textinfos & waterindices very full
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Re: textinfos & waterindices very full
Posted by BigMaKK on Thu Sep 8th at 12:05pm 2005


when I compile my map for hl2dm once compiled, near the end of the compile process window there is a review of the amount of brushs, entities etc that have been used, and warns you when anything is getting "too full". Well my waterindices and textinfos have reached "VERY FULL" and even though the compile was a success no change is made to the map when I load it up, I fear this may be the problem.

Could somebody please tell me what waterindices and textinfos represent and how should keep them to a minimum

to help, I havent started compiling my map with vis yet (takes too long to compile each time i want to test) there is no water in it, and the map is a crescent with about 20-30 houses in it, 5 originals which I have copied and pasted several times (only some are acessable)

cheers





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Re: textinfos & waterindices very full
Posted by Crono on Thu Sep 8th at 12:22pm 2005


I believe textinfos is related to cubemaps ... in any case, even if that isn't so, at the very least, compile with fast vis and see how it effects those values.


Blame it on Microsoft, God does.



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Re: textinfos & waterindices very full
Posted by RedWood on Wed Jan 24th at 6:27am 2007


I'm havening the same issue. Well not quite. My compile log states my waterindices are at 27%. There is no water in my map (yet). does anyone know what causes this and if it causes any problems. Reflective textures, sky box, what?



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Re: textinfos & waterindices very full
Posted by omegaslayer on Wed Jan 24th at 5:18pm 2007


? quote:
I'm havening the same issue. Well not quite. My compile log states my waterindices are at 27%. There is no water in my map (yet). does anyone know what causes this and if it causes any problems. Reflective textures, sky box, what?

Waterindicies have nothing to do with water. How can I put this to someone who probably hasn't studied engine code....

Okay in hammer do you recall ever seeing faces of brushes you shoudlnt have? Like the nodraw face thats in-between two brushes? Well you do because hammer's rendering is in real time, and it doesnt have time to patch up these waterindicies. Waterindicies are the extra calculations needed to "patch up" the cracks where brushes meet. When you reach the compiler limit you start seeing these cracks in your level that when you look into them you see a hall of mirrors effect (HoM). Very annoying.

A quote from the VERC collective:

? quote:
These are indices that are stored to represent various tessellations that vbsp does. When they were first created they were only used to subdivide water meshes (that's why they are often referred to as water indices). In HL2, they are only used to fix cracks in the world. Normally each face is fan-tessellated, so no indices are stored, but with several t-junctions on the face's edges this is often not possible and a separate tessellation is generated and stored.


I hate to tell you, but there isn't any real way to solve this. It merely means you have a very large and brush (world brushes) complex map. Turnign stuff to func_detail wont work because func_detail is considered part of the "world brushes". They only thing you can do is reduce the # of brushes you have in your map and turn a lot of stuff into models.






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Re: textinfos & waterindices very full
Posted by RedWood on Thu Jan 25th at 2:15am 2007


Thanks for the info. I had to read it twice but at least i understand now.

? quote:
The only thing you can do is
reduce the # of brushes you have in your map and turn a lot of stuff
into models.


In the end don't models cost more, system wise, to run? So really, I'm just screwed <img src=" SRC="images/smiles/icon_lol.gif"> (not really, just don't go over 100% in the waterindices)




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Re: textinfos & waterindices very full
Posted by omegaslayer on Thu Jan 25th at 2:44am 2007


? quote:
In the end don't models cost more, system wise, to run? So really, I'm just screwed (not really, just don't go over 100% in the waterindices)


No, models are MUCH cheaper. Models are stored on your video card's memory. Generally models will always be fatser to render than world brushes for that reason. Problem is, using models is limited because you cant change them as easily as world brushes.






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Re: textinfos & waterindices very full
Posted by Stadric on Thu Jan 25th at 2:48am 2007


Rendering a model in Source is very easy compared to rendering the same thing made out of brushes, but the collisions are harder for the models. So it really depends on what you're using it for.


Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying



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Re: textinfos & waterindices very full
Posted by fishy on Thu Jan 25th at 2:58am 2007


if you could use complex brushes anywhere, instead of a combination of smaller primitives, that would help a little. vertex manipulation to create complex brushes is a lot buggier than it used to be, so isn't a great option.


i eat paint



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Re: textinfos & waterindices very full
Posted by RedWood on Thu Jan 25th at 3:15am 2007


<img src=" SRC="images/smiles/wtf.gif"> Ok, guess i was wrong. I could have sworn things i have read said props are costly. Looks like I'll be looking up how to create my own models now.




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