Odd compiling stuff (PortalFlow)
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Quote
Re: Odd compiling stuff (PortalFlow)
Posted by CPS on Wed Nov 24th at 5:40am 2004


When I compile everything goes very fast, except for the PortalFlow part, it goes fast to 5, then slows down ALOT and gets to 8.. then takes even longer. I think this happened after I put in the poles and overhangs. BTW I have a great computer, so the speed is not related to that.

http://img106.exs.cx/my.php?loc=img106&image=west_campus0003.jpg

Here is the compile log. (it says 20 seconds for time at the bottom, but in reality i think it was more like 15 minutes)


** Executing...
** Command: Change Directory
** Parameters: "C:Program FilesSteamSteamAppscpssourcesdk"


** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppscpssourcesdkcstrike_sample_contentmapsWest_Campus.vmf" "C:Program FilesSteamSteamAppscpssourcesdkcstrike_sample_contentmapsWest_Campus.vmf"


** Executing...
** Command: "C:Program FilesSteamSteamAppscpssourcesdkbinvbsp.exe"
** Parameters: "C:Program FilesSteamSteamAppscpssourcesdkcstrike_sample_contentmapsWest_Campus"

Valve Software - vbsp.exe (Nov 4 2004)
2 threads
materialPath: C:Program FilesSteamSteamAppscpssourcesdkcstrike_sample_contentmaterials
Loading C:Program FilesSteamSteamAppscpssourcesdkcstrike_sample_contentmapsWest_Campus.vmf
Detected multiplayer map, building linux dedicated server data
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 FilesSteamSteamAppscpssourcesdkcstrike_sample_contentmapsWest_Campus.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_dust...
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) (34923 bytes)
Building Physics collision data...
done (0) (34923 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesSteamSteamAppscpssourcesdkcstrike_sample_contentmapsWest_Campus.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "C:Program FilesSteamSteamAppscpssourcesdkbinvvis.exe"
** Parameters: "C:Program FilesSteamSteamAppscpssourcesdkcstrike_sample_contentmapsWest_Campus"

Valve Software - vvis.exe (Nov 4 2004)
2 threads
reading c:program filessteamsteamappscpssourcesdkcstrike_sample_contentmapsWest_Campus.bsp
reading c:program filessteamsteamappscpssourcesdkcstrike_sample_contentmapsWest_Campus.prt
311 portalclusters
1113 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 (599)
Optimized: 341 visible clusters (0.00%)
Total clusters visible: 83014
Average clusters visible: 266
Building PAS...
Average clusters audible: 311
visdatasize:26821 compressed from 24880
writing c:program filessteamsteamappscpssourcesdkcstrike_sample_contentmapsWest_Campus.bsp
9 minutes, 59 seconds elapsed

** Executing...
** Command: "C:Program FilesSteamSteamAppscpssourcesdkbinvrad.exe"
** Parameters: "C:Program FilesSteamSteamAppscpssourcesdkcstrike_sample_contentmapsWest_Campus"

Valve Software - vrad.exe (Nov 4 2004)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappscpssourcesdkcstrike_sample_contentmapsWest_Campus.bsp
1127 faces
259229 square feet [37328988.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1127 patches before subdivision
10841 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 211055, max 183
transfer lists: 1.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(8383, 7802, 4991)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(811, 585, 272)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(76, 42, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(10, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0153 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 1/1024 48/49152 ( 0.1%)
brushes 90/8192 1080/98304 ( 1.1%)
brushsides 772/65536 6176/524288 ( 1.2%)
planes 642/65536 12840/1310720 ( 1.0%)
vertexes 2040/65536 24480/786432 ( 3.1%)
nodes 530/65536 16960/2097152 ( 0.8%)
texinfos 56/12288 4032/884736 ( 0.5%)
texdata 7/2048 224/65536 ( 0.3%)
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 1127/65536 63112/3670016 ( 1.7%)
origfaces 383/65536 21448/3670016 ( 0.6%)
leaves 532/65536 29792/3670016 ( 0.8%)
leaffaces 1389/65536 2778/131072 ( 2.1%)
leafbrushes 213/65536 426/131072 ( 0.3%)
surfedges 7098/512000 28392/2048000 ( 1.4%)
edges 3802/256000 15208/1024000 ( 1.5%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 214/32768 2140/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3372/65536 6744/131072 ( 5.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 949936/0 ( 0.0%)
visdata [variable] 26821/16777216 ( 0.2%)
entdata [variable] 442/393216 ( 0.1%)
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] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 34923/4194304 ( 0.8%)
==== Total Win32 BSP file data space used: 1258086 bytes ====

Linux Specific Data:
physicssurface [variable] 34923/6291456 ( 0.6%)
==== Total Linux BSP file data space used: 1258086 bytes ====

Total triangle count: 3312
Writing c:program filessteamsteamappscpssourcesdkcstrike_sample_contentmapsWest_Campus.bsp
20 seconds elapsed

Thank you for any help that you can provide.





Quote
Re: Odd compiling stuff (PortalFlow)
Posted by Leperous on Wed Nov 24th at 11:08am 2004


VIS has always taken ages to run, that's to be expected. Make your geometry a bit simpler or cut out unneeded areas of skybox, perhaps...



Quote
Re: Odd compiling stuff (PortalFlow)
Posted by Nostradamus on Wed Nov 24th at 2:16pm 2004


Remember to take all small brushes that intersect with larger brushes and assign them to func_detail so that it wont cut out the large brush(in your example the poles should be assigned to func_detail).... and run vis fast until you have a final version.




Quote
Re: Odd compiling stuff (PortalFlow)
Posted by ReNo on Wed Nov 24th at 2:58pm 2004


Another benefit of making small awkward brushes into func_details is that they aren't taken into account for VIS calculations, which reduces the VIS compile time dramatically. On the other hand, it also means these brushes won't block VIS and so objects behind them will be rendered, so its always a balancing act.
[addsig]




Quote
Re: Odd compiling stuff (PortalFlow)
Posted by CPS on Wed Nov 24th at 6:26pm 2004


Turning the polls into func_details speeded it up alot, but then I guess it makes them not cast a shadow? I will also run vis fast in the future of these small compiles. The poles are only 4 sided cylinders, with cable_red texture on them, which I guess gives the illusion that they are round, because from a few feet away it looks like a pretty detailed cylinder. I have all of the poles in a vis group so I can just take those off when I want to compile fast. Thanks for the suggestions.

Edit: Shadows were a different problem, turning the poles into func_details completely fixed the long compile time.





Quote
Re: Odd compiling stuff (PortalFlow)
Posted by toxic-mapper on Wed Oct 19th at 4:53pm 2005


i did that i used skip for many brushes in one place and i did the func_detail it dident work i need more please tell me...anyway dose hint brush help if it do please tell me how to do it.




Quote
Re: Odd compiling stuff (PortalFlow)
Posted by omegaslayer on Wed Oct 19th at 7:03pm 2005


? quote:
i did that i used skip for many brushes in one place and i did the func_detail it dident work i need more please tell me...anyway dose hint brush help if it do please tell me how to do it.

GO here:
http://www.snarkpit.net/forums.php?forum=6&topic=2424&start=15
Please read this thread and let this one die, that way all yoru questions can be answered in one thread rather than two different ones.







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