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Post by therealguymins on Aug 10, 2011 4:55:26 GMT
I'm trying to make a .nav for bots to use. About halfway through the second bar, the game locks up, and my bots don't work.
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Post by Zeph on Aug 10, 2011 9:33:27 GMT
Manual or Automatic creation of NAV Mesh? any console log or something? Could be near enough anything. Have a look at: developer.valvesoftware.com/wiki/Navigation_MeshesAnd try to build it in game (nav_generate) and copy the console log. Otherwise, make it manually yourself in game. Instructions are there.
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Post by therealguymins on Aug 11, 2011 5:28:33 GMT
I'm thinking the patch sample radius clamped thing may have something to do with it... Interloper's error checker doesn't say anything about it though. Automatic, I'm just starting a round with a bot added so it makes one.
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\wet.vmf"
Valve Software - vbsp.exe (Jul 7 2010) 4 threads materialPath: c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\wet.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike\gameinfo.txt fixing up env_cubemap materials on brush sides... 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 (1) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\wet.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_borealis01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_borealis01*.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 (3) (8749 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 107 texinfos to 22 Reduced 10 texdatas to 8 (235 bytes to 166) Writing C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\wet.bsp 5 seconds elapsed
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\wet"
Valve Software - vvis.exe (Jul 7 2010) fastvis = true 4 threads reading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\wet.bsp reading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\wet.prt 1355 portalclusters 3551 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 1836025 Average clusters visible: 1355 Building PAS... Average clusters audible: 1355 visdatasize:471544 compressed from 476960 writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\wet.bsp 1 second elapsed
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\wet"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\wet.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (2.04 seconds) 2133 faces 46364942 square feet [6676551680.00 square inches] 64 Displacements 3227678 Square Feet [464785696.00 Square Inches] 2133 patches before subdivision 5967 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4) transfers 272193, max 444 transfer lists: 2.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(1056, 1123, 1167) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(289, 308, 321) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(52, 58, 63) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(16, 18, 20) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(3, 4, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0056 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 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 6/1024 288/49152 ( 0.6%) brushes 17/8192 204/98304 ( 0.2%) brushsides 134/65536 1072/524288 ( 0.2%) planes 246/65536 4920/1310720 ( 0.4%) vertexes 2140/65536 25680/786432 ( 3.3%) nodes 2509/65536 80288/2097152 ( 3.8%) texinfos 22/12288 1584/884736 ( 0.2%) texdata 8/2048 256/65536 ( 0.4%) dispinfos 64/0 11264/0 ( 0.0%) disp_verts 18496/0 369920/0 ( 0.0%) disp_tris 32768/0 65536/0 ( 0.0%) disp_lmsamples 139392/0 139392/0 ( 0.0%) faces 2133/65536 119448/3670016 ( 3.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 107/65536 5992/3670016 ( 0.2%) leaves 2516/65536 80512/2097152 ( 3.8%) leaffaces 2083/65536 4166/131072 ( 3.2%) leafbrushes 1514/65536 3028/131072 ( 2.3%) areas 2/256 16/2048 ( 0.8%) surfedges 8990/512000 35960/2048000 ( 1.8%) edges 4651/256000 18604/1024000 ( 1.8%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 124492/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 471544/16777216 ( 2.8%) entdata [variable] 4253/393216 ( 1.1%) LDR ambient table 2516/65536 10064/262144 ( 3.8%) HDR ambient table 2516/65536 10064/262144 ( 3.8%) LDR leaf ambient 8363/65536 234164/1835008 (12.8%) HDR leaf ambient 2516/65536 70448/1835008 ( 3.8%) 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] 1/468 ( 0.2%) pakfile [variable] 87018/0 ( 0.0%) physics [variable] 8749/4194304 ( 0.2%) physics terrain [variable] 64600/1048576 ( 6.2%)
Level flags = 0
Total triangle count: 4296 Writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\wet.bsp 35 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\sleepcat2\sourcesdk_content\cstrike\mapsrc\wet.bsp" "c:\program files (x86)\steam\steamapps\sleepcat2\counter-strike source\cstrike\maps\wet.bsp"
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Post by Zeph on Aug 11, 2011 9:28:46 GMT
I meant the in-game console log, as the compile log doesn't do Meshes.
That Patch Sample Radius Clamped! is concerning. Something to do with light on displacements.
Why do you use fastvis = true?
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Post by therealguymins on Aug 11, 2011 23:26:13 GMT
I meant the in-game console log, as the compile log doesn't do Meshes. That Patch Sample Radius Clamped! is concerning. Something to do with light on displacements. Why do you use fastvis = true? Because the map isn't done yet, and I want to make sure it compiles fast. I don't think I can really optimize this map, either. I added a picture of the map to this thread: ubermicro.proboards.com/index.cgi?action=display&board=main&thread=2621&page=1Attachments:
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