Compiling doesn't work always

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DoubleThinking
13 Posts
Posted Sep 09, 2011
Hello, i'm new to this forum and got a problem.
The compiler for the Portal 2 Authoring Tools doesn't always work.

Sometimes it compiles it correct, like it should, and sometimes, it just does this:

-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\portal 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\portal 2\bin\vbsp.exe" -game "c:\program f
iles\steam\steamapps\common\portal 2\portal2" "C:\Program Files\Steam\SteamApps\common\portal 2\sdk_
content\maps\tiletest.vmf"
-------------------------------------------------------------------------------

Finished. Press a key to close.

It is a nodraw box with just a player in it. Also normal maps wont do it always.
Any idea why it happens, or does someone else also have this problem?

It is really annoying, to be honest. :notwant:

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satchmo
415 Posts
Posted Sep 09, 2011
Replied 57 minutes later
Because you have a gigantic leak in your map.

Nodraw texture does not block VIS calculation. The compiler cannot do anything with your map.

At the minimum, you need a box with six sides made of solid world brushes (not brush entities), a light entity, and a player to compile.

I strongly recommend you read the basics of mapping before you start. Otherwise, you are setting yourself for tons of frustration.

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Vordwann
767 Posts
Posted Sep 09, 2011
Replied 30 minutes later
He can have the box made of nodraw as long as he uses the face edit tab to texture the 6 inside faces with a non-nodraw texture.
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satchmo
415 Posts
Posted Sep 09, 2011
Replied 3 hours later

Vordwann wrote:
He can have the box made of nodraw as long as he uses the face edit tab to texture the 6 inside faces with a non-nodraw texture.

I do not think that will work. You need more than one unit of overlapping brush surface to seal a map.

I had a leak once that I textured just the inside of a glass brush with non-transparent texture, and I fixed it by texturing the entire brush.

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Vordwann
767 Posts
Posted Sep 09, 2011
Replied 25 minutes later
I'm saying as long as his nodraw box is completely sealed, he only needs to texture the 6 inside faces, otherwise his compile times will be larger because he'll be rendering unseen faces.
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satchmo
415 Posts
Posted Sep 09, 2011
Replied 1 hour later
Go ahead and try that. I am just saying that may not work.
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Mevious
205 Posts
Posted Sep 09, 2011
Replied 19 minutes later
You can compile a map with leaks; I do it all the time when testing. I think the compiler has a problem if you don't have any drawn faces in a map, so texturing it might make a difference.

Vordwann wrote:
otherwise his compile times will be larger because he'll be rendering unseen faces.

Are you sure about that? Vbsp and subsequent compilers should completely ignore outside faces assuming you have no leaks (and unless you use -noopt). They still exist, but are never rendered and shouldn't contribute to compile times.

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Vordwann
767 Posts
Posted Sep 09, 2011
Replied 55 minutes later
I'm talking about intermediary faces.
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ChickenMobile
2,460 Posts
Posted Sep 09, 2011
Replied 50 minutes later
Making a box like this:
Image
img
Image is in wireframe
will make sure that no texture goes overlapped, even if it is nodraw. Also there is much less chance of the leafs being split up unnecessarily.
Medious is right to say that when you full compile that textures on the outside of the visleafs will not be drawn, however if you noclip outside the map it will.

The places where you should be fussed about putting nodraw is in places that the player cannot physically see (but looks like the map would continue in that direction) that is inside the map, and on func_detail's. Seeing as the leaf's totally ignore func_details, all their sides would be rendered. The same for faces that are connected to a func_detail that are world brushes. If you cut brushes correctly, you will also find that there is an ultimate reduction of lighting errors (especially around angled or curved brushes).

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DoubleThinking
13 Posts
Posted Sep 10, 2011
Replied 6 hours later
Well, the problem is that even if I don't edit a map sometimes, it works after a time.
So I think it doesn't really have something to do with the map itself, but with the compiler...