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Post by paradox on Jul 28, 2011 19:32:01 GMT
Hi! Well i have an error with textures (material "%variable%" not found!) when i try to compile map. Here is how log looks like: And yes there is also: No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01rt to build the default cubemap! But when i check the bottom of screen when i load Hammer seems all ok: Also, in the game i see all textures: And for this i don't think is a real error but anyway, could be for other players that play on the map. If you guys think is not problem, well ok, otherwise tell please how fix. Tanks alot, and best regards to Philip for his 5/5 work! GREAT PHILIP keep on! ;D
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Post by MegaMage on Feb 28, 2012 16:33:22 GMT
I seem to have the problem that whenever i try to compile a tf2 map, Hammer crashes, also it slows down my computer and ends up using 100% of my cpu is this normal? please help
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Post by Zeph on Feb 28, 2012 22:18:06 GMT
Megamage: Using 100% of CPU is normal. For a long time, however, is common but not meant to happen. Basically, i can guarantee that your compile is getting stuck on "portal flow". This is when the compiler fills the inside of the map with "Visleafs", which are volumes of air, if you like. Since your map is probably completely un-optimised, you have thousands of Visleafs, which take a long time to calculate. If you left your map compiling, it will eventually complete (IE it's not crashed, just very very busy so that it appears to have crashed). It should, however, only take 5 seconds, not how ever long it's going to take. The solution is to optimise your map. See my guide as a starter: here. Especially the optimisation part. Optimisation is so fundamental in mapping, yet literally 90% of mappers do not understand it, and therefore do not do it.
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Post by angryangus3 on Jan 2, 2013 11:53:00 GMT
After adding and texturing a couple of brushes to my map I compiled it only to get this error message:
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\ze_nostromo_v0_1_alpha.vmf Map revision 1688 ConVarRef gpu_level doesn't point to an existing ConVar fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...Too many unique texture mappings, max = 2048
There is little and confusing documentation on this message. Interlopers Compile Error List describes it as:
MAX_MAP_TEXDATA Maximum: 2048 Description: Texture data? I don't know what kind exactly, try reducing the amount of (differently) used textures.
While Steam Forums state that the error message means:
There are too many textured faces in the level with unique texture scales and texture offsets. This can possibly be caused by having texture lock enabled and dragging around large portions of the level. It could also mean that you just have too many unique texture scales and offsets too.
Has anyone experienced this problem and is there a solution rather than deleting and creating resized and retextured brushes.
This is my Map Information:
Solids: 5264 Faces: 32163 Point Entities: 1362 Solid Entities: 311 Unique Textures: 169 Texture Memory: 82.89 MB
Thanks.
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Post by Zeph on Jan 2, 2013 16:58:02 GMT
You could try selecting the whole map, open up the face-edit properties, and resetting the scale values to 0.25 and the offsets to 0. Then you'll need to go through your map and rescale anything that doesnt fit, like buttons, windows, etc. If your map is nicely built to grid, the default (0.25 0) alignment should match your geometry anyway.
Let us know how you get on!
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Post by angryangus3 on Jan 3, 2013 0:07:44 GMT
I made a backup and rescaled all textures back to .25 with 0 offests and at 0 degrees, and I still get the error message. As a hunch i decided to block off a portion of the map and it compiled fine... so I guess the error I got was Hammer's way of saying your map is too large?
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Post by Zeph on Jan 3, 2013 13:56:48 GMT
Potentially. Since i've not seen it, i cannot judge.
Go around your map and look where you can NoDraw more or merge brushes together to reduce the number of faces.
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Post by captain0terror on Jan 4, 2013 7:17:36 GMT
this, because i don't think nodrawing will help with this type of problem. Also btw, to lessen your compile time on big maps, you can scale your textures up further, but not more than .5 or .75 for most textures, unless they are far away.
If you still can't get it sorted post the map if you like, and we can give you further analysis =)
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Post by Zeph on Jan 5, 2013 12:03:02 GMT
nodrawing does reduce how many faces there are, as they do not count towards limits.
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Post by captain0terror on Jan 5, 2013 20:38:45 GMT
I've never found nodrawing to be particularly helpful, most especially if you are encountering errors like this. To give an example: i think in my nuketown map i nulled something like 4000 faces, and the end result was 15 minute reduction in my compile time(hour total), and ABSOLUTELY ZERO increase in in-game performance, so personally, i feel nowdrawing is just all around a waste of time. [/2 cents]
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Post by Zeph on Jan 6, 2013 0:30:19 GMT
WAIT WHAT?! an HOUR compile? No compile should take more than 3 minutes, TOPS. You have big optimisation issues if this is the case. See: Func_Details.
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Post by captain0terror on Jan 6, 2013 3:55:36 GMT
Oh how i wish that was the case... you see i have an old computer (2.26 core 2 duo), so even with func_detailing the shit out of my maps, i still typically wait 35 minutes to over an hour sometimes for big maps, and that's only ldr......
I'm getting a new computer soon =)
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Post by botarnold on Aug 4, 2013 3:16:12 GMT
I have a weird problem.. The map has a leak but the compiler says no, no point file neither. ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Arnold Lam\Desktop\achievement_hoursplayed_b1.vmf"
Valve Software - vbsp.exe (Jul 24 2013) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials Loading C:\Users\Arnold Lam\Desktop\achievement_hoursplayed_b1.vmf Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Error: displacement found on a(n) func_detail entity - not supported (entity 321, brush 0)
** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Arnold Lam\Desktop\achievement_hoursplayed_b1"
Valve Software - vvis.exe (Jul 24 2013) 8 threads reading c:\users\arnold lam\desktop\achievement_hoursplayed_b1.bsp reading c:\users\arnold lam\desktop\achievement_hoursplayed_b1.prt LoadPortals: couldn't read c:\users\arnold lam\desktop\achievement_hoursplayed_b1.prt
** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Arnold Lam\Desktop\achievement_hoursplayed_b1"
Valve Software - vrad.exe SSE (Jul 24 2013)
Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad']
Loading c:\users\arnold lam\desktop\achievement_hoursplayed_b1.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.33 seconds) 2577 faces 361049 square feet [51991076.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 48 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) Build Patch/Sample Hash Table(s).....Done<0.0113 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 17/1024 816/49152 ( 1.7%) brushes 377/8192 4524/98304 ( 4.6%) brushsides 2483/65536 19864/524288 ( 3.8%) planes 844/65536 16880/1310720 ( 1.3%) vertexes 3417/65536 41004/786432 ( 5.2%) nodes 1292/65536 41344/2097152 ( 2.0%) texinfos 84/12288 6048/884736 ( 0.7%) texdata 22/2048 704/65536 ( 1.1%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 2577/65536 144312/3670016 ( 3.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1177/65536 65912/3670016 ( 1.8%) leaves 1310/65536 41920/2097152 ( 2.0%) leaffaces 2739/65536 5478/131072 ( 4.2%) leafbrushes 676/65536 1352/131072 ( 1.0%) areas 3/256 24/2048 ( 1.2%) surfedges 16375/512000 65500/2048000 ( 3.2%) edges 9597/256000 38388/1024000 ( 3.7%) LDR worldlights 48/8192 4224/720896 ( 0.6%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 194/32768 1940/327680 ( 0.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 3732/65536 7464/131072 ( 5.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1483924/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 24198/393216 ( 6.2%) LDR ambient table 1310/65536 5240/262144 ( 2.0%) HDR ambient table 1310/65536 5240/262144 ( 2.0%) LDR leaf ambient 6425/65536 179900/1835008 ( 9.8%) HDR leaf ambient 1310/65536 36680/1835008 ( 2.0%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/5092 ( 0.0%) pakfile [variable] 212089/0 ( 0.0%) physics [variable] 135306/4194304 ( 3.2%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 6666 Writing c:\users\arnold lam\desktop\achievement_hoursplayed_b1.bsp 3 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Users\Arnold Lam\Desktop\achievement_hoursplayed_b1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\achievement_hoursplayed_b1.bsp"
Here is how it looks in game Can anyone tell me how to fix the problem? Thanks.
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Post by Zeph on Aug 4, 2013 7:45:06 GMT
What you have there is the classic "Hall of Mirrors" effect. Basically, you can see the "void" (the empty space outside the map) which does not have anything to render, so it keeps rendering what was last there.
To fix, put an opaque texture on that wall.
For further help, I may need to see the VMF.
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Post by botarnold on Aug 4, 2013 9:37:48 GMT
Also, I spawn in the "void" where I'm not supposed to. May I add you on steam so I can show you the vmf. Also the texture is opague already.
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