler worked until 3/4 of the arena, hence I spent weeks trying to understand what was wrong in the upper area. Eventually it was all about the lightmap scale =P
    Cheers 
    100% 0%

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