Too many light styles on a face
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Quote
Re: Too many light styles on a face
Posted by Livett on Wed Jan 5th at 3:57pm 2005



** Executing...
** Command: "c:program filesvalvesteamsteamappsttevilsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsttevilcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsttevilsourcesdk_contentcstrikemapsrcalcatraz089"

Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: c:program filesvalvesteamsteamappsttevilcounter-strike sourcecstrikematerials
Loading C:Program FilesValveSteamSteamAppsttevilsourcesdk_contentcstrikemapsrcalcatraz089.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 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 224 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing C:Program FilesValveSteamSteamAppsttevilsourcesdk_contentcstrikemapsrcalcatraz089.prt...done (1)
Creating default cubemaps for env_cubemap using skybox sky_day01_09...
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 (2) (909443 bytes)
Building Physics collision data...
done (2) (909443 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesValveSteamSteamAppsttevilsourcesdk_contentcstrikemapsrcalcatraz089.bsp
26 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "c:program filesvalvesteamsteamappsttevilsourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsttevilcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsttevilsourcesdk_contentcstrikemapsrcalcatraz089"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:program filesvalvesteamsteamappsttevilsourcesdk_contentcstrikemapsrcalcatraz089.bsp
reading c:program filesvalvesteamsteamappsttevilsourcesdk_contentcstrikemapsrcalcatraz089.prt
1091 portalclusters
2532 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (11)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (66)
Optimized: 4019 visible clusters (0.00%)
Total clusters visible: 287492
Average clusters visible: 263
Building PAS...
Average clusters audible: 1035
visdatasize:254866 compressed from 314208
writing c:program filesvalvesteamsteamappsttevilsourcesdk_contentcstrikemapsrcalcatraz089.bsp
1 minute, 20 seconds elapsed

** Executing...
** Command: "c:program filesvalvesteamsteamappsttevilsourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsttevilcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsttevilsourcesdk_contentcstrikemapsrcalcatraz089"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsttevilsourcesdk_contentcstrikemapsrcalcatraz089.bsp
10718 faces
535660 square feet [77135040.00 square inches]
0 displacements
0 square feet [0.00 square inches]
10718 patches before subdivision
78732 patches after subdivision
92 direct lights
BuildFacelights: 0...1...2...3...4...5..
WARNING: Too many light styles on a face (-305,1032,24)
.
WARNING: Too many light styles on a face (-568,1224,1)

WARNING: Too many light styles on a face (-376,1208,1)

WARNING: Too many light styles on a face (-456,1096,-143)

WARNING: Too many light styles on a face (-904,904,1)

WARNING: Too many light styles on a face (-520,888,1)
6...7...8...9...10 (490)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (781)
transfers 2623320, max 252
transfer lists: 20.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(960, 937, 842)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(205, 192, 152)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(49, 45, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(12, 11, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.1790 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 251/1024 12048/49152 (24.5%)
brushes 2046/8192 24552/98304 (25.0%)
brushsides 15875/65536 127000/524288 (24.2%)
planes 3292/65536 65840/1310720 ( 5.0%)
vertexes 17702/65536 212424/786432 (27.0%)
nodes 3744/65536 119808/2097152 ( 5.7%)
texinfos 1485/12288 106920/884736 (12.1%)
texdata 65/2048 2080/65536 ( 3.2%)
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 10718/65536 600208/3670016 (16.4%)
origfaces 8279/65536 463624/3670016 (12.6%)
leaves 3996/65536 223776/3670016 ( 6.1%)
leaffaces 12943/65536 25886/131072 (19.7%)
leafbrushes 3391/65536 6782/131072 ( 5.2%)
surfedges 86940/512000 347760/2048000 (17.0%)
edges 55218/256000 220872/1024000 (21.6%)
worldlights 92/8192 8096/720896 ( 1.1%)
waterstrips 2317/32768 23170/327680 ( 7.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 39978/65536 79956/131072 (61.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 56/512 19712/180224 (10.9%)
lightdata [variable] 4910596/0 ( 0.0%)
visdata [variable] 254866/16777216 ( 1.5%)
entdata [variable] 301367/393216 (76.6%)
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] 1/37466 ( 0.0%)
pakfile [variable] 20398/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 909443/4194304 (21.7%)
==== Total Win32 BSP file data space used: 9087186 bytes ====

Linux Specific Data:
physicssurface [variable] 909443/6291456 (14.5%)
==== Total Linux BSP file data space used: 9087186 bytes ====

Total triangle count: 32335
Writing c:program filesvalvesteamsteamappsttevilsourcesdk_contentcstrikemapsrcalcatraz089.bsp
21 minutes, 26 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsttevilsourcesdk_contentcstrikemapsrcalcatraz089.bsp" "c:program filesvalvesteamsteamappsttevilcounter-strike sourcecstrikemapsalcatraz089.bsp"

What are the two problems in Red and how do I fix them?

What are the two things in Gold and how do I reduce them?

Please post any suggestions, advice or solutions.

- Chris





Quote
Re: Too many light styles on a face
Posted by Orpheus on Wed Jan 5th at 4:00pm 2005


2 questions, 2 threads.

#1 is searchable, but you may need to look in the HL1 editing forums, so... you only need to ask question #2.

#1 is definitely searchable.

[addsig]




Quote
Re: Too many light styles on a face
Posted by Rof on Wed Jan 5th at 4:20pm 2005


Water indicies I've no idea about. Obviously it's something to do with water, but what I don't know.

Entdata is simply all the data for your entities stored from the entity property dialogue in Hammer (e.g. type, name, settings, spawnflags, outputs, etc.)
The only way to reduce it is to use less entites. Incidently, you must have a lot of entites on your map to get it that high. Most of the valve maps only have about 200k of entdata, and you have 300k.




Quote
Re: Too many light styles on a face
Posted by Livett on Wed Jan 5th at 4:25pm 2005


Ok... I can cut down on my entities a bit. Also, I have absolutely no water on my map. That is why I was confused about the waterindices.

Ah... I found an answer for #1, was in HL mapping forums.

Problem was that I gave all my lights different names and different names on lights count as different styles.





Quote
Re: Too many light styles on a face
Posted by Orpheus on Wed Jan 5th at 4:34pm 2005


? quoting Livett

Ah... I found an answer for #1, was in HL mapping forums.

no, really???

[addsig]




Quote
Re: Too many light styles on a face
Posted by Livett on Wed Jan 5th at 6:57pm 2005


Yer... but not on this site, it was on a different HL mapping forum.



Quote
Re: Too many light styles on a face
Posted by Orpheus on Wed Jan 5th at 6:58pm 2005


? quoting Livett
Yer... but not on this site, it was on a different HL mapping forum.

funny, i found it.. still as long as you got the answer.

[addsig]




Quote
Re: Too many light styles on a face
Posted by Rof on Wed Jan 5th at 10:24pm 2005


Well, looking through the SDK source code, it seems that "waterindices" is somehow related to "non-face primitives".

Not really sure what those are. Maybe certain prop_static models use them? (I know prop_statics don't count as regular entities.)





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