My Map Lags SO much !!
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Quote
Re: My Map Lags SO much !!
Posted by Dark|Killer on Thu Jan 20th at 7:45pm 2005


Hi guys,

I searched in snarkpit about this, and tried all what is written, but none of them helped me, i have this map, which has an outside area and an inside area, but looking at some directions, the map LAGS alot and my FPS or Ping reaches 200 !!! I tried adding hint and skip brushes, but they didnt reduce the lag so much maby only like 5% :*(

Please help me in this, i cant let my map stay laggy, i have to fix it. And one more thing, does anyone know how to show the FPS menu in the game? what do i type in the console.

Thank you

[addsig]




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Re: My Map Lags SO much !!
Posted by Atrocity on Thu Jan 20th at 7:52pm 2005


net_graph 1 2 or 3

You need to learn how to use occulders =) [addsig]




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Re: My Map Lags SO much !!
Posted by Nickelplate on Thu Jan 20th at 7:55pm 2005


Turn any cylinders into Func_detail. Put Areaportals on all your doors. Anything that deviates too much from 90* angles is making things more complicated for BSP. Anything that is at wierd angles that is touching anything else neets to be turned into an entity or you need to put a "func_detail gasket" in between it and other brush surfaces. Everywhere two brushes touch makes a cut in at least one of the brushes. so try to keep lots of stuff the same dimensions. Also, try using NoDraw texture on surfaces that are not visible.

[addsig]



Quote
Re: My Map Lags SO much !!
Posted by $loth on Thu Jan 20th at 8:03pm 2005


? quote:
net_graph 1 2 or 3

You need to learn how to use occulders =)


Whats the console command to get the wireframe type thing which will show you everything that is being rendered?
[addsig]




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Re: My Map Lags SO much !!
Posted by Atrocity on Thu Jan 20th at 8:15pm 2005


mat_wireframe or orsomething [addsig]



Quote
Re: My Map Lags SO much !!
Posted by Rof on Thu Jan 20th at 8:34pm 2005


Use +showbudget to see which things are taking the engine the most time to draw. It's not always what you think, I've found.
[addsig]




Quote
Re: My Map Lags SO much !!
Posted by ReNo on Thu Jan 20th at 8:40pm 2005


FPS and ping are two entirely different things - ping is the time it takes to send and recieve data from the server, while FPS is your frames per second (ie. how well the map runs). Ping has very little to do with mapping, while FPS has a lot to do with mapping. Also note that you want FPS to be as HIGH as possible, not low, so 200 would be some awesome performance.
[addsig]




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Re: My Map Lags SO much !!
Posted by omegaslayer on Thu Jan 20th at 9:36pm 2005


Just read up on any HL1 tutorial (google it) that tells you how to optimize one's map, its the same basic concept.
[addsig]




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Re: My Map Lags SO much !!
Posted by $loth on Thu Jan 20th at 10:10pm 2005


Check out this tut:
http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=143

[addsig]




Quote
Re: My Map Lags SO much !!
Posted by RadiKal on Thu Jan 20th at 11:04pm 2005


to see what's causing your errors, start up the game and type the following commands in console:

sv_cheats 1 - to enable use of other commands
mat_leafvis 1 - the red box shows what leaf you're in. The engine will render any leaves visible from your current leaf.
mat_wireframe 1 - this shows the wireframe of all the objects in your map. It allows you to "see through walls" to get an idea of what's being rendered beyond what you can actually see. What you want is to minimize the amount of stuff being rendered beyond what you can actually see
+showbudget - allows you to see what type of rendering is lagging your map (world rendering, dynamic lighting, props, etc) turn off with -showbudget





Quote
Re: My Map Lags SO much !!
Posted by Dark|Killer on Fri Jan 21st at 9:38am 2005


? quoting ReNo
FPS and ping are two entirely different things - ping is the time it takes to send and recieve data from the server, while FPS is your frames per second (ie. how well the map runs). Ping has very little to do with mapping, while FPS has a lot to do with mapping. Also note that you want FPS to be as HIGH as possible, not low, so 200 would be some awesome performance.

Oh Ok Reno, but my ping was 200, so the fps was 20...even on hammer,by pressing O i can look at different directions sometimes the FPS will drop to 15...and 20...but ill try to do what nickleplate and you guyz told me, thanks for your help, ill tell you what happen when i try it.

[addsig]




Quote
Re: My Map Lags SO much !!
Posted by Dark|Killer on Fri Jan 21st at 11:19am 2005


OK....I HAVE THIS BIG PROBLEM I HATE ALOT, I have posted these images to show you how much my map LAAAGS !!! And im going to remove the areportal brushes because i have no doors here, so i dont need them.

[addsig]




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Re: My Map Lags SO much !!
Posted by Leperous on Fri Jan 21st at 11:45am 2005


Fix that damn post and we might help you...



Quote
Re: My Map Lags SO much !!
Posted by Dark|Killer on Fri Jan 21st at 12:46pm 2005


? quoting Leperous
Fix that damn post and we might help you...

Here, I fixed it

[addsig]




Quote
Re: My Map Lags SO much !!
Posted by Leperous on Fri Jan 21st at 1:04pm 2005


Right, I think the solution here is that you haven't run VIS, probably because you have a leak, though I wouldn't be surprised if you haven't clicked the 'run VIS' box... post your compile log.



Quote
Re: My Map Lags SO much !!
Posted by Dark|Killer on Fri Jan 21st at 1:15pm 2005


Here is my compile log, but i dont think that compiling it in fast should make a problem??

Becuase it takes me 3 to 4 hours to compile my map, so i cant keep compiling it when ever i add a thing to my map, so i can see it right?

___________________________________________________________________


** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvbsp.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkhl2mp_sample_content" "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_abandoned_12"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkhl2mp_sample_contentmaterials
Loading E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_abandoned_12.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...Brush 70148: WARNING, microbrush
7...8...9...10 (3)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-429.0, 263.9, 94.3)
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: Brush 56232: Brush 56231:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-431.0, 252.8, 94.1)
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: Brush 56232: Brush 56231:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-429.0, 281.9, 94.1)
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: Brush 56232: Brush 56231:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-429.0, 263.9, 94.0)
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: Brush 56232: Brush 56231:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-897.0, 217.5, 94.0)
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: Brush 56229:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-898.5, 217.5, 94.0)
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: Brush 56229:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-888.5, 217.5, 94.1)
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: Brush 56229:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-898.5, 217.5, 94.1)
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: Brush 56229:

*** Suppressing further FindPortalSide errors.... ***
ProcessBlock_Thread: 0...1...2...3...4...5...6...Brush 70148: WARNING, microbrush
7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 126 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_abandoned_12.prt...done (1)
Creating default cubemaps for env_cubemap using skybox sky_day01_06...
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.....1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1306509 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (3837091 bytes)
Static prop models/props_debris/plaster_wall002a.mdl outside the map (-393.00, 420.00, 21.00)
Placing detail props : 0...1...2...3...4...5...6...7Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
.Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
.Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
.8...9..Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
.Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Error loading studio model ""!
10
Water found with no water_lod_control entity, creating a default one.
Writing E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_abandoned_12.bsp
51 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 14

** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvvis.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkhl2mp_sample_content" -fast "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_abandoned_12"

Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
2 threads
reading e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_abandoned_12.bsp
reading e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_abandoned_12.prt
2655 portalclusters
9300 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (36)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 571337 visible clusters (0.00%)
Total clusters visible: 4685726
Average clusters visible: 1764
Building PAS...
Average clusters audible: 2389
visdatasize:1540874 compressed from 1784160
writing e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_abandoned_12.bsp
44 seconds elapsed

** Executing...
** Command: "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinvrad.exe"
** Parameters: -game "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkhl2mp_sample_content" -noextra "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_abandoned_12"

Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
[Reading texlights from 'e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinlights.rad']
[45 texlights parsed from 'e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772sourcesdkbinlights.rad']

Loading e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_abandoned_12.bsp
6626 faces
4 degenerate faces
684497 square feet [98567664.00 square inches]
91 displacements
58062 square feet [8361006.50 square inches]
6622 patches before subdivision
zero area child patch
zero area child patch
44939 patches after subdivision
219 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (150)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (138)
transfers 1019280, max 212
transfer lists: 7.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(50081, 46434, 34867)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(9536, 10188, 6721)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2237, 2492, 1399)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(595, 709, 335)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(169, 199, 78)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(50, 60, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(15, 18, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(5, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(0, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0594 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 21/1024 1008/49152 ( 2.1%)
brushes 622/8192 7464/98304 ( 7.6%)
brushsides 5696/65536 45568/524288 ( 8.7%)
planes 6930/65536 138600/1310720 (10.6%)
vertexes 16132/65536 193584/786432 (24.6%)
nodes 5898/65536 188736/2097152 ( 9.0%)
texinfos 970/12288 69840/884736 ( 7.9%)
texdata 283/2048 9056/65536 (13.8%)
dispinfos 91/0 16016/0 ( 0.0%)
disp_verts 10075/0 201500/0 ( 0.0%)
disp_tris 16640/0 33280/0 ( 0.0%)
disp_lmsamples 157554/0 157554/0 ( 0.0%)
faces 6626/65536 371056/3670016 (10.1%)
origfaces 2308/65536 129248/3670016 ( 3.5%)
leaves 5920/65536 331520/3670016 ( 9.0%)
leaffaces 7847/65536 15694/131072 (12.0%)
leafbrushes 7640/65536 15280/131072 (11.7%)
surfedges 41221/512000 164884/2048000 ( 8.1%)
edges 23141/256000 92564/1024000 ( 9.0%)
worldlights 171/8192 15048/720896 ( 2.1%)
waterstrips 714/32768 7140/327680 ( 2.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10947/65536 21894/131072 (16.7%)
cubemapsamples 31/1024 496/16384 ( 3.0%)
overlays 72/512 25344/180224 (14.1%)
lightdata [variable] 2524604/0 ( 0.0%)
visdata [variable] 1540874/16777216 ( 9.2%)
entdata [variable] 153387/393216 (39.0%)
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] 1/24504 ( 0.0%)
pakfile [variable] 337534/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 1306509/4194304 (31.1%)
==== Total Win32 BSP file data space used: 8115284 bytes ====

Linux Specific Data:
physicssurface [variable] 3837091/6291456 (61.0%)
==== Total Linux BSP file data space used: 10645866 bytes ====

Total triangle count: 18760
Writing e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_abandoned_12.bsp
5 minutes, 12 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:SteamSteamApps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_abandoned_12.bsp" "e:steamsteamapps22ca06895d6b4e3c599e83fdaeff2772half-life 2 deathmatchhl2mpmapsdm_abandoned_12.bsp"

____________________________________________________________________

[addsig]




Quote
Re: My Map Lags SO much !!
Posted by Orpheus on Fri Jan 21st at 1:16pm 2005


almost 2 damned megs download!!!

*grumbles/whines/beats head on desk/cries cause head hurts*

screw it.. no one seems even able to listen..

[addsig]




Quote
Re: My Map Lags SO much !!
Posted by TeamWolfguard on Fri Jan 21st at 1:31pm 2005


? quoting Rof
Use +showbudget to see which things are taking the engine the most time to draw. It's not always what you think, I've found.

I hear that!

I had a wall that was causing big problems. Just a wall. Nothing in it, nothing on it...

I deleted it and remade it. Problem went away.

chalked it up to general weirdness





Quote
Re: My Map Lags SO much !!
Posted by DrFrag on Fri Jan 21st at 3:19pm 2005


ProcessBlock_Thread: 0...1...2...3...4...5...6...Brush 70148: WARNING, microbrush
7...8...9...10 (3)

Well, you can delete brush 70148. Press Ctrl+Shift+G and enter the brush number, then delete it (or re-edit the offending part).

After that, replace the pictures in your third post with hyperlinks. Then perhaps someone will help you with the FindPortalSide compile errors. (I have no idea about them)





Quote
Re: My Map Lags SO much !!
Posted by ReNo on Fri Jan 21st at 3:23pm 2005


Compiling with fast VIS will not give you an accurate portrayal of your map's performance - always use a normal or full VIS compile to find out how your map runs. The FindPortalSide error is normally a side effect of a leak, but you don't have one. I guess the other suggestion would be follow the compile tool's advice - check if the suggested brush ID's are huge (there is a tool in hammer that lets you jump to a given brush ID).
[addsig]





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