Error with expert compiling. "Can't create logfile ..."

Avatar
Pitkakorvaa
200 Posts
Posted Aug 04, 2012
Yeah, this is stupid. I am going for final compile with my map by using expert compiler to get better shadows, but this "Can't create logfile ..." error ruins everything.
:notwant:

Compile log
||-------------------------------------------------------------------------------
Running command: cd "c:\program files (x86)\steam\steamapps\common\portal 2\bin"



Running command: "c:\program files (x86)\steam\steamapps\common\portal 2\bin\vbs
p.exe" -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2" "c
:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\sp_a17_co
rrupted"


Valve Software - vbsp.exe (May 18 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\common\portal 2\portal2\mat
erials
Loading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
sp_a17_corrupted.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
nummapplanes: ( 21544 / 65536 )
nummapbrushes: ( 5934 / 8192 )
nummapbrushsides: ( 44352 / 65536 )
num_map_overlays: ( 409 / 512 )
nummodels: ( 0 / 1024 )
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...

DRASTIC MEMORY OVERFLOW: Fell out of small block heap!

done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1462 detail faces...done (4)
Merging details...done (5)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
sp_a17_corrupted.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 (4) (2163011 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 5485 texinfos to 2280
Reduced 198 texdatas to 180 (7312 bytes to 6438)
Writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
sp_a17_corrupted.bsp
35 seconds elapsed


Running command: cd "c:\program files (x86)\steam\steamapps\common\portal 2\bin"



Running command: "c:\program files (x86)\steam\steamapps\common\portal 2\bin\vvi
s.exe" -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2" "c
:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\sp_a17_co
rrupted"


Valve Software - vvis.exe (May 18 2012)
4 threads
reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
sp_a17_corrupted.bsp
reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
sp_a17_corrupted.prt
1647 portalclusters
4378 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (38)
Optimized: 1872 visible clusters (0.00%)
Total clusters visible: 255239
Average clusters visible: 154
Building PAS...
Average clusters audible: 439
visdatasize:232229 compressed from 685152
writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
sp_a17_corrupted.bsp
40 seconds elapsed


Running command: cd "c:\program files (x86)\steam\steamapps\common\portal 2\bin"



Running command: "c:\program files (x86)\steam\steamapps\common\portal 2\bin\vra
d.exe" -textureshadows -hdr -StaticPropLighting -StaticPropPolys -game "c:\progr
am files (x86)\steam\steamapps\common\portal 2\portal2" "c:\program files (x86)\
steam\steamapps\common\portal 2\sdk_content\maps\sp_a17_corrupted
"


Valve Software - vrad.exe SSE (May 18 2012)

  Valve Radiosity Simulator

4 threads
Can't create LogFile:"c:\program files (x86)\steam\steamapps\common\portal 2\sdk
_content\maps\sp_a17_corrupted
.log"

Finished. Press a key to close.||

I'm going with "Full compile - HDR only" configuration and all settings are default expet "$light_exe" commands parameters I changed to these:
"-textureshadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file"

Any ideas how do I fix this? Because time is running short. :thumbdown:

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Avatar
FelixGriffin
2,680 Posts
Posted Aug 04, 2012
Replied 59 minutes later
Hm. So it looks like VBSP is running out of memory. How much RAM do you have on your computer?
Avatar
Pitkakorvaa
200 Posts
Posted Aug 04, 2012
Replied 1 hour later
4GB
Avatar
Alexander Bell
306 Posts
Posted Aug 04, 2012
Replied 2 hours later
Not sure if this could cause it, but do you have lots of named lights? I know that takes up lots of memory. But, then again, its VBSP that is running out of memory, not VRAD. Is it a really big map?
Avatar
Aicxe
69 Posts
Posted Aug 04, 2012
Replied 25 minutes later
Wrong. Naming lights will only increase compile time and BSP size. It will not throw that error, because that would be under the "Too many light styles on a face" error. It's a BSP problem.

It's a good thing to tie brushes to func_detail, but there is such a thing as TOO MUCH. Try removing as much func_details as you can, or convert them back to world geometry.

Avatar
Pitkakorvaa
200 Posts
Posted Aug 04, 2012
Replied 16 minutes later

Aicxe wrote:
Wrong. Naming lights will only increase compile time and BSP size. It will not throw that error, because that would be under the "Too many light styles on a face" error. It's a BSP problem.

It's a good thing to tie brushes to func_detail, but there is such a thing as TOO MUCH. Try removing as much func_details as you can, or convert them back to world geometry.

I have none of func_detail I could remove, otherwise visleaves would kill me. And also, I sent my map .vmf to my friend and he compiled it with exact same compile settings and it worked for him. Is it possible that I have something wrong with Hammer? :angrysquare:

Avatar
Habzs
225 Posts
Posted Aug 04, 2012
Replied 4 minutes later

Pitkakorvaa wrote:
I have none of func_detail I could remove, otherwise visleaves would kill me. And also, I sent my map .vmf to my friend and he compiled it with exact same compile settings and it worked for him. Is it possible that I have something wrong with Hammer? :angrysquare:

Try validating Hammer.

Avatar
HMW
806 Posts
Posted Aug 04, 2012
Replied 2 hours later
Do you have lots of (large) surfaces with a low light map scale? That may be responsible for the "drastic memory overflow" error. Make a backup copy of your VMF and try setting all light maps to 16 or 32.

What I usually do as one of the final editing steps for a map, is set all of the light maps to 32, and then selectively lower the number on surfaces where the lighting looks odd or where there's lots of shadow detail.

Avatar
Aicxe
69 Posts
Posted Aug 04, 2012
Replied 3 hours later
^ yea, because it's generally a rule of thumb to optimize lighting last in the mapping process
Avatar
Robdon
204 Posts
Posted Aug 05, 2012
Replied 8 hours later
Hi,

Think I can see what is wrong from your log.

I recon there is a 'Carriage-Return' on the end of your $light_exe parameters. You must have pressed return on the end or copy-pasted it in when you changed it.

If you select the parameters when on light_exe, see if the cursor goes onto the 2nd line if you cursor to the end of the parameters... and then press delete once.

You can see in the log on the last line, that it looks like there is a CR between the log filename and the '.log' that gets added. Thats what made me guess it...

That should fix it I recon...

Rob.

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Avatar
Pitkakorvaa
200 Posts
Posted Aug 05, 2012
Replied 7 hours later
OMG ROB I LOVE YOU !!! It worked, no more that stupid error! And just in time :biggrin: Thank you!