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Post by crepracon on Apr 9, 2013 22:48:26 GMT
hey,
I just got an error saying "warning - face vectors parallel to face normal bad lighting will be produced. What does this mean and how do I locate it?
PoTaTo!!!
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Post by Zeph on Apr 10, 2013 9:45:16 GMT
Does it not give you a brush number? Basically the texture is not in-plane with the brush face... Delete the brush and remake; something borked. Go back through your recent changes till you find it.
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Post by crepracon on Apr 12, 2013 2:41:58 GMT
Yah it did not give me a brush ID and I have no idea what it is...that compile was done after I added a LOT of stuff...SO I need to find a way to find it or just leave it. Also I was just compiling it with "normal" settings and HDR and I left my pc...It took probably 2 hours to get from "..4" of portal flow. I figure this is because I have not yet added any "hints/skips"; However that seemed a little intense. I have 1 day till I have to submit this map and I'm a little stressed...there is a lot of work that I wouldn't be able to finish and that I had to cut corners on..let alone the errors I am getting that I don't understand yet. I have posted a "Fast" compile below...Maybe if you have time you could run through it and just give me a summary of what I need to fix.. Like I know I have models that aren't set to the right property and I have lights outside of the map o.O. All-in-all Just need a bit of help, hopefully I can get this in on time and maybe still get some good votes for it. -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G lobal Offensive\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm on\Counter-Strike Global Offensive\csgo" -fast "C:\Program Files (x86)\Steam\ste amapps\common\Counter-Strike Global Offensive\sdk_content\maps\de_dust3" -------------------------------------------------------------------------------
Valve Software - vvis.exe (Mar 27 2013) fastvis = true 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust3.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust3.prt 2315 portalclusters 8429 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (3) Optimized: 126722 visible clusters (0.00%) Total clusters visible: 5003957 Average clusters visible: 2161 Building PAS... Average clusters audible: 2314 visdatasize:1353939 compressed from 1370480 writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust3.bsp 4 seconds elapsed
------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik e Global Offensive\bin" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G lobal Offensive\bin\vrad.exe" -both -game "C:\Program Files (x86)\Steam\steamapp s\common\Counter-Strike Global Offensive\csgo" -noextra "C:\Program Files (x86)\ Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\de_dust3 " -------------------------------------------------------------------------------
Valve Software - vrad.exe SSE (Mar 27 2013)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust3.bsp Setting up ray-trace acceleration structure... Done (9.05 seconds) 12217 faces 9 degenerate faces 1301193 square feet [187371904.00 square inches] 56 Displacements 109638 Square Feet [15787969.00 Square Inches] 12208 patches before subdivision 116668 patches after subdivision sun extent from map=0.000000 14 direct lights BuildFacelights: 0...1...2...3 warning - face vectors parallel to face norma l. bad lighting will be produced ...4...5...6...7...8...9...10 (37) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (99) transfers 9196364, max 1489 transfer lists: 70.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(267092, 226350, 157438) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(55112, 40773, 21575) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(14827, 9479, 3781) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(4034, 2259, 722) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1212, 597, 157) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(375, 165, 38) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(125, 49, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(42, 15, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(15, 5, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(6, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<1.7512 sec> FinalLightFace: 0...1...2...3 warning - face vectors parallel to face norma l. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced SampleRadial: Punting, Waiting for fix ...4...5...6...7...8...9...10 (14) 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 (20) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 7/1024 336/49152 ( 0.7%) brushes 3908/8192 46896/98304 (47.7%) brushsides 34164/65536 273312/524288 (52.1%) planes 30654/65536 613080/1310720 (46.8%) vertexes 28186/65536 338232/786432 (43.0%) nodes 4141/65536 132512/2097152 ( 6.3%) texinfos 2499/12288 179928/884736 (20.3%) texdata 167/2048 5344/65536 ( 8.2%) dispinfos 56/0 9856/0 ( 0.0%) disp_verts 14072/0 281440/0 ( 0.0%) disp_tris 24832/0 49664/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 299745/0 299745/0 ( 0.0%) faces 12217/65536 684152/3670016 (18.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 9693/65536 542808/3670016 (14.8%) facebrushes 2059/0 4118/0 ( 0.0%) facebrushlists 12217/0 48868/0 ( 0.0%) leaves 4149/65536 132768/2097152 ( 6.3%) leaffaces 16647/65536 33294/131072 (25.4%) leafbrushes 8937/65536 17874/131072 (13.6%) areas 2/256 16/2048 ( 0.8%) surfedges 99665/512000 398660/2048000 (19.5%) edges 66021/256000 264084/1024000 (25.8%) LDR worldlights 14/8192 1400/819200 ( 0.2%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 2087/32768 20870/327680 ( 6.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 41718/65536 83436/131072 (63.7%) cubemapsamples 14/1024 224/16384 ( 1.4%) overlays 10/512 3520/180224 ( 2.0%) LDR lightdata [variable] 9602438/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1353939/16777216 ( 8.1%) entdata [variable] 84864/393216 (21.6%) LDR ambient table 4149/65536 16596/262144 ( 6.3%) HDR ambient table 4149/65536 16596/262144 ( 6.3%) LDR leaf ambient 20016/65536 560448/1835008 (30.5%) HDR leaf ambient 4149/65536 116172/1835008 ( 6.3%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/226096 ( 0.0%) pakfile [variable] 1131520/0 ( 0.0%) physics [variable] 1483716/4194304 (35.4%) physics terrain [variable] 22788/1048576 ( 2.2%)
Level flags = 4
Total triangle count: 36098 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust3.bsp 3 minutes, 2 seconds elapsed Valve Software - vrad.exe SSE (Mar 27 2013)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust3.bsp Setting up ray-trace acceleration structure... Done (9.99 seconds) 12217 faces 9 degenerate faces 1301193 square feet [187371904.00 square inches] 56 Displacements 109638 Square Feet [15787969.00 Square Inches] 12208 patches before subdivision 116668 patches after subdivision sun extent from map=0.000000 14 direct lights BuildFacelights: 0...1...2...3 warning - face vectors parallel to face norma l. bad lighting will be produced ...4...5...6...7...8...9...10 (39) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (99) transfers 9196364, max 1489 transfer lists: 70.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(267092, 226350, 157438) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(55112, 40773, 21575) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(14827, 9479, 3781) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(4034, 2259, 722) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1212, 597, 157) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(375, 165, 38) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(125, 49, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(42, 15, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(15, 5, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(6, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<2.0618 sec> FinalLightFace: 0...1...2...3 warning - face vectors parallel to face norma l. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced SampleRadial: Punting, Waiting for fix ...4...5...6...7...8...9...10 (13) 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 (20) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 7/1024 336/49152 ( 0.7%) brushes 3908/8192 46896/98304 (47.7%) brushsides 34164/65536 273312/524288 (52.1%) planes 30654/65536 613080/1310720 (46.8%) vertexes 28186/65536 338232/786432 (43.0%) nodes 4141/65536 132512/2097152 ( 6.3%) texinfos 2499/12288 179928/884736 (20.3%) texdata 167/2048 5344/65536 ( 8.2%) dispinfos 56/0 9856/0 ( 0.0%) disp_verts 14072/0 281440/0 ( 0.0%) disp_tris 24832/0 49664/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 299745/0 299745/0 ( 0.0%) faces 12217/65536 684152/3670016 (18.6%) hdr faces 12217/65536 684152/3670016 (18.6%) origfaces 9693/65536 542808/3670016 (14.8%) facebrushes 2059/0 4118/0 ( 0.0%) facebrushlists 12217/0 48868/0 ( 0.0%) leaves 4149/65536 132768/2097152 ( 6.3%) leaffaces 16647/65536 33294/131072 (25.4%) leafbrushes 8937/65536 17874/131072 (13.6%) areas 2/256 16/2048 ( 0.8%) surfedges 99665/512000 398660/2048000 (19.5%) edges 66021/256000 264084/1024000 (25.8%) LDR worldlights 14/8192 1400/819200 ( 0.2%) HDR worldlights 14/8192 1400/819200 ( 0.2%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 2087/32768 20870/327680 ( 6.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 41718/65536 83436/131072 (63.7%) cubemapsamples 14/1024 224/16384 ( 1.4%) overlays 10/512 3520/180224 ( 2.0%) LDR lightdata [variable] 9602438/0 ( 0.0%) HDR lightdata [variable] 9602438/0 ( 0.0%) visdata [variable] 1353939/16777216 ( 8.1%) entdata [variable] 84864/393216 (21.6%) LDR ambient table 4149/65536 16596/262144 ( 6.3%) HDR ambient table 4149/65536 16596/262144 ( 6.3%) LDR leaf ambient 20016/65536 560448/1835008 (30.5%) HDR leaf ambient 20016/65536 560448/1835008 (30.5%) 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] 1/226096 ( 0.0%) pakfile [variable] 1131520/0 ( 0.0%) physics [variable] 1483716/4194304 (35.4%) physics terrain [variable] 22788/1048576 ( 2.2%)
Level flags = 4
Total triangle count: 36098 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust3.bsp 3 minutes, 18 seconds elapsed
------------------------------------------------------------------------------- Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\Counter-Str ike Global Offensive\sdk_content\maps\de_dust3.bsp" "C:\Program Files (x86)\Stea m\steamapps\common\Counter-Strike Global Offensive\csgo\maps\de_dust3.bsp" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: C:\Program Files (x86)\Steam\steam.exe -applaunch 710 -game "C: \Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo " +map "de_dust3" -------------------------------------------------------------------------------
Finished. Press a key to close.Again thanks and I'll make sure to get you a more expensive game on your list [shadow=red,left,300]PoTaTo!!![/shadow]
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Post by Zeph on Apr 12, 2013 9:10:37 GMT
I see VVis and VRad, but not VBSP ?
I stand by my comment of "no map should take more than a minute to compile". Hints and Skips are the LAST thing you do to optimise a map. I hate everyone's emphasis on them for optimisation. First: Skybox. Second: Func_detal/Vis_Cluster. Third: NoDraw. THEN it's area portals then hint/skip.
However, optimisation does not affect textured faces. Are there any brushes you have recently vertex-edited? Or spheres created? Displacements can broke for this sometimes too (though the error is usually different). Look at those first.
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Post by crepracon on Apr 12, 2013 14:09:45 GMT
Weird .. it should have posted the bsp...I don't see how this map could compile in under a minute but I'm just going to assume it is possible.
I have done all of the func_detailing I can and I tried to do areportals but I was getting errors saying that it didn't have 2 sides...the box was tight against all corners and was only done in a hallway..so there should have been no error.
I have no spheres and I do have a lot of vertex editing but all are func details.
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Post by crepracon on Apr 12, 2013 14:42:46 GMT
So for example.. I get this error
------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik e Global Offensive\bin" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G lobal Offensive\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm on\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\steamapps \common\Counter-Strike Global Offensive\sdk_content\maps\de_dust3.vmf" -------------------------------------------------------------------------------
Valve Software - vbsp.exe (Mar 27 2013) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Globa l Offensive\csgo\materials Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe nsive\sdk_content\maps\de_dust3.vmf Map revision 439 ConVarRef gpu_level doesn't point to an existing ConVar Can't find surfaceprop stone for material STONE/INFWLLFTOP, using default Error: displacement found on a(n) func_detail entity - not supported (entity 61, brush 9)
Finished. Press a key to close.
it says brush 9 but It won't find it. Is there really no way to find certain things? Other then compiling after every little thing you do?
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Post by Zeph on Apr 12, 2013 15:24:44 GMT
Don't make a displacement a func_detail. They must be world geometry (as technically they are already entities). Using the visgroup menu on the right, untick everything, tick displacements, select them all and click 'move to world'.
It's one of your vertex edited brushes, probably where vertexes have been merged a few times or you've created a vertex from an edge too many times.
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Post by crepracon on Apr 12, 2013 15:34:08 GMT
Ok I checked off everything but displacements and selected them all (they were just a few ground spots) but I'm still getting the same error. I think it's a building...but I have no idea which one and I have about 3 of each on my map.
This occurred after I started to group a lot of the remaining items together for func_detail.
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Post by crepracon on Apr 12, 2013 16:29:52 GMT
yes...it was a building with a hidden displacement. I had to select "func details" from the view list and basically GUESS which one it was by moving each "to world" one by one...
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Post by crepracon on Apr 12, 2013 18:35:30 GMT
Well I think i'm just going to try and fix the look of the map and just submit it. this has taken so much time and energy.
Would you know why SOME of the graffiti decals don't stick to the walls? ..they seem to just fall onto the floor..
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Post by Zeph on Apr 12, 2013 18:38:14 GMT
Use "Pick Face" from the overlay properties.
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Post by crepracon on Apr 12, 2013 18:46:42 GMT
Uhh I cannot seem to find it. I am using infodecals not overlays
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Post by Zeph on Apr 12, 2013 23:18:20 GMT
Do you want to turn them off? No? Then use Overlays. Overlays are cheaper, more user friendly, and can be resized. Decals can be turned on and off like a sprite, and cannot be resized.
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Post by crepracon on Apr 13, 2013 1:28:01 GMT
ok I kept reading that overlays are more expensive so I didn't bother to use them but i'll switch it up.
Also I have been compiling this map for over 6 hours now...still on "...6" I have no time to get in there and do the tweaks necessary to increase performance: before the deadline.
Any tricks or suggestions?
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Post by Zeph on Apr 13, 2013 8:51:59 GMT
Yeah. Optimise it. Or get me to.
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