Vvis map compiling problem, please help -1 reply

Please wait...

Nick_Karstedt

gtfo

50 XP

25th May 2004

0 Uploads

26 Posts

0 Threads

#1 13 years ago

#1. Vvis map compiling problem I have a problem with Vvis. When I compiled my map, it froze when it was at 4 on vvis. I had to go into task manager and end vvis.exe. This is my compiling log:

** Executing...

** Command: "d:\program files\steam\steamapps\nick_karstedt\sourcesdk\bin\vbsp.exe"

** Parameters: -game "d:\program files\steam\steamapps\nick_karstedt\counter-strike source\cstrike" "D:\Program Files\Steam\SteamApps\nick_karstedt\sourcesdk_content\cstrike\mapsrc\office2"

Valve Software - vbsp.exe (Jan 19 2005)

1 threads

materialPath: d:\program files\steam\steamapps\nick_karstedt\counter-strike source\cstrike\materials

Loading D:\Program Files\Steam\SteamApps\nick_karstedt\sourcesdk_content\cstrike\mapsrc\office2.vmf

Can't find surfaceprop panel for material METAL/PRODVENTA, using default

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (0)

Find Visible Detail Sides...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing D:\Program Files\Steam\SteamApps\nick_karstedt\sourcesdk_content\cstrike\mapsrc\office2.prt...done (0)

Creating default cubemaps for env_cubemap using skybox sky_borealis01...

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...

done (0) (163977 bytes)

Emitting linux collision data (use -nolinuxdata to disable).

Building Physics collision data...

done (0) (163977 bytes)

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.

Writing D:\Program Files\Steam\SteamApps\nick_karstedt\sourcesdk_content\cstrike\mapsrc\office2.bsp

4 seconds elapsed

Memory leak: mempool blocks left in memory: 48

Memory leak: mempool blocks left in memory: 4

** Executing...

** Command: "d:\program files\steam\steamapps\nick_karstedt\sourcesdk\bin\vvis.exe"

** Parameters: -game "d:\program files\steam\steamapps\nick_karstedt\counter-strike source\cstrike" "D:\Program Files\Steam\SteamApps\nick_karstedt\sourcesdk_content\cstrike\mapsrc\office2"

Valve Software - vvis.exe (Dec 15 2004)

1 threads

reading d:\program files\steam\steamapps\nick_karstedt\sourcesdk_content\cstrike\mapsrc\office2.bsp

reading d:\program files\steam\steamapps\nick_karstedt\sourcesdk_content\cstrike\mapsrc\office2.prt

1147 portalclusters

3645 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6)

PortalFlow: 0...1...2...3...4.

** Executing...

** Command: "d:\program files\steam\steamapps\nick_karstedt\sourcesdk\bin\vrad.exe"

** Parameters: -game "d:\program files\steam\steamapps\nick_karstedt\counter-strike source\cstrike" "D:\Program Files\Steam\SteamApps\nick_karstedt\sourcesdk_content\cstrike\mapsrc\office2"

Valve Software - vrad.exe (Mar 8 2005)

----- Radiosity Simulator ----

1 threads

[Reading texlights from 'lights.rad']

[1 texlights parsed from 'lights.rad']

Loading d:\program files\steam\steamapps\nick_karstedt\sourcesdk_content\cstrike\mapsrc\office2.bsp

No vis information, direct lighting only.

3252 faces

1 degenerate faces

869434 square feet [125198608.00 square inches]

0 displacements

0 square feet [0.00 square inches]

9 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (133)

Build Patch/Sample Hash Table(s).....Done<0.0264 sec>

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)

FinalLightFace Done

Ready to Finish

0 of 0 (0% of) surface lights went in leaf ambient cubes.

ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models 5/1024 240/49152 ( 0.5%)

brushes 457/8192 5484/98304 ( 5.6%)

brushsides 2745/65536 21960/524288 ( 4.2%)

planes 1464/65536 29280/1310720 ( 2.2%)

vertexes 6985/65536 83820/786432 (10.7%)

nodes 2099/65536 67168/2097152 ( 3.2%)

texinfos 850/12288 61200/884736 ( 6.9%)

texdata 47/2048 1504/65536 ( 2.3%)

dispinfos 0/0 0/0 ( 0.0%)

disp_verts 0/0 0/0 ( 0.0%)

disp_tris 0/0 0/0 ( 0.0%)

disp_lmsamples 0/0 0/0 ( 0.0%)

faces 3252/65536 182112/3670016 ( 5.0%)

origfaces 1511/65536 84616/3670016 ( 2.3%)

leaves 2105/65536 117880/3670016 ( 3.2%)

leaffaces 4079/65536 8158/131072 ( 6.2%)

leafbrushes 1314/65536 2628/131072 ( 2.0%)

surfedges 21845/512000 87380/2048000 ( 4.3%)

edges 12424/256000 49696/1024000 ( 4.9%)

worldlights 8/8192 704/720896 ( 0.1%)

waterstrips 396/32768 3960/327680 ( 1.2%)

waterverts 0/65536 0/786432 ( 0.0%)

waterindices 6120/65536 12240/131072 ( 9.3%)

cubemapsamples 2/1024 32/16384 ( 0.2%)

overlays 0/512 0/180224 ( 0.0%)

lightdata [variable] 2124076/0 ( 0.0%)

visdata [variable] 0/16777216 ( 0.0%)

entdata [variable] 27426/393216 ( 7.0%)

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] 1/5084 ( 0.0%)

pakfile [variable] 35702/0 ( 0.0%)

Win32 Specific Data:

physics [variable] 163977/4194304 ( 3.9%)

==== Total Win32 BSP file data space used: 3171245 bytes ====

Linux Specific Data:

physicssurface [variable] 163977/6291456 ( 2.6%)

==== Total Linux BSP file data space used: 3171245 bytes ====

Total triangle count: 9297

Writing d:\program files\steam\steamapps\nick_karstedt\sourcesdk_content\cstrike\mapsrc\office2.bsp

2 minutes, 18 seconds elapsed

** Executing...

** Command: Copy File

** Parameters: "D:\Program Files\Steam\SteamApps\nick_karstedt\sourcesdk_content\cstrike\mapsrc\office2.bsp" "d:\program files\steam\steamapps\nick_karstedt\counter-strike source\cstrike\maps\office2.bsp"

Plz help me out!




henkjan

I post to get attention

50 XP

6th March 2005

0 Uploads

76 Posts

0 Threads

#2 13 years ago

hmmm hmmm




J4FswampyG

I'm too cool to Post

50 XP

3rd July 2003

0 Uploads

8 Posts

0 Threads

#3 13 years ago

Did you build a big sky box around your map if so that will slow the Vvis time down some look at this link to see how to build a good sky box http://www.student.kun.nl/rvanhoorn/Optimization.htm

Did you use any of the complex brush tool’s like arch torus cylinder tool as if you did make them func_detail and any small brushes that don’t have to be world brushes make them detail as well it will cut your compile time down a lot.

Have you put a skip brush with hint on the under side above the max height the player can get to as that will again help your Vvis time a lot.

If you have a look at this map by [STK]Ran[)omHomicide he got his compile time down from 8 hours to 2 hours by using a lot of detail brushes here is the link http://halflife2.filefront.com/file/HalfLife_2_TDM_Jordan_Map;41658 and that is a complex map.

it sounds like you have not made a lot of brushes detail that you should they will help so much.




Nick_Karstedt

gtfo

50 XP

25th May 2004

0 Uploads

26 Posts

0 Threads

#4 13 years ago

Thanks! I have a question though. When it says i should "segment" my skybox, is that in the real world, or in the "mini" skybox?




J4FswampyG

I'm too cool to Post

50 XP

3rd July 2003

0 Uploads

8 Posts

0 Threads

#5 13 years ago

That would be in your main map as the mini sky box would not affect the Vvis that much if any.




Nick_Karstedt

gtfo

50 XP

25th May 2004

0 Uploads

26 Posts

0 Threads

#6 13 years ago

thanks, buddy **It worked! It compiled all settings normal in 2 min! Last time it didnt even finish in 6 hr! Geez, thanks!




Fragger

&#949;..&#1079;

50 XP

22nd April 2002

0 Uploads

6,816 Posts

0 Threads

#7 13 years ago
henkjanhmmm hmmm

Spamming leads to banning. :uhm: