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Post by snipes on Sept 28, 2009 4:51:43 GMT
Hey guys im new to the forums and ive been mapping for a while but for some reason my compiling takes around 3 hrs to compile and the map is only 5mb! does it have to do with numportals and buildfacelights if it does tell me how to reduce it.
Ive searched all over the internet i need a thorough tutorial explaining how to use everything and how to reduce it please help!!
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Post by Zeph on Sept 28, 2009 7:56:34 GMT
Does it take ages on Portal Flow?
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Post by snipes on Sept 28, 2009 15:46:29 GMT
yes it does and it takes forever on buildfaceleafs
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Post by Zeph on Sept 28, 2009 17:36:06 GMT
Well the portal flow one is an optimization issue. www.youtube.com/watch?v=Ne59X-e-R9Y@ 1 min 20 sec. Also suggest: ubermicro.proboards.com/index.cgi?board=tutorials&action=display&thread=1634But basically: Cylinders, Spheres, anything that's been clipped or rotated, should be made into an entity, eg Func_Detail. Having a Spherical brush (ie a ball) in your level which is a solid "world brush" will create hundreds of Vis_Leafs taking ages to calculate. Also, do you have AreaPortals? If some are badly configured this may cause problems too. Let us know how you get on.
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Post by snipes on Sept 28, 2009 20:05:03 GMT
this is very confusing any better explanation?
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Post by Zeph on Sept 28, 2009 21:34:42 GMT
Try the threads linked in the second link in the post above? No one said it was easy
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Post by snipes on Sept 29, 2009 11:16:31 GMT
heres my compile log
** Executing... ** Command: "c:\program files\steam\steamapps\nessandjim11\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\nessandjim11\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\nessandjim11\sourcesdk_content\cstrike\mapsrc\ba_jail_snipes_final_v3"
Valve Software - vbsp.exe (Dec 11 2006) 1 threads materialPath: c:\program files\steam\steamapps\nessandjim11\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\SteamApps\nessandjim11\sourcesdk_content\cstrike\mapsrc\ba_jail_snipes_final_v3.vmf fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... ProcessBlock_Thread: 0...1...2...3...4...5Brush 39350: WARNING, microbrush ...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5Brush 39350: WARNING, microbrush ...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 8 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Program Files\Steam\SteamApps\nessandjim11\sourcesdk_content\cstrike\mapsrc\ba_jail_snipes_final_v3.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 to build the default cubemap! 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) (195109 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1956 texinfos to 1298 Reduced 42 texdatas to 36 (1179 bytes to 827) Writing C:\Program Files\Steam\SteamApps\nessandjim11\sourcesdk_content\cstrike\mapsrc\ba_jail_snipes_final_v3.bsp 3 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\nessandjim11\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\nessandjim11\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\nessandjim11\sourcesdk_content\cstrike\mapsrc\ba_jail_snipes_final_v3"
Valve Software - vvis.exe (Nov 8 2007) 1 threads reading c:\program files\steam\steamapps\nessandjim11\sourcesdk_content\cstrike\mapsrc\ba_jail_snipes_final_v3.bsp reading c:\program files\steam\steamapps\nessandjim11\sourcesdk_content\cstrike\mapsrc\ba_jail_snipes_final_v3.prt 1162 portalclusters 4078 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (12) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (6643) Optimized: 8507 visible clusters (0.00%) Total clusters visible: 498117 Average clusters visible: 428 Building PAS... Average clusters audible: 1158 visdatasize:328730 compressed from 353248 writing c:\program files\steam\steamapps\nessandjim11\sourcesdk_content\cstrike\mapsrc\ba_jail_snipes_final_v3.bsp 1 hour, 50 minutes, 55 seconds elapsed
** Executing... ** Command: "c:\program files\steam\steamapps\nessandjim11\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\nessandjim11\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\nessandjim11\sourcesdk_content\cstrike\mapsrc\ba_jail_snipes_final_v3"
Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\nessandjim11\sourcesdk_content\cstrike\mapsrc\ba_jail_snipes_final_v3.bsp 3690 faces 1360280 square feet [195880384.00 square inches] 0 displacements 0 square feet [0.00 square inches] 3690 patches before subdivision 25566 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15) transfers 2256662, max 937 transfer lists: 17.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0196 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. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 85/1024 4080/49152 ( 8.3%) brushes 483/8192 5796/98304 ( 5.9%) brushsides 3129/65536 25032/524288 ( 4.8%) planes 2742/65536 54840/1310720 ( 4.2%) vertexes 6909/65536 82908/786432 (10.5%) nodes 2626/65536 84032/2097152 ( 4.0%) texinfos 1298/12288 93456/884736 (10.6%) texdata 36/2048 1152/65536 ( 1.8%) 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 3690/65536 206640/3670016 ( 5.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2096/65536 117376/3670016 ( 3.2%) leaves 2712/65536 86784/2097152 ( 4.1%) leaffaces 4166/65536 8332/131072 ( 6.4%) leafbrushes 1268/65536 2536/131072 ( 1.9%) areas 2/256 16/2048 ( 0.8%) surfedges 25757/512000 103028/2048000 ( 5.0%) edges 14290/256000 57160/1024000 ( 5.6%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 275/32768 2750/327680 ( 0.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4215/65536 8430/131072 ( 6.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1558796/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 328730/16777216 ( 2.0%) entdata [variable] 66372/393216 (16.9%) LDR leaf ambient 2712/65536 65088/1572864 ( 4.1%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/4938 ( 0.0%) pakfile [variable] 22236/0 ( 0.0%)
Level flags = 0
Win32 Specific Data: physics [variable] 195109/4194304 ( 4.7%) ==== Total Win32 BSP file data space used: 3180681 bytes ====
Total triangle count: 9888 Writing c:\program files\steam\steamapps\nessandjim11\sourcesdk_content\cstrike\mapsrc\ba_jail_snipes_final_v3.bsp 16 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\SteamApps\nessandjim11\sourcesdk_content\cstrike\mapsrc\ba_jail_snipes_final_v3.bsp" "c:\program files\steam\steamapps\nessandjim11\counter-strike source\cstrike\maps\ba_jail_snipes_final_v3.bsp"
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Post by 3kliksphilip on Sept 29, 2009 16:04:05 GMT
The biggest problem is the portalflow in your case. If something doesn't act as a wall, it's worth selecting it and pressing ctrl+t to make it a func_detail. Give us some pictures of your map and it'll help identify the things that can be func_detail'd. (Things like spherical ornaments, high up detail you can see but can't reach or crates and stuff like that)
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Post by Zeph on Sept 29, 2009 21:35:01 GMT
Brush 39350: WARNING, microbrush View -> Go to Brush Number -> 39350. Delete or resize. Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! You shouldn't use this texture, but this one: glass/glasswindowbreak070a. PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (6643) That's nearly two hours! You waited that long?! This one is the real toughie and is down to optimization. You must have something that's making it take ages. Do you have any spheres, cylinders, arches, clipped or rotated items which are NOT func_detail? Make them a func_detail. To help find them, in the VisGroup options (on the right) un-tick "func_detail" and look around your map for any crazy-shapped "wall" brushes. Find one? make it func_detail. Repeat. www.interlopers.net/errors/show=16,49,39,50 <-- info source EDIT: And do you have Area Portals? Sometimes they can cause the portal flow problem even on a well optimized map.
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Post by snipes on Sept 29, 2009 23:28:45 GMT
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Post by Zeph on Sept 30, 2009 10:17:36 GMT
When linking off imageshack, use the direct-links rather than the page link. Even better, use the thumb-nail link. TO OTHERS: If i've said something wrong, or you disagree with my suggestions, please be constructive not flaming! I'm only a map builder in training, not a professional! I hope you appreciate the effort i've made here... The grey block/table should be func_detail. The white desks should be func_detail. I guess the ball is a physbox, which is fine. The whole basketball stand, backboard and ring should be func_detail. Select all the parts to that and make it all one func_detail, rather then multiple smaller ones. I believe those are area portals, they look ok. However they look to be always seen from anywhere on the map, so are always being calculated. A couple shouldn't hurt though. Hard to see but that floating bit should be an entity. If it doesnt move then func_detail again is fine. The ramp could also be a func_detail. I assume the boxes are entities, but if you made them yourselves they should be func_detail or physboxes depending on if they move or not. As for the mesh walls, its hard to tell what they should be without a clearer shot. If they just stick out of the wall, then func_detail again, but if they divide a whole area, world brush. This pit should be fine. Any brushes within the pit/water (the black bits? too small to tell) should be func_detail. The water itself is considered an entity when it comes to VisLeafs so is fine. Again the boxes should be entities or func_details if they don't move. The mesh wall looks to be sticking out randomly so could also be func_detail. This looks fine. Each of those "spikes" should be func_details if they don't move. This is probably the source of your portal flow time if they are all world brushes. They will break up the vis leafs a LOT, especially since they are at an angle too. Same as above. Looks ok. The details should be Overlays, but if they are a thin brush against the wall, then func_detail. Make sure thinly seen sides are NoDraw texture. Best to use Overlays here. Same as above. All the boxes again should be entities already, or func_details. All the grey blocks should be func_details. The trigger is an entity (trigger_multiple or something) so ignore that. As for the grey ledge sticking out the wall, func_detail. The fences should be func_detail. The interior walls however should be fine. See here: ubermicro.proboards.com/index.cgi?board=tf2&action=display&thread=1774&page=1#10514
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Post by 3kliksphilip on Sept 30, 2009 17:56:31 GMT
You definitely spent a long time answering that post. I agree with the 4th picture about the 'area portals'. Though I think it's actually just a glass window and a forcefield. Add an areaportal in there as well if you like.
The reason that it's taking so long is probably due to the last picture. Place a large hint block above each of those courtyards to speed up compiling. Or use a skybox instead of a hint block, removing the skybox that's encasing your level. The drawback with this is that flashbangs and smoke grenades will bounce off it, which I HATE.
The level doesn't really have much detail, it's just that it's visible from everywhere at once so pay some attention to hint blocks to help speed up the compile time.
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Post by snipes on Oct 1, 2009 2:13:40 GMT
this still kinda confuses me can someone tell me their steam acc for further explanation
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Post by Zeph on Oct 1, 2009 9:37:01 GMT
Have you actually read anything i've said? Because it's not in a code or in a unknown language. Every time i've helped you've just said "still don't understand" and i'm beginning to believe it's actually "i can't be bothered to read it all".
What else can i do except actually do it for you?
Please be more specific in which parts you don't understand so we can provide more detailed help in the area you don't understand. "All of it" isn't acceptable, it's just lazy. Or just upload the map and if someone has real time on their hands they can do it for you, but don't 'expect' anyone too.
Sorry for being slightly harsh but your solution is potentially right in front of your nose on this very page with easy to follow instructions - if you'd only follow them!
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Post by snipes on Oct 2, 2009 2:59:07 GMT
ive read several paragraphs of the topics you recommended i understand most of it but i always have problems with things i dont understand like when to use nodraw where to use it and how to optimize it i ready everything atleast 3 times its just confusing to me
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