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Post by altairp on Nov 17, 2012 23:48:09 GMT
Ok,this problem is hard to explain because I suck at english and it's a strange problem. I'm making a map with the HL2 Source 2009 with Hammer,sometimes i load the map with F9 to see my changes,but now when I load i only see the old udpates and the floor have some big holes,what happened? Edit:Some screenshots to better explain my situation. This is a little section of my map inside the Hammer: This is the same section in the game.
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Post by Zeph on Nov 18, 2012 11:26:03 GMT
You have an error in your compile, preventing the new map from being created, so the old one gets loaded.
Please post your compile here and i'll help further.
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Post by altairp on Nov 18, 2012 12:55:12 GMT
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\rorschachaltairp\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\rorschachaltairp\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\rorschachaltairp\sourcesdk_content\hl2\mapsrc\sdk_rp_bethesda_ruins.vmf"
Valve Software - vbsp.exe (Sep 15 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\rorschachaltairp\half-life 2\hl2\materials Loading C:\Program Files (x86)\Steam\steamapps\rorschachaltairp\sourcesdk_content\hl2\mapsrc\sdk_rp_bethesda_ruins.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\rorschachaltairp\half-life 2\hl2\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 (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\rorschachaltairp\sourcesdk_content\hl2\mapsrc\sdk_rp_bethesda_ruins.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_wasteland02*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_wasteland02*.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... Displacement 6 has bad geometry near 10304.00 6016.00 231.84 Can't compile displacement physics, exiting. Texture is NATURE/DIRTFLOOR001A
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\rorschachaltairp\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\rorschachaltairp\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\rorschachaltairp\sourcesdk_content\hl2\mapsrc\sdk_rp_bethesda_ruins"
Valve Software - vvis.exe (Sep 15 2011) 4 threads reading c:\program files (x86)\steam\steamapps\rorschachaltairp\sourcesdk_content\hl2\mapsrc\sdk_rp_bethesda_ruins.bsp reading c:\program files (x86)\steam\steamapps\rorschachaltairp\sourcesdk_content\hl2\mapsrc\sdk_rp_bethesda_ruins.prt 1375 portalclusters 2670 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (69) Optimized: 0 visible clusters (0.00%) Total clusters visible: 979375 Average clusters visible: 712 Building PAS... Average clusters audible: 1375 visdatasize:484004 compressed from 484000 writing c:\program files (x86)\steam\steamapps\rorschachaltairp\sourcesdk_content\hl2\mapsrc\sdk_rp_bethesda_ruins.bsp 1 minute, 9 seconds elapsed
** Executing... ** Command: "c:\program files (x86)\steam\steamapps\rorschachaltairp\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\rorschachaltairp\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\rorschachaltairp\sourcesdk_content\hl2\mapsrc\sdk_rp_bethesda_ruins"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\rorschachaltairp\sourcesdk_content\hl2\mapsrc\sdk_rp_bethesda_ruins.bsp Setting up ray-trace acceleration structure... Done (0.20 seconds) 5135 faces 8750722 square feet [1260104064.00 square inches] 10 Displacements 307032 Square Feet [44212608.00 Square Inches] 5135 patches before subdivision 295673 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15) transfers 1573968, max 1969 transfer lists: 12.0 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<0.2580 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6) 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 (5) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 7/8192 84/98304 ( 0.1%) brushsides 42/65536 336/524288 ( 0.1%) planes 146/65536 2920/1310720 ( 0.2%) vertexes 5271/65536 63252/786432 ( 8.0%) nodes 1509/65536 48288/2097152 ( 2.3%) texinfos 8/12288 576/884736 ( 0.1%) texdata 3/2048 96/65536 ( 0.1%) dispinfos 10/0 1760/0 ( 0.0%) disp_verts 2890/0 57800/0 ( 0.0%) disp_tris 5120/0 10240/0 ( 0.0%) disp_lmsamples 202930/0 202930/0 ( 0.0%) faces 5135/65536 287560/3670016 ( 7.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 19/65536 1064/3670016 ( 0.0%) leaves 1511/65536 48352/2097152 ( 2.3%) leaffaces 5159/65536 10318/131072 ( 7.9%) leafbrushes 918/65536 1836/131072 ( 1.4%) areas 2/256 16/2048 ( 0.8%) surfedges 20806/512000 83224/2048000 ( 4.1%) edges 10436/256000 41744/1024000 ( 4.1%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 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] 9646212/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 484004/16777216 ( 2.9%) entdata [variable] 342/393216 ( 0.1%) LDR ambient table 1511/65536 6044/262144 ( 2.3%) HDR ambient table 1511/65536 6044/262144 ( 2.3%) LDR leaf ambient 561/65536 15708/1835008 ( 0.9%) HDR leaf ambient 1511/65536 42308/1835008 ( 2.3%) 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] 1/12 ( 8.3%) pakfile [variable] 86794/0 ( 0.0%) physics [variable] 2691/4194304 ( 0.1%) physics terrain [variable] 7260/1048576 ( 0.7%)
Level flags = 0
Total triangle count: 10460 Writing c:\program files (x86)\steam\steamapps\rorschachaltairp\sourcesdk_content\hl2\mapsrc\sdk_rp_bethesda_ruins.bsp 29 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\rorschachaltairp\sourcesdk_content\hl2\mapsrc\sdk_rp_bethesda_ruins.bsp" "c:\program files (x86)\steam\steamapps\rorschachaltairp\half-life 2\hl2\maps\sdk_rp_bethesda_ruins.bsp"
** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 220 -game "c:\program files (x86)\steam\steamapps\rorschachaltairp\half-life 2\hl2" +map "sdk_rp_bethesda_ruins"
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Post by Zeph on Nov 18, 2012 15:44:46 GMT
Is your error.
Delete and remake that displacement. Make sure you only select the ONE face of the brush to make into a displacement, and not all 6 sides.
Also your map isn't sufficiently optimised. This should take 2 seconds not 69. I can help with that if you need it.
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Post by altairp on Nov 18, 2012 16:13:42 GMT
Thanks for the help,about the optimization,I'm new to hammer so what does that mean?
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Post by Zeph on Nov 18, 2012 17:51:17 GMT
Thare are (in simple terms) 5 starges of optimisation.
1) Skybox 2) func_Details
These two are so important. Portal Flow should only take a few seconds if these are done correctly.
3) NoDraw Textures 4) Area Portals 5) HINTs
These three are useful if used correctly.
Focus on 1-3 for now, as they will make the biggest difference in game.
Read the Uber Micro FAQ (at the top of any forum) for more info. Or ask me for further advice.
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