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Post by crepracon on Mar 27, 2013 1:52:59 GMT
So I'm creating a de_map for a professional map contest and I compile, test and save constantly. However I was doing some detailing of a temple (i'm just guessing that's the problem) and it started to throw random leaks at me.
It says the leak comes from a tree (so I delete it) then I test again and now the leak is from a box, again and again with new things but after deleting them nothing is the real problem.
I'm just wondering what really causes these random leaks..and why it doesn't just point to the REAL problem. Anyways sorry for the bother. Any information is useful.
*Slowly looks towards Zeph* >.> |___|
Thanks! PoTaTo!!
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Post by crepracon on Mar 27, 2013 2:01:03 GMT
It's just blaming it on all of the prop_static's....FUCK this is redic. I even undid all of my changes and lost all that progress and it's still saying there are leaks. Also I should add there is NO opening in my skybox...
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Post by crepracon on Mar 27, 2013 2:05:53 GMT
Ok so i stretched the skybox in and out a bunch and now it no longer detects a leak...LOOOOL. I'm still up for an answer...p.s Zeph I think I owe you a beer by this time.
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Post by Zeph on Mar 27, 2013 9:02:44 GMT
Any entity (including brushes like func detail ) touching the void will leak. This include the bounding box and helper nodes. Deleting the entity rarely works, as the next entity in the list just finds the leak You must seal all entities from the void with world geometry brushes. Not entity brushes. To really help further I'll probably need to see the vmf. Hopefully you can undo and get your stuff you deleted back into the map.
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Post by crepracon on Mar 27, 2013 16:25:04 GMT
Ok well I keep getting the error and all I do is stretch the giant skybox cube (which surrounds and encloses my map) (acting as the void blocker) and then it fixes it...terribly stupid error and extremely annoying...do valve know they have sloppy programmers?! I'll just keep at it until that quick fix no longer works...if I get stuck I will post the compile logs. Zeph do you have an e-mail? I would gladly send you funds for a brewski...however I do not use Paypal after some..unfortunate events on their behalf. I usually send E-Money Transfers instead thanks for all the help, PoTaTo!!!
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Post by Zeph on Mar 27, 2013 22:59:18 GMT
1) Never surround your map in a giant Skybox. 2) NEVER surround your map in a giant Skybox.
The problem is not with the engine. The engine has rules. You just need to learn them and build maps by them. A good place to start is my FAQ at the top of any forum.
I have an email, i think it's on my profile. If you'd like, i'll attempt to fix your leaks if you send me the map.
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Post by crepracon on Mar 28, 2013 0:23:58 GMT
Lol so what do you do instead of surrounding your level in a skybox cube? I plan on going through and just putting skybox in small squares around the outside of the level but not till i'm done.
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Post by crepracon on Mar 28, 2013 0:49:44 GMT
Ok ok ...If only I had more patients. I just read the skybox tut again. I'll go through my map and set it up...seems...quite extreme to have to create small chunks of skybox around your map as you build. Do you not run into tons of leakage?
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Post by crepracon on Mar 28, 2013 2:39:26 GMT
Alright so I just went back and deleted the cube... /cry. I re-designed the whole skybox to go around the level tightly and then added it to the top and bottom too. I ran the compile log with no error at the moment..but I didn't notice any increase in speed or performance compiling. Also am I supposed to skybox the top and bottom of the map as well? I copied a compile log just so you can see if you find anything.
done (0) (287556 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 204 texinfos to 139 Reduced 43 texdatas to 39 (1120 bytes to 1021) Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe nsive\sdk_content\maps\de_dust_3.bsp 2 seconds elapsed Reference Count for Material ___error (1) != 0
------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik e Global Offensive\bin" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G lobal Offensive\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm on\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\steamapps \common\Counter-Strike Global Offensive\sdk_content\maps\de_dust_3" -------------------------------------------------------------------------------
Valve Software - vvis.exe (Mar 27 2013) 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust_3.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust_3.prt 813 portalclusters 2524 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 (141) Optimized: 2268 visible clusters (0.00%) Total clusters visible: 296931 Average clusters visible: 365 Building PAS... Average clusters audible: 807 visdatasize:166316 compressed from 169104 writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust_3.bsp 2 minutes, 22 seconds elapsed
------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik e Global Offensive\bin" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G lobal Offensive\bin\vrad.exe" -both -game "C:\Program Files (x86)\Steam\steamapp s\common\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\ste amapps\common\Counter-Strike Global Offensive\sdk_content\maps\de_dust_3" -------------------------------------------------------------------------------
Valve Software - vrad.exe SSE (Mar 27 2013)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust_3.bsp Setting up ray-trace acceleration structure... Done (1.56 seconds) 3338 faces 2 degenerate faces 1051286 square feet [151385280.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 3336 patches before subdivision 52638 patches after subdivision sun extent from map=0.000000 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9) transfers 4176515, max 574 transfer lists: 31.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(94703, 78961, 53490) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(26309, 18394, 8620) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(7854, 4629, 1546) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2460, 1229, 300) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(790, 337, 62) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(261, 96, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(88, 28, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(30, 8, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(11, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(4, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0292 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 (9) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 6/1024 288/49152 ( 0.6%) brushes 791/8192 9492/98304 ( 9.7%) brushsides 7838/65536 62704/524288 (12.0%) planes 8146/65536 162920/1310720 (12.4%) vertexes 5261/65536 63132/786432 ( 8.0%) nodes 1601/65536 51232/2097152 ( 2.4%) texinfos 139/12288 10008/884736 ( 1.1%) texdata 39/2048 1248/65536 ( 1.9%) 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 3338/65536 186928/3670016 ( 5.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2165/65536 121240/3670016 ( 3.3%) facebrushes 728/0 1456/0 ( 0.0%) facebrushlists 3338/0 13352/0 ( 0.0%) leaves 1608/65536 51456/2097152 ( 2.5%) leaffaces 4076/65536 8152/131072 ( 6.2%) leafbrushes 1710/65536 3420/131072 ( 2.6%) areas 2/256 16/2048 ( 0.8%) surfedges 23795/512000 95180/2048000 ( 4.6%) edges 13960/256000 55840/1024000 ( 5.5%) LDR worldlights 2/8192 200/819200 ( 0.0%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 355/32768 3550/327680 ( 1.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5652/65536 11304/131072 ( 8.6%) cubemapsamples 2/1024 32/16384 ( 0.2%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 4413035/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 166316/16777216 ( 1.0%) entdata [variable] 20690/393216 ( 5.3%) LDR ambient table 1608/65536 6432/262144 ( 2.5%) HDR ambient table 1608/65536 6432/262144 ( 2.5%) LDR leaf ambient 8409/65536 235452/1835008 (12.8%) HDR leaf ambient 1608/65536 45024/1835008 ( 2.5%) 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] 1/26288 ( 0.0%) pakfile [variable] 225344/0 ( 0.0%) physics [variable] 287556/4194304 ( 6.9%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 8578 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust_3.bsp 35 seconds elapsed Valve Software - vrad.exe SSE (Mar 27 2013)
Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust_3.bsp Setting up ray-trace acceleration structure... Done (1.54 seconds) 3338 faces 2 degenerate faces 1051286 square feet [151385280.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 3336 patches before subdivision 52638 patches after subdivision sun extent from map=0.000000 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9) transfers 4176515, max 574 transfer lists: 31.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(94703, 78962, 53490) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(26309, 18394, 8620) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(7854, 4629, 1546) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(2460, 1229, 300) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(790, 337, 62) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(261, 96, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(88, 28, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(30, 8, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(11, 3, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(4, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0306 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 (10) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 6/1024 288/49152 ( 0.6%) brushes 791/8192 9492/98304 ( 9.7%) brushsides 7838/65536 62704/524288 (12.0%) planes 8146/65536 162920/1310720 (12.4%) vertexes 5261/65536 63132/786432 ( 8.0%) nodes 1601/65536 51232/2097152 ( 2.4%) texinfos 139/12288 10008/884736 ( 1.1%) texdata 39/2048 1248/65536 ( 1.9%) 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 3338/65536 186928/3670016 ( 5.1%) hdr faces 3338/65536 186928/3670016 ( 5.1%) origfaces 2165/65536 121240/3670016 ( 3.3%) facebrushes 728/0 1456/0 ( 0.0%) facebrushlists 3338/0 13352/0 ( 0.0%) leaves 1608/65536 51456/2097152 ( 2.5%) leaffaces 4076/65536 8152/131072 ( 6.2%) leafbrushes 1710/65536 3420/131072 ( 2.6%) areas 2/256 16/2048 ( 0.8%) surfedges 23795/512000 95180/2048000 ( 4.6%) edges 13960/256000 55840/1024000 ( 5.5%) LDR worldlights 2/8192 200/819200 ( 0.0%) HDR worldlights 2/8192 200/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 355/32768 3550/327680 ( 1.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5652/65536 11304/131072 ( 8.6%) cubemapsamples 2/1024 32/16384 ( 0.2%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 4413035/0 ( 0.0%) HDR lightdata [variable] 4413035/0 ( 0.0%) visdata [variable] 166316/16777216 ( 1.0%) entdata [variable] 20690/393216 ( 5.3%) LDR ambient table 1608/65536 6432/262144 ( 2.5%) HDR ambient table 1608/65536 6432/262144 ( 2.5%) LDR leaf ambient 8409/65536 235452/1835008 (12.8%) HDR leaf ambient 8409/65536 235452/1835008 (12.8%) 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] 1/26288 ( 0.0%) pakfile [variable] 225344/0 ( 0.0%) physics [variable] 287556/4194304 ( 6.9%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 8578 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust_3.bsp 35 seconds elapsed
------------------------------------------------------------------------------- Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\Counter-Str ike Global Offensive\sdk_content\maps\de_dust_3.bsp" "C:\Program Files (x86)\Ste am\steamapps\common\Counter-Strike Global Offensive\csgo\maps\de_dust_3.bsp" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: C:\Program Files (x86)\Steam\steam.exe -applaunch 710 -game "C: \Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo " +map "de_dust_3" -------------------------------------------------------------------------------
Finished. Press a key to close.
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Post by Zeph on Mar 28, 2013 10:52:55 GMT
ok looking good. Good on you for attempting to build a real skybox!! I'm pleased!
Remember, the floor of your world (and probably most walls) do not need an additional wall/floor behind/beneath them which is the skybox, as they can form the wall themsleves.
Now, there is only one bit left on your map to fix: PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (141)
141 seconds is far, far too long. This is simply down to optimisation. Optimisation starts with two things: 1) Skybox (You've started this, theres problaby more to do). 2) Func_Details. Follow the guide (FAQ) and the links in it. 3) HINT/SKIPs 4) Area_Potals.
in that order.
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Post by crepracon on Mar 28, 2013 13:47:06 GMT
Yes I figured..I still need a roof (skybox over top though right? I added a skybox underneath because reading it it said that the walls and blocks that are not skybox's don't count and it will render through them anyways.
I'll see if I can remove the bottom skybox and just use the no draw exteriors.
I have done a few func_details on my arch's and my stairways but I can't seem to think why I'd be getting such a high count. I'll keep checking things out and fooling around with stuff and repost a compile log if something changes.
Thanks, Chris.C
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Post by Zeph on Mar 28, 2013 14:58:22 GMT
any world geometry (which does not have a transparent texture) will seal the world. Skybox, nodraw, bricks, etc.
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Post by crepracon on Apr 1, 2013 23:50:19 GMT
Yo Zeph, I'm getting a displacement error.
------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik e Global Offensive\bin" -------------------------------------------------------------------------------
------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G lobal Offensive\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm on\Counter-Strike Global Offensive\csgo" "C:\Program Files (x86)\Steam\steamapps \common\Counter-Strike Global Offensive\sdk_content\maps\de_dust3.vmf" -------------------------------------------------------------------------------
Valve Software - vbsp.exe (Mar 27 2013) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Globa l Offensive\csgo\materials Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offe nsive\sdk_content\maps\de_dust3.vmf Map revision 173 ConVarRef gpu_level doesn't point to an existing ConVar Error: displacement found on a(n) func_detail entity - not supported (entity 752 , brush 0)
Finished. Press a key to close.
can't seem to use Shift + Crtl + G ...or don't know how. Any idear?
Thanks
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Post by crepracon on Apr 1, 2013 23:58:21 GMT
ok..so I was copy+pasting buildings from another map to mine and I think one of them had a displacement on it's roof...couldn't un-group the items(building) and erase it tho...so I just removed the building...can you explain that to me?
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Post by Zeph on Apr 2, 2013 15:31:47 GMT
Basically, Displacements >are entities< and therefore cannot be turned into brush entities. You had one Displacement which was a Func_Detail.
To ungroup, select the group and spam Ctrl+U a few times. You may need to do it more than once to ungroup the grouped groups of groups.
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