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Post by amasheep on Jun 14, 2012 10:31:50 GMT
I've got another question, its when i compile, everything is HDR, like if i put mat_fullbright 1 in console. i have lighting and everything, i got cubemap, light_enviroment, skybox, and regular lights. there is no pointfile, or any leaks in the map. any idea? link to the compile log: pastebin.com/ew6nquHZthanks again -aM
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Post by yaznee on Jun 14, 2012 11:50:05 GMT
Well there are a number of problems, first : PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (69) , that means your map isn't optimized, or not optimized enough see here for more info: www.ubermicro.proboards.com/index.cgi?board=tutorials&action=display&thread=1973Second is : 47 degenerate faces this is the most I've ever seen on a compile log I don't know exactly what they are, think it's something to do with light being generated on all sides of a brush? Zeph? Third is: zero area child patch a solid in your level has a face with no area, and vrad can't create a light map for that brush. You'll have to find it and remake it. First Id sort out your optimization, bad vis leafs can cause all sorts of problems, including lighting.
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Post by Zeph on Jun 14, 2012 12:48:09 GMT
As it's a surf map, i envision a large skybox filled with curved ramps, right? Make sure these ramps are turned into Func_details, and that'll probably solve most of your optimisation problems. Depending on how much is in the level, i could have a look at the VMF regarding optimisation. Since your map did compile, try going "Map -> Load PORTAL file". This will give you blue outlines for each 'VisLeaf' (volumes of air) in your map. Generally, the fewer the better. World brushes break up the interior of the map into these volumes. If you see a brush which causes a lot of break up (EG spheres, cylinders, arches, ramps, etc) then turn the complex brush into a func_detail. Then this brush is ignored in VisLeaf calculations, reducing the number of Volumes created. Have a go or let me do it As for the degenerate faces, it's not too vital. It's probably due to vertex manipulation - have a look at those brushes. If you've added points to sides a few times (ctrl + F ?) then it could cause these issues. Some say it also has to do with transparent textures. Have a look for these but don't spend too much time unless it causes major problems. for the Zero Area Child Patch, it means there is a missing physical face to a solid that logically should have one. This could be due to vertex manipulation, where points have been brought to the same location, but not merged with existing points at that location, resulting in a zero-area face. Again, check for complex brushes and attempt to simplify them. As for the lighting, harder to say without looking. Optimisation (or lack of, technically) could cause this.
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Post by amasheep on Jun 14, 2012 13:34:51 GMT
i have been looking up what you wrote, to try to fix it. i have optimized my map as much as i could(or im sure it can be done bether, vut i dont see any way of doing it.) The second, i dont understand what you mean, but i will look into it as soon as ive done the part three: i found a place where you can browse trough errors etc, and if u scrool down to Zero area child patch you see they say that it can be ignored without major bugs(i tried doing the stuff that post said aswell, no error found in alt+p) link: www.interlopers.net/index.php?page=errorsand btw, after a compile i now have portalflow: (74) is the higher the number the bether it is? Thanks for helping me out -aM
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Post by amasheep on Jun 14, 2012 13:46:41 GMT
i didnt refersh the thread, so i did not see what you wrothe, Zeph, intil, i posted my post. yes, regarding the vertex thing, i made a block, and formed it the way i wanted (made a really bad ramp) but as i saw in the viewport that i got a error (a plane sticking out from the ramp, totally flat) and i remember that ive read that vertex tool is badd, and that convacade brushes dont work (or was it convex idk, the thing that goes inwards) so i deleted that brush and made it manualy out of a block and the clipping tool. ive made all the surf ramps func_detail, and everything, i did it from the beginning, but i had some other stuff like a tube who i made func_detail right now. Something i think might cause this is because i want no skybox in my level just yet, so i just put a giant skybox around my level since i tought i needed a skybox to get lighting.the skybox is absolutely sealed from the space where players can be. can this cause trouble? can i delete the skybox and still have lighting? when it comes to if you can have a look at the vmf, i dont want to post a public download link (ill pm you) thanks you for having a look btw ) Thanks for the help!! -aM
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Post by Zeph on Jun 14, 2012 14:30:21 GMT
That's great, Am. I'll have a look when i get home.
Portal Flow: The bracketed number is the time it took in seconds. In my opinion, most maps should not take more than a few (<5) seconds to do this. For ultra large and complex maps (like Valve's) could take longer, but the vast majority of player made maps should be done very quickly.
Vertex isn't bad, it's just complicated. There are a few rules which can EASILY be broken (resulting in conCAVE brushes (you were right), which can't be processed). This is not your fault, it's just theres no where to find these rules! It's best to move one bit at a time, exit the tool/selection, test the brush (alt+p, look for "invalid solid"), undoing and trying again, differently.
The skybox just seals the level, that's all (for now). If you don't want to use skybox boxes, try the cordon tool (which basically IS a skybox box, just not made with brushes). I'll have a look what what you've done, but generally a large box around a level is bad (but useful for quick testing, in this case, use cordon tool).
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Post by Zeph on Jun 15, 2012 19:53:03 GMT
ok, you have about 3-4 separated map sections. Each of these need to be individually sealed by their own box, which they already have. By putting a giant skybox around it, you actually created a lot of work needlessly. The first thing i did was delete this giant box. This ofc, course, made leaks. I then fixed the leaks.
The first leak was the three brush triggers made into an arch. The centre of the three brushes was outside the map. Ideally, three separate triggers should have been made, but for now, i moved the origin into the middle brush, inside the level. You had a (curved) roof which was func_detail. This roof was needed to seal the level so must be a world brush.
That was all the leaks, and now (due to removing the large external skybox) the portal flow takes one second. ONE!
Made a couple of platforms into func_Details (One was V shaped), but that was it. The rest is fine. GOOD SNAPPING TO GRID. GOOD FUNC DETAILING. Good job. Now... the lighting...
Firstly, the cubemap on its own is useless. better not bother with them imo.
I'm nut sure if it works or not, as my weapon is pitch black, meaning there is no light. If it was full brightness, then my weapon should be lit up. However, since i do not have any of the textures everything seems bright to me. I'm going to send your map back, and get you to test it.
I've made one roof of a box (the starting one) into a skybox texture, to add sunlight if possible.
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Post by Zeph on Jun 18, 2012 12:24:27 GMT
... Hello?
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Post by Zeph on Jun 19, 2012 9:20:25 GMT
You were very quick to chaise me up during my very hectic week before my twins wedding, and now i took time out of my busy schedule to help you and... that's it?
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Post by yaznee on Jun 20, 2012 12:35:12 GMT
Seem's you got blown off Zeph, and not in that good way we all know
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Post by Zeph on Jun 20, 2012 12:58:46 GMT
Lol, feels it.
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Post by Zeph on Jun 24, 2012 11:21:41 GMT
Well that sucked.
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Post by yaznee on Jun 24, 2012 17:01:41 GMT
Lol
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