Posted by tokingmonkey on Fri May 19th at 1:55pm 2006
i have been involved in a group creating a cs:s level of our university. we've run into some big problems with the level (we're all noobs btw) and have been checking this forum on numerous occasions on ways to fix stuff, you've all been really helpful
we are stuck with one really big problem in our level, where if you move to certain areas of the map things dissapear or are blurry etc. basically i suspect it is something to do with the VIS thingy but i'm not so sure. we also suspect leaks in the map could be one of the problems.
anyway i'm posting a link for downloading our vmf file. if any of you have the time it'd be greatly appreciated and you'd be credited in a university project! don't expect much from the level tho it's nothing special....
thanks for any help you guys might provide
http://www.yousendit.com/transfer.php?action=download&ufid=767E74B22E7EA69E
Posted by Juim on Fri May 19th at 3:32pm 2006
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Posted by Naklajat on Fri May 19th at 4:41pm 2006
My first suggestion is to raise the grid size (with the "]" button, "[" lowers it) and seal off the interior, then get rid of the 104809x1860x3583 unit box around it. A box around your level is a bad way to fix leaks, because VIS then has to compile everything outside your level. You also have a lot of intersecting brushes, which make the compile take longer and hurt the maps performance.
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Posted by Dark_Kilauea on Fri May 19th at 8:52pm 2006
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Posted by tokingmonkey on Sat May 20th at 8:50am 2006
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
hey againi recently made some adjustments to the level, adding some stairs/ramps on the side and moving a region on to the other side of the map. i also deleted the box which surrounded the level as a cheap way to stop leaks. now the damn thing compiles fine but when i run it, halfway through loading it crashes ("hl2 has to shut down" msg). the compile log for this version is listed below.
==========================================================
** Executing...
** Command: "c:program filesvalvesteamsteamappsryangiggs11sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsryangiggs11counter-strike sourcecstrike" "C:Documents and SettingsCris Voldum.CRISDesktopCounterIT stuffde_CounterIT_test"
Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsryangiggs11counter-strike sourcecstrikematerials
Loading C:Documents and SettingsCris Voldum.CRISDesktopCounterIT stuffde_CounterIT_test.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
**** leaked ****
Entity prop_physics (1187.10 145.77 382.91) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, -512.0, 294.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4705.5, 0.0, 294.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4275.0, 0.0, 294.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4177.5, 0.0, 294.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0, 0.0, 294.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0, -2048.0, 294.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5120.0, -1536.0, 294.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, -1536.0, 294.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 348 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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 (1) (966542 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (966542 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2647 texinfos to 1600
Reduced 15 texdatas to 14 (472 bytes to 420)
Writing C:Documents and SettingsCris Voldum.CRISDesktopCounterIT stuffde_CounterIT_test.bsp
10 seconds elapsed
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: "c:program filesvalvesteamsteamappsryangiggs11sourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsryangiggs11counter-strike sourcecstrike" "C:Documents and SettingsCris Voldum.CRISDesktopCounterIT stuffde_CounterIT_test"
Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:documents and settingscris voldum.crisdesktopcounterit stuffde_CounterIT_test.bsp
reading c:documents and settingscris voldum.crisdesktopcounterit stuffde_CounterIT_test.prt
LoadPortals: couldn't read c:documents and settingscris voldum.crisdesktopcounterit stuffde_CounterIT_test.prt
** Executing...
** Command: "c:program filesvalvesteamsteamappsryangiggs11sourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsryangiggs11counter-strike sourcecstrike" "C:Documents and SettingsCris Voldum.CRISDesktopCounterIT stuffde_CounterIT_test"
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:documents and settingscris voldum.crisdesktopcounterit stuffde_CounterIT_test.bsp
No vis information, direct lighting only.
17342 faces
15 degenerate faces
1316066 square feet [189513600.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.1334 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 476/1024 22848/49152 (46.5%)
brushes 2317/8192 27804/98304 (28.3%)
brushsides 14574/65536 116592/524288 (22.2%)
planes 5132/65536 102640/1310720 ( 7.8%)
vertexes 32231/65536 386772/786432 (49.2%)
nodes 11104/65536 355328/2097152 (16.9%)
texinfos 1600/12288 115200/884736 (13.0%)
texdata 14/2048 448/65536 ( 0.7%)
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 17342/65536 971152/3670016 (26.5%)
origfaces 7606/65536 425936/3670016 (11.6%)
leaves 11581/65536 370592/2097152 (17.7%)
leaffaces 27141/65536 54282/131072 (41.4%)
leafbrushes 8078/65536 16156/131072 (12.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 117318/512000 469272/2048000 (22.9%)
edges 69620/256000 278480/1024000 (27.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 2303/32768 23030/327680 ( 7.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 36252/65536 72504/131072 (55.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4323276/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 352157/393216 (89.6%) VERY FULL!
LDR leaf ambient 11581/65536 277944/1572864 (17.7%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 14879/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 966542/4194304 (23.0%)
==== Total Win32 BSP file data space used: 9743852 bytes ====
Linux Specific Data:
physicssurface [variable] 966542/6291456 (15.4%)
==== Total Linux BSP file data space used: 9743852 bytes ====
Total triangle count: 51989
Writing c:documents and settingscris voldum.crisdesktopcounterit stuffde_CounterIT_test.bsp
15 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsCris Voldum.CRISDesktopCounterIT stuffde_CounterIT_test.bsp" "c:program filesvalvesteamsteamappsryangiggs11counter-strike sourcecstrikemapsde_CounterIT_test.bsp"
==========================================================
what i did after that was delete most of the stuff in the level: the decals, the physics props, the doors, and most painful of all was deleting all the glass. after doing all this it started to run again and load fine in css but the graphical glitch which is so insanely annoying is still present. the compile log for this less-extravagant version is below.
=============================================================
** Executing...
** Command: "c:program filesvalvesteamsteamappsryangiggs11sourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsryangiggs11counter-strike sourcecstrike" "C:Documents and SettingsCris Voldum.CRISDesktopCounterIT stuffde_CounterIT_test_noglass"
Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:program filesvalvesteamsteamappsryangiggs11counter-strike sourcecstrikematerials
Loading C:Documents and SettingsCris Voldum.CRISDesktopCounterIT stuffde_CounterIT_test_noglass.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 340 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing C:Documents and SettingsCris Voldum.CRISDesktopCounterIT stuffde_CounterIT_test_noglass.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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 (1) (703538 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (703538 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1584 texinfos to 1273
Reduced 16 texdatas to 15 (501 bytes to 441)
Writing C:Documents and SettingsCris Voldum.CRISDesktopCounterIT stuffde_CounterIT_test_noglass.bsp
11 seconds elapsed
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: "c:program filesvalvesteamsteamappsryangiggs11sourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsryangiggs11counter-strike sourcecstrike" "C:Documents and SettingsCris Voldum.CRISDesktopCounterIT stuffde_CounterIT_test_noglass"
Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:documents and settingscris voldum.crisdesktopcounterit stuffde_CounterIT_test_noglass.bsp
reading c:documents and settingscris voldum.crisdesktopcounterit stuffde_CounterIT_test_noglass.prt
4867 portalclusters
20936 numportals
Leaf 4371 (portal 17851) with too many portals. Use vbsp -glview to compile, then glview -portal -portalhighlight X or -leafhighlight L to view the problem.
** Executing...
** Command: "c:program filesvalvesteamsteamappsryangiggs11sourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsryangiggs11counter-strike sourcecstrike" "C:Documents and SettingsCris Voldum.CRISDesktopCounterIT stuffde_CounterIT_test_noglass"
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:documents and settingscris voldum.crisdesktopcounterit stuffde_CounterIT_test_noglass.bsp
No vis information, direct lighting only.
18054 faces
15 degenerate faces
2151053 square feet [309751712.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.2183 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 1847/8192 22164/98304 (22.5%)
brushsides 11392/65536 91136/524288 (17.4%)
planes 3930/65536 78600/1310720 ( 6.0%)
vertexes 41703/65536 500436/786432 (63.6%)
nodes 8456/65536 270592/2097152 (12.9%)
texinfos 1273/12288 91656/884736 (10.4%)
texdata 15/2048 480/65536 ( 0.7%)
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 18054/65536 1011024/3670016 (27.5%)
origfaces 7004/65536 392224/3670016 (10.7%)
leaves 8462/65536 270784/2097152 (12.9%)
leaffaces 27654/65536 55308/131072 (42.2%)
leafbrushes 7671/65536 15342/131072 (11.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 118197/512000 472788/2048000 (23.1%)
edges 68045/256000 272180/1024000 (26.6%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 2346/32768 23460/327680 ( 7.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 36492/65536 72984/131072 (55.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6500692/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 2125/393216 ( 0.5%)
LDR leaf ambient 8462/65536 203088/1572864 (12.9%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 14887/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 703538/4194304 (16.8%)
==== Total Win32 BSP file data space used: 11065746 bytes ====
Linux Specific Data:
physicssurface [variable] 703538/6291456 (11.2%)
==== Total Linux BSP file data space used: 11065746 bytes ====
Total triangle count: 53842
Writing c:documents and settingscris voldum.crisdesktopcounterit stuffde_CounterIT_test_noglass.bsp
14 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsCris Voldum.CRISDesktopCounterIT stuffde_CounterIT_test_noglass.bsp" "c:program filesvalvesteamsteamappsryangiggs11counter-strike sourcecstrikemapsde_CounterIT_test_noglass.bsp"
=========================================================
i got a screenshot of the problem with the graphics. it seems like brushes simply dissapear. the blur is as if they are all gone and you see through levels/to the outside.
Posted by fishy on Sat May 20th at 10:55am 2006
as portals are all about what can be seen from where, i reckon the compile log is giving you some good advice here.
Posted by Orpheus on Sat May 20th at 11:20am 2006
I concur.
Reno asked you not to post editing questions in the General forums so you move them to Maps.
Lets seriously try to locate the Editing forums next time. ![]()
Those pesky green boxes were put there for a reason. Consider this the last warning.
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The best things in life, aren't things.
Posted by tokingmonkey on Sun May 21st at 1:08pm 2006
but anyway about the leaf nodes and stuff. i don't really get what that all means. initially i thought the problem was due to the fact that our map is basically one really large room (5 floors) with office areas on the side so somehow when you are at either end of the large room the thing would have to compute everything in the whole map due to the VIS thingy. as you can see my terminology is terrible because i haven't quite got a grasp on all the stuff yet..also i read up on the hint/skip brushes thing but i also saw on some sites that if you want to use those you have to use ZHLT compile tools, not hammer's built in ones and we can't get that working because it's only for .map files or something?..
Posted by Pvt.Scythe on Sun May 21st at 1:28pm 2006
Pvt.Scythe
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Location: Finland

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Dystopia - Empires
Posted by tokingmonkey on Sun May 21st at 1:38pm 2006
is there any way to move this post to the map-editting section? sorry abt the mistake but was kinda in a hurry and i had no idea i was putting it in the wrong area
just wondering, do you know why it is that after i added some stuff to the level, it compiled fine but then when loading in css it crashes halfway through the load screen?
also some of the stuff i have is func_detail and i've read somewhere that that should not be outside (or on the border acting as a wall) of the level. the problem is that a lot of the stuff is grouped together (almost all the brushes that are the walls of the level) and one or a few of them are func_detail because i can find them in the entity report thing. the problem i have is when i press "Go to" it will select the entire group. when i try ungrouping it it simply won't ungroup. when i press on them again it groups all the stuff again so i can't figure out which one is func_detail. and then even when i do, how do i just make it an ordinary brush without this func anymore?
Posted by Elon Yariv on Sun May 21st at 4:40pm 2006

Posted by tokingmonkey on Mon May 22nd at 10:35am 2006
fixed the leaks in the map. now it takes a long time to compile (unless i don't run VIS) but it finishes fine.
the main problem we have now is that the map crashes while loading. abt halfway through the loadscreen css shuts down.
any ideas?
i'm posting the compile log and a copy of this problematic version for anyone who has any idea. any help would be extremely appreciated!
** Executing...
** Command: "c:gamessteamsteamappsbord3pc2sourcesdkbinvbsp.exe"
** Parameters: -game "c:gamessteamsteamappsbord3pc2counter-strike sourcecstrike" "C:Documents and SettingsTEMPDesktopbjarne sucksde_CounterIT_fixofficeandstairs"
Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:gamessteamsteamappsbord3pc2counter-strike sourcecstrikematerials
Loading C:Documents and SettingsTEMPDesktopbjarne sucksde_CounterIT_fixofficeandstairs.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing C:Documents and SettingsTEMPDesktopbjarne sucksde_CounterIT_fixofficeandstairs.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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 (1) (833137 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (833137 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2294 texinfos to 1265
Reduced 16 texdatas to 15 (504 bytes to 438)
Writing C:Documents and SettingsTEMPDesktopbjarne sucksde_CounterIT_fixofficeandstairs.bsp
18 seconds elapsed
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: "c:gamessteamsteamappsbord3pc2sourcesdkbinvrad.exe"
** Parameters: -game "c:gamessteamsteamappsbord3pc2counter-strike sourcecstrike" "C:Documents and SettingsTEMPDesktopbjarne sucksde_CounterIT_fixofficeandstairs"
Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:documents and settingstempdesktopbjarne sucksde_CounterIT_fixofficeandstairs.bsp
No vis information, direct lighting only.
15373 faces
14 degenerate faces
704606 square feet [101463376.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0988 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 414/1024 19872/49152 (40.4%)
brushes 1987/8192 23844/98304 (24.3%)
brushsides 12494/65536 99952/524288 (19.1%)
planes 4480/65536 89600/1310720 ( 6.8%)
vertexes 37462/65536 449544/786432 (57.2%)
nodes 10655/65536 340960/2097152 (16.3%)
texinfos 1265/12288 91080/884736 (10.3%)
texdata 15/2048 480/65536 ( 0.7%)
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 15373/65536 860888/3670016 (23.5%)
origfaces 5942/65536 332752/3670016 ( 9.1%)
leaves 11070/65536 354240/2097152 (16.9%)
leaffaces 18288/65536 36576/131072 (27.9%)
leafbrushes 6123/65536 12246/131072 ( 9.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 99992/512000 399968/2048000 (19.5%)
edges 59108/256000 236432/1024000 (23.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1857/32768 18570/327680 ( 5.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27867/65536 55734/131072 (42.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2720688/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 319133/393216 (81.2%) VERY FULL!
LDR leaf ambient 11070/65536 265680/1572864 (16.9%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 14893/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 833137/4194304 (19.9%)
==== Total Win32 BSP file data space used: 7576287 bytes ====
Linux Specific Data:
physicssurface [variable] 833137/6291456 (13.2%)
==== Total Linux BSP file data space used: 7576287 bytes ====
Total triangle count: 45283
Writing c:documents and settingstempdesktopbjarne sucksde_CounterIT_fixofficeandstairs.bsp
14 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:Documents and SettingsTEMPDesktopbjarne sucksde_CounterIT_fixofficeandstairs.bsp" "c:gamessteamsteamappsbord3pc2counter-strike sourcecstrikemapsde_CounterIT_fixofficeandstairs.bsp"
http://www.yousendit.com/transfer.php?action=download&ufid=91C08D66094C87D8
Posted by fishy on Mon May 22nd at 4:17pm 2006
all of your stairs, all of the rails that surround the sheets of glass, in fact anything that doesn't contribute to sealing of or shielding large areas, should be made into func_details. most of the glass should be func_detail too. only have the glass that needs to be broken for gameplay reasons as breakable.
that should help with vis taking a long time. atm, it would take hours and hours to figure out that the rails, stairs, thin bits and pieces, etc aren't blocking anything.
having all of the prop_physics set to 'start asleep' (flags tab of the property dialogue box) helps to reduce strain on the engine/cpu on mapload. it might not cure whatever is causing your map not to load, but it's a start in the right direction.
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