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Post by crepracon on Apr 15, 2013 1:46:38 GMT
LOOOL Tried to let it compile for 3 days now. Had to close it. What a waste of time. I realize why it took so long to compile.. I have a feeling it has a lot to do with my poor/new skill lat level dev. Mainly the "on grid" part...there is a lot of intersecting blocks and jumble.
Anyways If you would take a look at it and attempt to optimize it...at least enough for it to compile on "normal" I would be very grateful.
I can add your name to creators and i'll increase the steam purchase as respectful payment.
For now I will submit the map in low-quality for the comp but wouldn't mind uploading high qual for workshop. I will upload the map file there and link you it.
you can edit/open it from the bsp file that you download from steam correct?
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Post by Zeph on Apr 15, 2013 9:51:02 GMT
Should not take more than a minute. A minute!
If the maps as off-grid as you suggest, i reserve me right to cry a little and hand it back untouched.
Send me the link when applicable. I need VMFs. I only work with VMFs. Not BSPs.
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Post by crepracon on Apr 15, 2013 15:13:10 GMT
LOL...Zeph...you are not only going to cry..but throw up when you see this. You have to remember back to the days when you made your 2nd map...hell if you have the file open it up, It's no different. It's going to be a shit show. You can get the VMF file from here. www.filedropper.com/dedust3Again...I apologize..eventually tho
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Post by Zeph on Apr 15, 2013 18:31:37 GMT
Haha, wanna see my first map? It's perfectly optimised hahaha. Seriously... I researched before making xD.
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Post by crepracon on Apr 23, 2013 15:07:02 GMT
Zeph,
In reference to my poorly optimized "Dust3" map, I, along with a few others cannot run the map. In-game or in SDK. It just loads then crashes. Is this a common error?
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Post by Zeph on Apr 23, 2013 21:06:38 GMT
in game command window log thing?
recent compile log? Might have a clue.
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Post by crepracon on Apr 23, 2013 21:52:01 GMT
------------------------------------------------------------------------------- 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" -fast "C:\Program Files (x86)\Steam\ste amapps\common\Counter-Strike Global Offensive\sdk_content\maps\de_dust3" -------------------------------------------------------------------------------
Valve Software - vvis.exe (Mar 27 2013) fastvis = true 4 threads reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust3.bsp reading c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust3.prt 1380 portalclusters 5477 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) Optimized: 15464 visible clusters (0.00%) Total clusters visible: 1853218 Average clusters visible: 1342 Building PAS... Average clusters audible: 1379 visdatasize:488039 compressed from 485760 writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust3.bsp 1 second 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_dust3" -------------------------------------------------------------------------------
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_dust3.bsp Setting up ray-trace acceleration structure... Done (9.11 seconds) 11534 faces 5 degenerate faces 1350019 square feet [194402848.00 square inches] 50 Displacements 81796 Square Feet [11778686.00 Square Inches] 11529 patches before subdivision zero area child patch 117675 patches after subdivision sun extent from map=0.000000 14 direct lights BuildFacelights: 0...1. warning - face vectors parallel to face normal. bad lighting will be produced ..2...3...4...5...6...7...8...9...10 (142) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (89) transfers 8314531, max 1344 transfer lists: 63.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(250038, 211902, 147311) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(50369, 37208, 19625) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(13410, 8551, 3387) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(3573, 1992, 627) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(1070, 523, 134) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(327, 142, 31) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(109, 42, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(37, 13, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(13, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(5, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(2, 1, 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<1.3081 sec> FinalLightFace: 0...1. warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced SampleRadial: Punting, Waiting for fix ..2...3...4...5...6...7...8...9...10 (13) 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 (17) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 4029/8192 48348/98304 (49.2%) brushsides 34899/65536 279192/524288 (53.3%) planes 31308/65536 626160/1310720 (47.8%) vertexes 27599/65536 331188/786432 (42.1%) nodes 2288/65536 73216/2097152 ( 3.5%) texinfos 2550/12288 183600/884736 (20.8%) texdata 167/2048 5344/65536 ( 8.2%) dispinfos 50/0 8800/0 ( 0.0%) disp_verts 12338/0 246760/0 ( 0.0%) disp_tris 21760/0 43520/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 224776/0 224776/0 ( 0.0%) faces 11534/65536 645904/3670016 (17.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 9834/65536 550704/3670016 (15.0%) facebrushes 1983/0 3966/0 ( 0.0%) facebrushlists 11534/0 46136/0 ( 0.0%) leaves 2294/65536 73408/2097152 ( 3.5%) leaffaces 16779/65536 33558/131072 (25.6%) leafbrushes 9163/65536 18326/131072 (14.0%) areas 2/256 16/2048 ( 0.8%) surfedges 97395/512000 389580/2048000 (19.0%) edges 65173/256000 260692/1024000 (25.5%) LDR worldlights 14/8192 1400/819200 ( 0.2%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 2117/32768 21170/327680 ( 6.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 43161/65536 86322/131072 (65.9%) cubemapsamples 14/1024 224/16384 ( 1.4%) overlays 5/512 1760/180224 ( 1.0%) LDR lightdata [variable] 9727327/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 488039/16777216 ( 2.9%) entdata [variable] 105689/393216 (26.9%) LDR ambient table 2294/65536 9176/262144 ( 3.5%) HDR ambient table 2294/65536 9176/262144 ( 3.5%) LDR leaf ambient 12633/65536 353724/1835008 (19.3%) HDR leaf ambient 2294/65536 64232/1835008 ( 3.5%) 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] 1/230936 ( 0.0%) pakfile [variable] 1131520/0 ( 0.0%) physics [variable] 1530680/4194304 (36.5%) physics terrain [variable] 22202/1048576 ( 2.1%)
Level flags = 4
Total triangle count: 34619 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust3.bsp 4 minutes, 33 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_dust3.bsp Setting up ray-trace acceleration structure... Done (9.18 seconds) 11534 faces 5 degenerate faces 1350019 square feet [194402848.00 square inches] 50 Displacements 81796 Square Feet [11778686.00 Square Inches] 11529 patches before subdivision zero area child patch 117675 patches after subdivision sun extent from map=0.000000 14 direct lights BuildFacelights: 0...1. warning - face vectors parallel to face normal. bad lighting will be produced ..2...3...4...5...6...7...8...9...10 (155) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (91) transfers 8314531, max 1344 transfer lists: 63.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(250036, 211901, 147310) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(50369, 37208, 19625) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(13410, 8552, 3387) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(3573, 1992, 627) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1070, 523, 134) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(327, 142, 31) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(109, 42, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(37, 13, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(13, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(5, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(2, 1, 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<2.1623 sec> FinalLightFace: 0...1. warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced SampleRadial: Punting, Waiting for fix ..2...3...4...5...6...7...8...9...10 (12) 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 (18) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 5/1024 240/49152 ( 0.5%) brushes 4029/8192 48348/98304 (49.2%) brushsides 34899/65536 279192/524288 (53.3%) planes 31308/65536 626160/1310720 (47.8%) vertexes 27599/65536 331188/786432 (42.1%) nodes 2288/65536 73216/2097152 ( 3.5%) texinfos 2550/12288 183600/884736 (20.8%) texdata 167/2048 5344/65536 ( 8.2%) dispinfos 50/0 8800/0 ( 0.0%) disp_verts 12338/0 246760/0 ( 0.0%) disp_tris 21760/0 43520/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 224776/0 224776/0 ( 0.0%) faces 11534/65536 645904/3670016 (17.6%) hdr faces 11534/65536 645904/3670016 (17.6%) origfaces 9834/65536 550704/3670016 (15.0%) facebrushes 1983/0 3966/0 ( 0.0%) facebrushlists 11534/0 46136/0 ( 0.0%) leaves 2294/65536 73408/2097152 ( 3.5%) leaffaces 16779/65536 33558/131072 (25.6%) leafbrushes 9163/65536 18326/131072 (14.0%) areas 2/256 16/2048 ( 0.8%) surfedges 97395/512000 389580/2048000 (19.0%) edges 65173/256000 260692/1024000 (25.5%) LDR worldlights 14/8192 1400/819200 ( 0.2%) HDR worldlights 14/8192 1400/819200 ( 0.2%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 2117/32768 21170/327680 ( 6.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 43161/65536 86322/131072 (65.9%) cubemapsamples 14/1024 224/16384 ( 1.4%) overlays 5/512 1760/180224 ( 1.0%) LDR lightdata [variable] 9727327/0 ( 0.0%) HDR lightdata [variable] 9727327/0 ( 0.0%) visdata [variable] 488039/16777216 ( 2.9%) entdata [variable] 105689/393216 (26.9%) LDR ambient table 2294/65536 9176/262144 ( 3.5%) HDR ambient table 2294/65536 9176/262144 ( 3.5%) LDR leaf ambient 12633/65536 353724/1835008 (19.3%) HDR leaf ambient 12633/65536 353724/1835008 (19.3%) 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] 1/230936 ( 0.0%) pakfile [variable] 1131520/0 ( 0.0%) physics [variable] 1530680/4194304 (36.5%) physics terrain [variable] 22202/1048576 ( 2.1%)
Level flags = 4
Total triangle count: 34619 Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offe nsive\sdk_content\maps\de_dust3.bsp 4 minutes, 58 seconds elapsed
------------------------------------------------------------------------------- Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\Counter-Str ike Global Offensive\sdk_content\maps\de_dust3.bsp" "C:\Program Files (x86)\Stea m\steamapps\common\Counter-Strike Global Offensive\csgo\maps\de_dust3.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_dust3" -------------------------------------------------------------------------------
Finished. Press a key to close.
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Post by crepracon on Apr 23, 2013 21:54:11 GMT
I don't know why bsp isn't showing but they are all checked normal except vis because of the lighting error.
I haven't changed anything since I uploaded it and It worked because I tested it right after..it just stopped working randomly X \
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Post by Zeph on Apr 24, 2013 9:58:04 GMT
No vBSP and two vRADs. Check your hammer settings. Chances are the wrong .exe is picked for the BSP phase (IE you've got vRAD down instead of vBSP).
FastVis wont cause the game to crash, but will result in numerous in-game errors.
Probably caused by the same thing. Try Alt+P and see if it tells you of an invalid solid. Hopefully finding this bad brush. Highly likely it's been vertex edited, or cut with a really small angle.
Is there a crash log? or the command window log as the map gets loaded?
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Post by crepracon on Apr 25, 2013 17:03:31 GMT
Ok i'm going to show you screenshots of the ALT+P and how I run the compile. It is just odd that it stopped working... i36.tinypic.com/1zl4tw5.jpgThe first one is alt P The second one is my compile log the 3rd one is after it loads up the game (through expert mode). Before you can select a team it crashes to that.
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Post by Zeph on Apr 25, 2013 18:50:12 GMT
Tools -> options -> build programs
Check them.
$SteamUserDir\Counter-Strike Global Offensive\csgo.exe $SteamUserDir\Counter-Strike Global Offensive\bin\vbsp.exe $SteamUserDir\Counter-Strike Global Offensive\bin\vvis.exe $SteamUserDir\Counter-Strike Global Offensive\bin\vrad.exe $SteamUserDir\Counter-Strike Global Offensive\csgo\maps
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Post by crepracon on Apr 26, 2013 19:11:47 GMT
Yes they are all set up correctly.
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Post by Zeph on Apr 26, 2013 23:10:53 GMT
Stumped then O.o.
Hand it over, lemme try to compile.
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Post by crepracon on May 14, 2013 14:35:03 GMT
Oh wow. Just got back from Iceland sorry I was gone so long, was it quite in here?! Did you attempt to compile that version of the map yet? Apparently it is a larger issue then I figured. A lot of other people are getting the error/crash.
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Post by Zeph on May 14, 2013 15:06:34 GMT
wb.
Valve did some changes, so the grapevine says. Xeno's pissed that HL2:DM changed a lot so none of his maps work well.
Is it still doing two BSPs and no RADs?
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