|
Post by captain0terror on Oct 8, 2012 6:23:55 GMT
hiya! I apologize if this is a know error, but i get these weird shadows when i try to fast compile my map(no vvrad) to test small changes in the map: The shadows seem to follow me, i.e. i can see things in front of the my player, but when i walk up to it it's full black, so i can't really see anything in my immediate area. Is there a way to fix this? csgo map compile times seem to be much longer on my old core 2 duo machine, so this is really hurting my workflow if i have to wait for a 2-hour compile everytime i want to test a change in the map. I suppose i can use cordon compiles if there is no other way, thanks in advance for any responses! =)
|
|
|
Post by Zeph on Oct 8, 2012 8:10:49 GMT
its a known csgo thing. Its a spherical shadow around the player.
To fix use normal. To fix the long compile, learn to optimise.
|
|
|
Post by captain0terror on Oct 8, 2012 8:47:06 GMT
oh well..
All unseen faces are nodrawn, and anything not a visblocker and not a simple triangle or square is func_detailed. And yes course my skybox is properly optimized =)
Is there something else i'm missing about compile optimization?
|
|
|
Post by Zeph on Oct 8, 2012 9:25:15 GMT
|
|
|
Post by captain0terror on Oct 8, 2012 9:30:25 GMT
i'm not sure, but the whole vvis takes < 1 minute i think. i'll post my latest compile log when it finishes?
And thank you for the tutorials btw, those are lovely. i've read them before but it's time for a refresher =))
|
|
|
Post by Zeph on Oct 8, 2012 9:59:50 GMT
less then one minute? I'm yet to optimise a map that takes longer than 5 seconds
|
|
|
Post by captain0terror on Oct 8, 2012 10:26:55 GMT
materialPath: D:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\rsgo_the_met.vmf Map revision 893 ConVarRef gpu_level doesn't point to an existing ConVar Can't find surfaceprop stone for material STONE/INFBASEB, using default Can't find surfaceprop stone for material STONE/INFWLLFTOP2, using default Can't find surfaceprop stone for material STONE/INFWLLG, using default Patching WVT material: maps/rsgo_the_met/concrete/blend_blacktopsand_01_wvt_patch Patching WVT material: maps/rsgo_the_met/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/rsgo_the_met/stone/blend_building_sidewalk_wvt_patch Patching WVT material: maps/rsgo_the_met/de_train/blendgrassdirt001a_wvt_patch Patching WVT material: maps/rsgo_the_met/concrete/blend_sidewalk_01_wvt_patch Patching WVT material: maps/rsgo_the_met/concrete/blend_blacktop_04_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1680 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (3) writing d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\rsgo_the_met.prt...Building visibility clusters... done (0) 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 (2) (1807500 bytes) Error loading studio model "models/props/de_chateau/light_chandelier02.mdl"! Static prop models/props_interiors/lights_florescent01a.mdl outside the map (-1466.00, 2606.00, 156.00) Static prop models/props_interiors/lights_florescent01a.mdl outside the map (-1772.00, 2606.00, 156.00) 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 8725 texinfos to 5365 Reduced 242 texdatas to 200 (8144 bytes to 6853) Writing d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\rsgo_the_met.bsp 10 seconds elapsed
2 threads reading d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\rsgo_the_met.bsp reading d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\rsgo_the_met.prt 964 portalclusters 2859 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 1744 visible clusters (0.00%) Total clusters visible: 139158 Average clusters visible: 144 Building PAS... Average clusters audible: 516 visdatasize:153514 compressed from 246784 writing d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\rsgo_the_met.bsp 55 seconds elapsed
[Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\rsgo_the_met.bsp Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf 19063 faces 25 degenerate faces 780381 square feet [112374912.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 19038 patches before subdivision 110796 patches after subdivision 496 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 26628633, max 2610 transfer lists: 203.2 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(718826, 686694, 418002) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(224787, 208604, 111281) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(78902, 71163, 33492) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(29454, 25890, 10801) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(11391, 9750, 3616) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4536, 3779, 1248) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1847, 1496, 441) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(768, 604, 159) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(325, 248, 58) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(140, 103, 22) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(61, 43, 8) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(27, 19, 3) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(12, 8, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(5, 3, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(3, 2, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(1, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0940 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 50/1024 2400/49152 ( 4.9%) brushes 3728/8192 44736/98304 (45.5%) brushsides 52683/65536 421464/524288 (80.4%) VERY FULL! planes 63524/65536 1270480/1310720 (96.9%) VERY FULL! vertexes 25276/65536 303312/786432 (38.6%) nodes 2508/65536 80256/2097152 ( 3.8%) texinfos 5365/12288 386280/884736 (43.7%) texdata 200/2048 6400/65536 ( 9.8%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 19063/65536 1067528/3670016 (29.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 16723/65536 936488/3670016 (25.5%) facebrushes 1630/0 3260/0 ( 0.0%) facebrushlists 19063/0 76252/0 ( 0.0%) leaves 2559/65536 81888/2097152 ( 3.9%) leaffaces 22568/65536 45136/131072 (34.4%) leafbrushes 6353/65536 12706/131072 ( 9.7%) areas 2/256 16/2048 ( 0.8%) surfedges 153828/512000 615312/2048000 (30.0%) edges 85355/256000 341420/1024000 (33.3%) LDR worldlights 496/8192 49600/819200 ( 6.1%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 3/32768 36/393216 ( 0.0%) waterstrips 889/32768 8890/327680 ( 2.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 14766/65536 29532/131072 (22.5%) cubemapsamples 9/1024 144/16384 ( 0.9%) overlays 28/512 9856/180224 ( 5.5%) LDR lightdata [variable] 5638590/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 153514/16777216 ( 0.9%) entdata [variable] 302480/393216 (76.9%) LDR ambient table 2559/65536 10236/262144 ( 3.9%) HDR ambient table 2559/65536 10236/262144 ( 3.9%) LDR leaf ambient 10218/65536 286104/1835008 (15.6%) HDR leaf ambient 2559/65536 71652/1835008 ( 3.9%) 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] 1/14994 ( 0.0%) pakfile [variable] 2009048/0 ( 0.0%) physics [variable] 1807500/4194304 (43.1%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 5
Total triangle count: 47060 Writing d:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\rsgo_the_met.bsp 49 minutes, 37 seconds elapsed
|
|
|
Post by Zeph on Oct 8, 2012 12:03:29 GMT
Your vis section is very short (and missing bits). Did you do VIS on fast? or is that normal?
|
|
|
Post by captain0terror on Oct 8, 2012 15:50:04 GMT
I'm using this stock preset:
full compile - ldr only
|
|
|
Post by Zeph on Oct 8, 2012 19:28:43 GMT
I mean the radio button when you press f9 (or is csgo different?)
|
|
|
Post by captain0terror on Oct 9, 2012 18:11:20 GMT
i don't use the radio button for normal compile, i use expert compile(if i'm understanding you correctly).
|
|
|
Post by Zeph on Oct 9, 2012 22:32:03 GMT
use non expert, and tick all 3 to "normal" ?
|
|
|
Post by Kelpymn on Oct 6, 2019 13:28:42 GMT
On Sale Provera Triclofem <a href=http://euhomme.com>viagra vs cialis</a> Is Generic Cialis Available In The Us Cialis Diarrhee Dapoxetine For Sale In Australia
|
|