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Post by dadope20202 on Apr 30, 2011 23:07:52 GMT
I'm making a rather complicated map using the Episode 2 engine, but it crashes when it attempts to load. I've tried using the Interlopers Compile Checker, the problem finder, r_hunkallloclightmaps 0, all to no avail.
The crashlogs aren't being saved, either.
If any of you have any reasons for EP2 crashing, feel free to tell me.
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Post by Zeph on May 1, 2011 1:00:34 GMT
1) wrong forum 2) compile log
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Post by dadope20202 on May 1, 2011 2:34:51 GMT
I totally didn't mean to put this in Left 4 Dead. My bad.
Anyway, here it is, but I don't think it has any worth.
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\dadope20202\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\dadope20202\half-life 2 episode two\ep2" "C:\Users\Andrew\Desktop\Games\Files\Maps\Projects\Background2.vmf"
Valve Software - vbsp.exe (Jul 7 2010) 4 threads materialPath: c:\program files (x86)\steam\steamapps\dadope20202\half-life 2 episode two\ep2\materials Loading C:\Users\Andrew\Desktop\Games\Files\Maps\Projects\Background2.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\dadope20202\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/background2/nature/blenddirtgrass005a_wvt_patch Patching WVT material: maps/background2/concrete/blendconcreterock001a_wvt_patch fixing up env_cubemap materials on brush sides... env_cubemap pointing at deleted brushside near (-256, 1408, 64) env_cubemap pointing at deleted brushside near (-256, 1408, 64) 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 280 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Users\Andrew\Desktop\Games\Files\Maps\Projects\Background2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_05*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_05*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. 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) (419175 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01! Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01! ..10 Compacting texture/material tables... Reduced 1428 texinfos to 909 Reduced 161 texdatas to 141 (5699 bytes to 5010) Writing C:\Users\Andrew\Desktop\Games\Files\Maps\Projects\Background2.bsp 10 seconds elapsed
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\dadope20202\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\dadope20202\half-life 2 episode two\ep2" "C:\Users\Andrew\Desktop\Games\Files\Maps\Projects\Background2"
Valve Software - vvis.exe (Jul 7 2010) 4 threads reading c:\users\andrew\desktop\games\files\maps\projects\Background2.bsp reading c:\users\andrew\desktop\games\files\maps\projects\Background2.prt 427 portalclusters 1489 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (355) Optimized: 63 visible clusters (0.00%) Total clusters visible: 157192 Average clusters visible: 368 Building PAS... Average clusters audible: 427 visdatasize:49423 compressed from 47824 writing c:\users\andrew\desktop\games\files\maps\projects\Background2.bsp 5 minutes, 55 seconds elapsed
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\dadope20202\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\dadope20202\half-life 2 episode two\ep2" "C:\Users\Andrew\Desktop\Games\Files\Maps\Projects\Background2"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad']
Loading c:\users\andrew\desktop\games\files\maps\projects\Background2.bsp Setting up ray-trace acceleration structure... Done (8.70 seconds) 4274 faces 1 degenerate faces 536186 square feet [77210888.00 square inches] 32 Displacements 48975 Square Feet [7052441.50 Square Inches] 4273 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch 37421 patches after subdivision 16 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25) transfers 3001018, max 557 transfer lists: 22.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(5172, 4492, 3624) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(444, 333, 211) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(54, 37, 20) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(9, 7, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(2, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0292 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7) 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 (22) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 27/1024 1296/49152 ( 2.6%) brushes 1150/8192 13800/98304 (14.0%) brushsides 7695/65536 61560/524288 (11.7%) planes 2626/65536 52520/1310720 ( 4.0%) vertexes 7293/65536 87516/786432 (11.1%) nodes 1071/65536 34272/2097152 ( 1.6%) texinfos 909/12288 65448/884736 ( 7.4%) texdata 141/2048 4512/65536 ( 6.9%) dispinfos 32/0 5632/0 ( 0.0%) disp_verts 1920/0 38400/0 ( 0.0%) disp_tris 2944/0 5888/0 ( 0.0%) disp_lmsamples 127076/0 127076/0 ( 0.0%) faces 4274/65536 239344/3670016 ( 6.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3497/65536 195832/3670016 ( 5.3%) leaves 1099/65536 35168/2097152 ( 1.7%) leaffaces 5632/65536 11264/131072 ( 8.6%) leafbrushes 1901/65536 3802/131072 ( 2.9%) areas 2/256 16/2048 ( 0.8%) surfedges 37365/512000 149460/2048000 ( 7.3%) edges 25327/256000 101308/1024000 ( 9.9%) LDR worldlights 16/8192 1408/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 735/32768 7350/327680 ( 2.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 17100/65536 34200/131072 (26.1%) cubemapsamples 32/1024 512/16384 ( 3.1%) overlays 72/512 25344/180224 (14.1%) LDR lightdata [variable] 1832620/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 49423/16777216 ( 0.3%) entdata [variable] 48015/393216 (12.2%) LDR ambient table 1099/65536 4396/262144 ( 1.7%) HDR ambient table 1099/65536 4396/262144 ( 1.7%) LDR leaf ambient 4525/65536 126700/1835008 ( 6.9%) HDR leaf ambient 1099/65536 30772/1835008 ( 1.7%) 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] 1/35690 ( 0.0%) pakfile [variable] 2882975/0 ( 0.0%) physics [variable] 419175/4194304 (10.0%) physics terrain [variable] 12870/1048576 ( 1.2%)
Level flags = 0
Total triangle count: 14697 Writing c:\users\andrew\desktop\games\files\maps\projects\Background2.bsp 1 minute, 21 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Users\Andrew\Desktop\Games\Files\Maps\Projects\Background2.bsp" "c:\program files (x86)\steam\steamapps\dadope20202\half-life 2 episode two\ep2\maps\Background2.bsp"
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Post by Zeph on May 1, 2011 13:27:26 GMT
Check Alt+P
Have you done any Vertex Editing? If so, have you placed points on top of each other without merging them? Therefore creating a zero-area face on a Brush?
Otherwise, you could have a zero volume brush entity. If Alt+P shows nothing, then try selecting the whole map, copy, create a new map, paste, save, compile, run. This will copy across everything except zero-volume objects (since they have no volume, they cant be selected, right?).
Let me know how you get on.
EDIT: Oh and 6 minute on Portal Flow? Needs optimisation. Can take that down to 6 seconds easily (probably).
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Post by dadope20202 on May 1, 2011 15:41:51 GMT
I know it needs optimization, but I'm absolutely horrible at it. When I try, the hint brushes don't do anything. I'll try your advice when I can, and I'll give you results shortly after. **EDIT** Copy and paste worked. Thanks again, Zeph
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Post by Zeph on May 1, 2011 18:23:35 GMT
Awesome. +1 to Zeph yet again. And i'm available to help with optimisation. Tis my forté. Hints should only be used if you REALLY really know how to. Else stay away from them.
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Post by dadope20202 on May 2, 2011 16:10:14 GMT
I know the basic stuff about optimisation, I just don't understand hints and areaportals. I plan on looking up some tutorials later today. I just don't want someone else doing it FOR me, I need to figure out how to do it myself. Thanks for the offer, though.
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Post by Zeph on May 2, 2011 19:57:14 GMT
You know how you have to seal the map from the void? Well you need to seal one side of a Area Portal to it's other side. Say you have a room with two entrances in the middle of a larger room. If you put an area portal in one doorway, then you can go from one side of the area portal, out of the room using the other door, and round to it's front. So, place another area portal in the other door. Now both entrances are sealed with area portals, you cannot get from the inside to the outside without passing through an area portal, or no leaks. Why use them? If you have a room with many many entities inside, then an area portal at an entrance will make only what entities are visible through the doorway visible, rather than everything inside that visleaf of the room. Therefore, before you go inside, you cut out a lot of rendering of objects you cant directly see due to the walls. What about windows? Area Portal Windows have an additional effect in that from a far distance they "close" meaning they fade to black. This stops anything getting rendered on the other side until you get close enough to make it worth while. There's no point rendering all the trees, etc, outside if you're down the other end of a corridor from the window, right? And what about HINTs? Hint texture FORCES a visleaf cut along it's plane. Splitting a visleaf into separate ones can help reduce whats visible. I'll make some images. This one is a side on view: Lets say u have a tall room with a wall down the middle, like the top picture. Lets say the default vVis generates visleafs inside that volume as shown in the middle picture. Bob is standing in Leaf 3,which is fully rendered. Leaf 3 directly touches Leaf1, so everything inside Leaf1 is also rendered. However, Leaf3 can also see Leaf2, so that's rendered too, but Bob cannot directly see Leaf2, it's behind a wall! So this render sucks! What we can do is add a HINT texture along the top of the wall, spanning the room. This FORCES a leaf break along this line. Now the visleafs make the pattern shown in the bottom picture. Leaf3 sees Leaf1, but cannot see Leaf2, so it;s not rendered. Ahh, much better. Another example, this one is a top down view: Bob is in Leaf1, which can also see Leaf2, despite most of it being around the corner out of sight. Lets add a diagonal VisLeaf on this corridor corner, as shown in the bottom image. We've created a new visleaf, this is bad, but what we gain from it is good! While in Leaf1, Bob can see Leaf3, but not Leaf2. Everything around the corner is hidden! Bob moves to Leaf3, he can see both Leaf1 and Leaf2. Bob now moves into Leaf2, and poof! Leaf1 is out of view as Leaf2 cannot directly see Leaf1! Last example, more to do with Geometry. If you, for example, had a complex geometry, such as a roof or rounded corner you can visit both sides of. You can't make it Func_Detail, we want it to block visibility, so: Oh my goodness! Look at those horrible Visleafs stretching far from that complex wall into the otherwise decent room! That's awful (actually, we're lucky they didn't stretch out further into the room!)! I know! I'll put a box around it, and place HINTs on two sides to "trap" the horrible leafs and keep them within a small area! Ahh, that's much better. I call this "completing the square". Basically, the HINT walls are like continuations of how a square wall would look, without the curve. When HINTing ALWAYS make a block with all size sides as a SKIP texture. Then, apply the HINT texture to ONLY the sides you want a break to apply. Most of the time, this is ONE side, sometimes two. rarely more (or you're probably doing something wrong). There's loads more i can help with, with this, as i understand it greatly. And there is nothing wrong with me doing it FOR you, because i can always show you and teach you what i've done and why i've done it. This helps you learn more from real examples using your own map. And i'm willing to do this. Much better than trial and error your end Enjoy.
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Post by Zeph on May 2, 2011 20:09:40 GMT
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Post by dadope20202 on May 3, 2011 1:21:55 GMT
The only problem with that is that the buildings have windows. LOTS of windows. And I hear that areaportals can cause a map to lag if used in excess. I don't know what the definition of excess is, but this seems to fit it. I'll try it anyway, if it doesn't work, I'll let you know.
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Post by dadope20202 on May 3, 2011 1:30:36 GMT
Also, why is it important to keep complex geometry as a world brush instead of func_detail?
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Post by Zeph on May 3, 2011 10:19:49 GMT
ONLY if you want it to block visibility, ie not render things (or people) behind it. A pillar? No. A small curved fence? No. A large curved fence? Maybe, only if you can reach either side, else make a square wall behind it as shown in the FAQ.
By the looks of that map you probably have little need of area portals. Just make sure the visleafs are made nicely and things that should be func_detail are.
If you use the VisGroup Manager, and hide everything except World Geometry, you can fly around the map and look for anything that sticks out which could do with becoming func_detailed, even if it means breaking a brush in two to accomplish it - EG the overhang of a roof.
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Post by dadope20202 on May 4, 2011 20:32:38 GMT
Worked beautifully. Wondrous work, chap.
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Post by dadope20202 on May 5, 2011 11:40:28 GMT
Now there's another problem. I put areaportals on all of the buildings, but now, even when in sight of them, everything inside the buildings disappear. Once inside the building, everywhere there's an opening it looks like there's a void. I fixed all the leaks and repeatedly checked for them, so that's not the problem. I have no idea what the problem is coming from or how to fix it, besides deleting the areaportals.
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Post by Zeph on May 5, 2011 14:36:35 GMT
This happened to me on a test map, and i'm not quite sure why. Was it Area Portals or Area Portal Windows?
It happened to me with Windows. Check these values:
Fade Start Distance - LESS than this is fully OPEN Fade End Distance - MORE than this is fully CLOSED Rendered Window - the name of the func_brush of the actual window brush (IE the glass brush) Translucency limit (0-1) - if even when fully open you can still see the glass brush (EG 0.2 (20%)
You may not benefit from Area Portals, it depends how complex the 'rooms' are, how many props, faces, decals, etc, there are in the room.
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