Strange, compile time 8 hours
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Quote
Re: Strange, compile time 8 hours
Posted by Frissi on Wed Dec 7th at 12:28am 2005


Ive been trying to find out what it is with my map that is causing it to take 8hours to compile and then when it finishes i cant open it cause it crashes

The problem seems to be on rad side, cause it takes rad forever to finish...

Heres a error in the log :

Warning: Redundant 'frenzy/frenzy_stripe' def in 'lights.rad' AND 'D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mplights.rad'!

If im right this meens its loading two rad files and they are telling two different values of each texture... but why does it load two rad files, or am i wrong with that error ?

If there is anything else causing this error it might be the white001 texture, i use it alot and the value of it in the rad file is : "206 253 255 20"

Its scaled from 0.50 up to 2.00 all around map, (stripes in ceiling and on floor.)

I would post the log but i started compiling again and then stopped it when i noticed it would take another 8 hours and its midnight here now so,,, ill show you the log tomorrow or something.




http:www.frissi.com



Quote
Re: Strange, compile time 8 hours
Posted by Crono on Wed Dec 7th at 12:40am 2005


1)
Compile the map without rad and see if the map runs.

2)
* Warning: Duplication of texlight '***' in file '***.rad'!
As the warning suggests, you have the same texture listed twice in the ***.rad this error refers to- delete the duplicate entries.


Check that out, try the compile (both) save the log, post it up if you still have problems.



Blame it on Microsoft, God does.



Quote
Re: Strange, compile time 8 hours
Posted by Frissi on Wed Dec 7th at 2:42am 2005


One thing... what is max size and length of an mp3 sound for hl2


http:www.frissi.com



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Re: Strange, compile time 8 hours
Posted by Madedog on Wed Dec 7th at 7:20am 2005


? quote:

If there is anything else causing this error it might be the white001 texture,


This, my friend, is a lightcasting texture. Do not use it in the world unless you really have to make light coming in from the windows, such as behind a glass window. That's where it is used. Not for stripes on the floor!



HL2 tutorials 'n' stuff: http://madedog.pri.ee
217.159.236.34:27050 - CSS Server - Clean | koffer.ee



Quote
Re: Strange, compile time 8 hours
Posted by Frissi on Wed Dec 7th at 2:48pm 2005


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Heres a pic of the main arena that shows you how im using the white001 texture to lit up the map

Is it to hard for the engine ?




http:www.frissi.com



Quote
Re: Strange, compile time 8 hours
Posted by Frissi on Wed Dec 7th at 7:18pm 2005


I did compile map without rad and it worked fine, when i compile with rad it tells me 4272 direct lights !

then takes 8hours to finish

isnt 4272 lights way to many ?




http:www.frissi.com



Quote
Re: Strange, compile time 8 hours
Posted by omegaslayer on Wed Dec 7th at 7:24pm 2005


No it isnt, whats hard is for you to understand that the white001 texture isnt meant to be used on world brushes, they are meant to be used on func_brush, func_wall, func_illusioary. Plus:

? quote:
1)
Compile the map without rad and see if the map runs.

2)
* Warning: Duplication of texlight '***' in file '***.rad'!
As the warning suggests, you have the same texture listed twice in the ***.rad this error refers to- delete the duplicate entries.


Check that out, try the compile (both) save the log, post it up if you still have problems.


is a valid answer, why not actually try it! And post results. Then we can decern if there is anything else/

? quote:
One thing... what is max size and length of an mp3 sound for hl2


One question per thread, dont bring up other questions.

? quote:
? quote:

If there is anything else causing this error it might be the white001 texture,


This, my friend, is a lightcasting texture. Do not use it in the world unless you really have to make light coming in from the windows, such as behind a glass window. That's where it is used. Not for stripes on the floor!

Again this is another valid answer, once again TRY IT! Then come back here and tell us if it didn't work, not mark an answer wrong!

The moral is: We help Those who help themselves, don't expect us to do all the work FOR you, you have to actually try things and help yourself.

My suggestion:
Use a different texture than white001 texture. Then try crono's suggestion. And what part of the compile prcess is taking a long time? BSP? VIS? RAD? Do you have a leak?






Quote
Re: Strange, compile time 8 hours
Posted by Frissi on Wed Dec 7th at 8:14pm 2005


First of all, i did try everything they suggested me to do..

"I did compile map without rad and it worked fine, when i compile with rad it tells me 4272 direct lights !"

and i actually replaced a custom texture with white001 and then tried to replace white001 with a none light texture (wall texture)

I know i dont have a leak and the rad compile process is taking the long time.

btw : "what is max size and length of an mp3 sound for hl2" i was checking if that was causing my map to crash :-|




http:www.frissi.com



Quote
Re: Strange, compile time 8 hours
Posted by Crono on Wed Dec 7th at 8:36pm 2005


No the mp3 didn't crash you map.

You never said "Yeah, I ran it without rad and it ran fine" ... you need to actually mention that because I asked to help you further.

Did you even try checking for a repeating valid in the rad file? Which is the compile error, even if that's not the reason the map isn't working, it's still a problem.

You need to post your compile log instead of marking every suggested answer wrong ... (which is ridiculous anyway, because you can just mark a correct answer when you come across one and leave it at that)

Anyway, post your log. The whole log.



Blame it on Microsoft, God does.



Quote
Re: Strange, compile time 8 hours
Posted by omegaslayer on Wed Dec 7th at 8:59pm 2005


Just off of what crono said, compile the map, then when the process that takes the longest, just crt-alt-del and stop the vis/rad/bsp program that is going, then copy the compile log into the forum.
Maybe then we can actually tell you whats wrong.

And:
"and i actually replaced a custom texture with white001 and then tried to replace white001 with a none light texture (wall texture)"

So what happened? did it work?

I can also give you this:
http://developer.valvesoftware.com/wiki/Category:Material_System
That can help you create your own custom texture, maybe your doing something wrong when compiling it (the texture, not the vmf).






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Re: Strange, compile time 8 hours
Posted by ishbog on Wed Dec 7th at 9:10pm 2005


did you even tie the lights to func_illusionary or something? and make sure only the faces that point outward are the light, the rest should be nodraw.




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If animals weren't meant to be eaten, then they wouldn't be so delicious and easy to catch!

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Quote
Re: Strange, compile time 8 hours
Posted by Frissi on Wed Dec 7th at 11:41pm 2005


white001 scaled as 0.50x1.00 on many locations caused the rad to take 8hours and then crash hl2 when loading map.

Map works if i scale white001 more like 3.00x3.00

Im compiling now, and i am sure map will work... cause it only got 1000 direct lights now not 4000

Thanks everyone !




http:www.frissi.com



Quote
Re: Strange, compile time 8 hours
Posted by Frissi on Thu Dec 8th at 2:42am 2005


nope didnt work !


materialPath: D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmaterials
Loading D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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 (1) (254324 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (254324 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
6 seconds elapsed


1 threads
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.prt
865 portalclusters
3162 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Optimized: 937 visible clusters (0.00%)
Total clusters visible: 308326
Average clusters visible: 356
Building PAS...
Average clusters audible: 778
visdatasize:174255 compressed from 193760
writing d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
36 minutes, 3 seconds elapsed


[Reading texlights from 'lights.rad']
[49 texlights parsed from 'lights.rad']

Loading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
10768 faces
1230899 square feet [177249504.00 square inches]
0 displacements
0 square feet [0.00 square inches]
10768 patches before subdivision
54588 patches after subdivision
3222 direct lights
0 . .


materialPath: D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmaterials
Loading D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (1)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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) (259471 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (259471 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
7 seconds elapsed


1 threads
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.prt
836 portalclusters
3109 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Optimized: 922 visible clusters (0.00%)
Total clusters visible: 301800
Average clusters visible: 361
Building PAS...
Average clusters audible: 764
visdatasize:166339 compressed from 187264
writing d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
44 minutes, 7 seconds elapsed


[Reading texlights from 'lights.rad']
[49 texlights parsed from 'lights.rad']

Loading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
10806 faces
1372812 square feet [197684992.00 square inches]
0 displacements
0 square feet [0.00 square inches]
10806 patches before subdivision
54254 patches after subdivision
3228 direct lights
0 . . .


materialPath: D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmaterials
Loading D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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) (302103 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (302103 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
10 seconds elapsed


1 threads
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.prt
836 portalclusters
3109 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Optimized: 922 visible clusters (0.00%)
Total clusters visible: 301800
Average clusters visible: 361
Building PAS...
Average clusters audible: 764
visdatasize:166339 compressed from 187264
writing d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
50 minutes, 26 seconds elapsed


[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
11491 faces
1382179 square feet [199033888.00 square inches]
0 displacements
0 square feet [0.00 square inches]
11491 patches before subdivision
51225 patches after subdivision
1271 direct lights
0


materialPath: D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmaterials
Loading D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.prt... done (1)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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 (1) (302103 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (302103 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
17 seconds elapsed


1 threads
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.prt
836 portalclusters
3109 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Optimized: 922 visible clusters (0.00%)
Total clusters visible: 301800
Average clusters visible: 361
Building PAS...
Average clusters audible: 764
visdatasize:166339 compressed from 187264
writing d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
32 minutes, 21 seconds elapsed


[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
11491 faces
1382179 square feet [199033888.00 square inches]
0 displacements
0 square feet [0.00 square inches]
11491 patches before subdivision
51225 patches after subdivision
1271 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 transfers 2227081, max 252
transfer lists: 17.0 megs
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #1 added RGB(33178, 112036, 233226)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #2 added RGB(3185, 15532, 39979)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #3 added RGB(525, 3675, 9998)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #4 added RGB(114, 1049, 2789)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #5 added RGB(31, 319, 802)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #6 added RGB(9, 102, 237)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #7 added RGB(3, 33, 70)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #8 added RGB(1, 11, 21)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #9 added RGB(0, 3, 6)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #10 added RGB(0, 1, 2)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #11 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s)..... Done<122.5227 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 FinalLightFace Done
Ready to Finish
809 of 1254 (64% 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 24/1024 1152/49152 ( 2.3%)
brushes 806/8192 9672/98304 ( 9.8%)
brushsides 6615/65536 52920/524288 (10.1%)
planes 2960/65536 59200/1310720 ( 4.5%)
vertexes 16031/65536 192372/786432 (24.5%)
nodes 1728/65536 55296/2097152 ( 2.6%)
texinfos 1396/12288 100512/884736 (11.4%)
texdata 34/2048 1088/65536 ( 1.7%)
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 11491/65536 643496/3670016 (17.5%)
origfaces 2603/65536 145768/3670016 ( 4.0%)
leaves 1753/65536 98168/3670016 ( 2.7%)
leaffaces 13069/65536 26138/131072 (19.9%)
leafbrushes 1668/65536 3336/131072 ( 2.5%)
surfedges 60989/512000 243956/2048000 (11.9%)
edges 32328/256000 129312/1024000 (12.6%)
worldlights 1271/8192 111848/720896 (15.5%)
waterstrips 1300/32768 13000/327680 ( 4.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16653/65536 33306/131072 (25.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 129361080/0 ( 0.0%)
visdata [variable] 166339/16777216 ( 1.0%)
entdata [variable] 66722/393216 (17.0%)
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] 1/552 ( 0.2%)
pakfile [variable] 21081/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 302103/4194304 ( 7.2%)
==== Total Win32 BSP file data space used: 131837883 bytes ====

Linux Specific Data:
physicssurface [variable] 302103/6291456 ( 4.8%)
==== Total Linux BSP file data space used: 131837883 bytes ====

Total triangle count: 27608
Writing d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_test.bsp
3 hours, 3 minutes, 12 seconds elapsed




http:www.frissi.com



Quote
Re: Strange, compile time 8 hours
Posted by wil5on on Thu Dec 8th at 3:40am 2005


Looks like it would only take 3 and a half hours if you only compiled it once...


&quot;If you talk at all during this lesson, you have detention. Do you understand?&quot;
- My yr11 Economics teacher



Quote
Re: Strange, compile time 8 hours
Posted by Frissi on Thu Dec 8th at 4:50am 2005


wow that helped


http:www.frissi.com



Quote
Re: Strange, compile time 8 hours
Posted by Paladin[NL] on Thu Dec 8th at 7:33am 2005


Because you haven't tied all those white-textures brushes to a func_wall etc bsp cut's them up first like it's supposed to for later VIS calculations, then RAD starts making it's radiosity measurements and makes that huge amount of direct lights, because all those brushes with the white001 textures are cut up too by BSP, hence you get 2000-4000 direct lights.




Quote
Re: Strange, compile time 8 hours
Posted by Frissi on Thu Dec 8th at 1:32pm 2005


But i replaced all the white001 textures with a metal texture, i only have a few func_detail brushes with the texture

"lights/fluorescentcool003a value : 189 231 232 40"




http:www.frissi.com



Quote
Re: Strange, compile time 8 hours
Posted by Frissi on Thu Dec 8th at 7:36pm 2005


i forgot some brushes but i tied them into a func_wall and func_ill.. still map doesnt work...


materialPath: d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmaterials
Loading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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 (1) (256564 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (256564 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.bsp
8 seconds elapsed


1 threads
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.bsp
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.prt
865 portalclusters
3162 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . .


[Reading texlights from 'lights.rad']
[49 texlights parsed from 'lights.rad']

Loading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.bsp
No vis information, direct lighting only.
11127 faces
1385066 square feet [199449536.00 square inches]
0 displacements
0 square feet [0.00 square inches]
394 direct lights
0


materialPath: D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmaterials
Loading D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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) (256564 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (256564 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.bsp
7 seconds elapsed


1 threads
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.bsp
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.prt
865 portalclusters
3162 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 .


materialPath: D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmaterials
Loading D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (1)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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 (1) (297539 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (297539 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.bsp
9 seconds elapsed


1 threads
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.bsp
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.prt
835 portalclusters
3105 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . .


materialPath: D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmaterials
Loading D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.prt... done (1)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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 (1) (315304 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (315304 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing D:SteamSteamAppsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.bsp
9 seconds elapsed


1 threads
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.bsp
reading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.prt
738 portalclusters
2707 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Optimized: 671 visible clusters (0.00%)
Total clusters visible: 219145
Average clusters visible: 296
Building PAS...
Average clusters audible: 664
visdatasize:130895 compressed from 141696
writing d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.bsp
13 minutes, 59 seconds elapsed


[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.bsp
11745 faces
1388441 square feet [199935600.00 square inches]
0 displacements
0 square feet [0.00 square inches]
11745 patches before subdivision
56763 patches after subdivision
1264 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 transfers 2406814, max 251
transfer lists: 18.4 megs
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #1 added RGB(38129, 121586, 245049)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #2 added RGB(3866, 17842, 42667)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #3 added RGB(734, 4526, 10921)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #4 added RGB(182, 1326, 3057)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #5 added RGB(57, 422, 893)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #6 added RGB(19, 137, 265)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #7 added RGB(7, 46, 80)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #8 added RGB(2, 15, 24)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #9 added RGB(1, 5, 7)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #10 added RGB(0, 2, 2)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #11 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s)..... Done<99.5346 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 FinalLightFace Done
Ready to Finish
701 of 1247 (56% 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 99/1024 4752/49152 ( 9.7%)
brushes 802/8192 9624/98304 ( 9.8%)
brushsides 6559/65536 52472/524288 (10.0%)
planes 3040/65536 60800/1310720 ( 4.6%)
vertexes 16100/65536 193200/786432 (24.6%)
nodes 2400/65536 76800/2097152 ( 3.7%)
texinfos 1495/12288 107640/884736 (12.2%)
texdata 33/2048 1056/65536 ( 1.6%)
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 11745/65536 657720/3670016 (17.9%)
origfaces 2756/65536 154336/3670016 ( 4.2%)
leaves 2500/65536 140000/3670016 ( 3.8%)
leaffaces 13680/65536 27360/131072 (20.9%)
leafbrushes 1504/65536 3008/131072 ( 2.3%)
surfedges 62805/512000 251220/2048000 (12.3%)
edges 33184/256000 132736/1024000 (13.0%)
worldlights 1264/8192 111232/720896 (15.4%)
waterstrips 1316/32768 13160/327680 ( 4.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16728/65536 33456/131072 (25.5%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 129628128/0 ( 0.0%)
visdata [variable] 130895/16777216 ( 0.8%)
entdata [variable] 79254/393216 (20.2%)
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] 1/554 ( 0.2%)
pakfile [variable] 21069/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 315304/4194304 ( 7.5%)
==== Total Win32 BSP file data space used: 132205240 bytes ====

Linux Specific Data:
physicssurface [variable] 315304/6291456 ( 5.0%)
==== Total Linux BSP file data space used: 132205240 bytes ====

Total triangle count: 28304
Writing d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.bsp
2 hours, 26 minutes, 5 seconds elapsed




http:www.frissi.com



Quote
Re: Strange, compile time 8 hours
Posted by wil5on on Thu Dec 8th at 9:15pm 2005


How are you compiling it? If you have a batch file, post it here.


&quot;If you talk at all during this lesson, you have detention. Do you understand?&quot;
- My yr11 Economics teacher



Quote
Re: Strange, compile time 8 hours
Posted by Frissi on Thu Dec 8th at 10:24pm 2005


Ive compiled it through "batch compiler" and hammer, when i compile other maps it works fine.


http:www.frissi.com




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