Strange, compile time 8 hours
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Re: Strange, compile time 8 hours
Posted by omegaslayer on Fri Dec 9th at 1:54am 2005


Have you used the replace texture tool? Because you said you left a few out. That in its self could be the problem. Use that tool and then compile.

1 other thing, func_detail wont work if you have the white001 texture on it, func_detail is merely a special brush that doesnt seal the world, nor will it cut vis or split faces. You actually have to use func_wall or func_brush or func_illusionary as the ent that has the white001 texture on it

edit:also it looks liek your posting 2 compile logs, only post 1. And:
11745 faces
1388441 square feet [199935600.00 square inches]
is way too high (Like you said). I would recomend replacing all light emitting textures with something that doesnt emit light (They hardly work in HL2 anyways, best to use light_spots over where you want light to come from instead)

Also go to entity report and tell us how many light ents you have.







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Re: Strange, compile time 8 hours
Posted by Frissi on Fri Dec 9th at 3:28am 2005


Thanks, i did use the replace texture tool... ive started copy pasting parts of map into a "new map"

Now all brushes with light textures are func ill....

Im going to take small steps in sopy pasting from map and hopefully that will work




http:www.frissi.com



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Re: Strange, compile time 8 hours
Posted by Paladin[NL] on Fri Dec 9th at 7:33am 2005


Interesting thing here:

Loading d:steamsteamappsfrissihl@hotmail.comhalf-life 2 deathmatchhl2mpmapsrcgoldstar_arena_11.bsp

No vis information, direct lighting only.
11127 faces

apparently, VIS is not getting any data...can't see a leak in the log though. Another thing I sometimes do is, details that are against the wall, like metal stuff etc I tie that to func_wall so that it doesn't cut in the world brushes and saves some other awkward triangles.




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Re: Strange, compile time 8 hours
Posted by Captain P on Fri Dec 9th at 11:40am 2005


Uhm, since this is the HL2 board, you should use func_detail, no func_wall...

And from looking at that log, it seems you're running one of the compile programs 3 times. You really need to fix up your batch file. All you need to run is hlbsp, hlvis and hlrad, all just once. This section in the Valve wiki should be of help to you: http://developer.valvesoftware.com/wiki/Map_Compiling_Theory.







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Re: Strange, compile time 8 hours
Posted by omegaslayer on Fri Dec 9th at 6:26pm 2005


? quote:
Uhm, since this is the HL2 board, you should use func_detail, not func_wall...

When using the texture white001 on a brush you want to use func_wall, func_illusionary, or func_brush. Because white001 texture cant be a part of the world (and func_detail is considered as part of it, only it doesnt cut vis, or close the world off). Otherwise you WOULD want to use use func_detail for everything else, just not on a brush with the texture white001.

Paladin also raises a good point. Why not try just using hammer's compile GUI (press F9). I merely use this for test compiling, which is what your doing by the sound of it.






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Re: Strange, compile time 8 hours
Posted by Frissi on Fri Dec 9th at 6:47pm 2005


Hmmmm.....

didnt notice the direct lights only in the log Ill check this out thanks !

Also i did use hammer compile, didnt work by compiling with hammer.

ive started copy pasting small sections of the map to a "new map" hoping that will work




http:www.frissi.com



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Re: Strange, compile time 8 hours
Posted by Paladin[NL] on Mon Dec 12th at 8:21am 2005


? quote:
Uhm, since this is the HL2 board, you should use func_detail, no func_wall... <img class="smiley" src="images/smiles/icon_wink.gif"></P> <P>And from looking at that log, it seems you're running one of the compile programs 3 times. You really need to fix up your batch file. All you need to run is hlbsp, hlvis and hlrad, all just once. This section in the Valve wiki should be of help to you: <A href="http://developer.valvesoftware.com/wiki/Map_Compiling_Theory">http://developer.valvesoftware.com/wiki/Map_Compiling_Theory</A>.</P>


Fact is that func_detail cut's in the other brushes and func_wall doesn't. So that's why I said to use func_wall, all those white textures brushes would then stay intact and save probably hundreds of triangles that otherwise would have to cast light on their own.




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Re: Strange, compile time 8 hours
Posted by Frissi on Sun Dec 18th at 11:32am 2005


Okey, this is strange...

Ive removed all textures that lit up, i have 17direct lights no leak and no error...

Yet, when i compile the compile says direct lights only (no vis information) ive got an light_enviroment

Also after compile through Hammer compile and Batch file compile the bsp is 128mb's




http:www.frissi.com



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Re: Strange, compile time 8 hours
Posted by Damic on Sun Dec 18th at 7:51pm 2005


WTF that waaaaay to big :o<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>


Thx in advantage




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