Oh Dear, Here's My Tale of Woe

Oh Dear, Here's My Tale of Woe

Re: Oh Dear, Here's My Tale of Woe Posted by Jackal on Sat Apr 17th 2010 at 12:31am
Jackal
2 posts
Posted 2010-04-17 12:31am
Jackal
member
2 posts 0 snarkmarks Registered: Apr 16th 2010
Engine: Episode 1
Game: HL2 Deathmatch

First Compile (after updating the file name to beta2)
That bsp didn't go through.

After cordoning off the part of the map I was focusing on, compile went fine.
materialPath: c:\program files\steam\steamapps\-----\half-life 2 deathmatch\hl2mp\materials
Loading C:\Users\-----\Documents\Deimos\copy\deimos_beta2.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\-----\Documents\Deimos\copy\deimos_beta2.prt...done (2)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
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) (1053542 bytes)
Error! prop_static using model "models/props_c17/chair_stool01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/chair_stool01a.mdl"!
Error! prop_static using model "./models/props_wasteland/kitchen_counter001c.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "./models/props_wasteland/kitchen_counter001c.mdl"!
Error! prop_static using model "./models/props_wasteland/kitchen_counter001d.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "./models/props_wasteland/kitchen_counter001d.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8110 texinfos to 4044
Reduced 45 texdatas to 40 (1119 bytes to 941)
Writing C:\Users\-----\Documents\Deimos\copy\deimos_beta2.bsp
19 seconds elapsed

2 threads
reading c:\users\-----\documents\deimos\copy\deimos_beta2.bsp
reading c:\users\-----\documents\deimos\copy\deimos_beta2.prt
3897 portalclusters
16511 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 1056390 visible clusters (0.00%)
Total clusters visible: 5691661
Average clusters visible: 1460
Building PAS...
Average clusters audible: 3802
visdatasize:2869103  compressed from 3803472
writing c:\users\-----\documents\deimos\copy\deimos_beta2.bsp
1 minute, 8 seconds elapsed

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

Loading c:\users\-----\documents\deimos\copy\deimos_beta2.bsp
11970 faces
78 degenerate faces
229158 square feet [32998834.00 square inches]
0 displacements
0 square feet [0.00 square inches]
11892 patches before subdivision
24602 patches after subdivision
145 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 8686542, max 2188
transfer lists:  66.3 megs
0...1...2...3...4...5...6...7...8...9...10    Bounce #1 added RGB(43001, 28487, 8726)
0...1...2...3...4...5...6...7...8...9...10    Bounce #2 added RGB(5330, 2786, 612)
0...1...2...3...4...5...6...7...8...9...10    Bounce #3 added RGB(894, 354, 48)
0...1...2...3...4...5...6...7...8...9...10    Bounce #4 added RGB(154, 47, 5)
0...1...2...3...4...5...6...7...8...9...10    Bounce #5 added RGB(35, 7, 0)
0...1...2...3...4...5...6...7...8...9...10    Bounce #6 added RGB(8, 1, 0)
0...1...2...3...4...5...6...7...8...9...10    Bounce #7 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10    Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0162 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  22/1024         1056/49152    ( 2.1%)
brushes               2914/8192        34968/98304    (35.6%)
brushsides           24541/65536      196328/524288   (37.4%)
planes               19164/65536      383280/1310720  (29.2%)
vertexes             26484/65536      317808/786432   (40.4%)
nodes                 6532/65536      209024/2097152  (10.0%)
texinfos              4044/12288      291168/884736   (32.9%)
texdata                 40/2048         1280/65536    ( 2.0%)
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                11970/65536      670320/3670016  (18.3%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             8599/65536      481544/3670016  (13.1%)
leaves                6555/65536      209760/2097152  (10.0%)
leaffaces            14193/65536       28386/131072   (21.7%)
leafbrushes           5358/65536       10716/131072   ( 8.2%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            93487/512000     373948/2048000  (18.3%)
edges                54649/256000     218596/1024000  (21.3%)
LDR worldlights        145/8192        12760/720896   ( 1.8%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
waterstrips            955/32768        9550/327680   ( 2.9%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         15891/65536       31782/131072   (24.2%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      810224/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     2869103/16777216 (17.1%)
entdata               [variable]       95552/393216   (24.3%)
LDR leaf ambient      6555/65536      157320/1572864  (10.0%)
HDR leaf ambient         0/65536           0/1572864  ( 0.0%)
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]           1/2506     ( 0.0%)
pakfile               [variable]       20720/0        ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics               [variable]     1053542/4194304  (25.1%)
==== Total Win32 BSP file data space used: 8488753 bytes ====

Total triangle count: 34810
Writing c:\users\-----\documents\deimos\copy\deimos_beta2.bsp
1 minute, 35 seconds elapsed
Finally, when expanded to the whole thing, compile went through but the map looks like it didn't compile. The dimensions are the same as the cordon setup but not all the textures show. I move around and some of the textures show up while others go away.
It floods the console with:

warning: Vis decompression overrun

Map largish, but not terribly so. I've seen bigger. Haven't gotten down to the gritty detailing of the map yet.

[code]materialPath: c:\program files\steam\steamapps\-----\half-life 2 deathmatch\hl2mp\materials
Loading C:\Users\-----\Documents\Deimos\copy\deimos_beta2.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 1050 detail faces...done (3)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (28)
writing C:\Users\-----\Documents\Deimos\copy\deimos_beta2.prt...done (5)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
MAX_MAP_BRUSHSIDES

2 threads
reading c:\users\-----\documents\deimos\copy\deimos_beta2.bsp
reading c:\users\-----\documents\deimos\copy\deimos_beta2.prt
7398 portalclusters
29526 numportals
0...1...2...3...4...5...6...7...8...9...10WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 2754303 visible clusters (0.00%)
Total clusters visible: 21071076
Average clusters visible: 2848
Building PAS...
Average clusters audible: 5825
visdatasize:9368125 compressed from 13730688
writing c:\users\-----\documents\deimos\copy\deimos_beta2.bsp
5 minutes, 41 seconds elapsed

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

Loading c:\users\-----\documents\deimos\copy\deimos_beta2.bsp
11970 faces
78 degenerate faces
229158 square feet [32998834.00 square inches]
0 displacements
0 square feet [0.00 square inches]
11892 patches before subdivision
24602 patches after subdivision
145 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3470998, max 1134
transfer lists: 26.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(20872, 14272, 4335)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1916, 1058, 226)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(334, 135, 18)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(55, 16, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(16, 3, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(5, 0, 0)
0...1...2.
Re: Oh Dear, Here's My Tale of Woe Posted by Le Chief on Sat Apr 17th 2010 at 3:17am
Le Chief
2605 posts
Posted 2010-04-17 3:17am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
The error is pretty self explanatory:

MAX_MAP_BRUSHSIDES

Here is some info on the error.

Basically you have too many bsp surfaces (brush faces) in your map. I'm pretty sure surfaces textured with nodraw count towards the MAX_MAP_BRUSHSIDES limit.
Aaron's Stuff
Re: Oh Dear, Here's My Tale of Woe Posted by Jackal on Sat Apr 17th 2010 at 3:18am
Jackal
2 posts
Posted 2010-04-17 3:18am
Jackal
member
2 posts 0 snarkmarks Registered: Apr 16th 2010
Thanks man!
Re: Oh Dear, Here's My Tale of Woe Posted by G4MER on Sat Apr 17th 2010 at 3:32am
G4MER
2460 posts
Posted 2010-04-17 3:32am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I am not sure the nodraw count.. as it is ignored by the engine and not drawn.. therefore not counted toward the total number of faces.
aaron_da_killa said:
The error is pretty self explanatory:

MAX_MAP_BRUSHSIDES

Here is some info on the error.

Basically you have too many bsp surfaces (brush faces) in your map. I'm pretty sure surfaces textured with nodraw count towards the MAX_MAP_BRUSHSIDES limit.
Re: Oh Dear, Here's My Tale of Woe Posted by Le Chief on Sat Apr 17th 2010 at 3:37am
Le Chief
2605 posts
Posted 2010-04-17 3:37am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
"Muhnay" said:
I am not sure the nodraw count.. as it is ignored by the engine and not drawn.. therefore not counted toward the total number of faces.
The nodraw texture voids a surface of being rendered and maybe removes the clip nodes (I cant remember) but the surface isn't ignored by the engine otherwise that would break the game.
Aaron's Stuff
Re: Oh Dear, Here's My Tale of Woe Posted by G4MER on Sat Apr 17th 2010 at 5:00am
G4MER
2460 posts
Posted 2010-04-17 5:00am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I have not read this yet.. but here is some info on the nodraw tool.

http://rvanhoorn.ruhosting.nl/optimization.php?chapter=nodraw&PHPSESSID=49dc5a1fee5b8b92001cb74e5deafadc

No Draw Solid; Invisible; seals leaks; blocks visibility if used on all surfaces of the same brush. Casts shadows.

From Valve Developer Community

Hope that helps.

So you maybe correct Aaron.. I have a question though.. if you have areas that meet up that have a texture on them, but can not be seen, do they still get counted? Like when two wall sections meet at a corner.
Re: Oh Dear, Here's My Tale of Woe Posted by Le Chief on Sat Apr 17th 2010 at 8:02am
Le Chief
2605 posts
Posted 2010-04-17 8:02am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Ummm, if I think I know what you mean then no. Brush faces that are completely covered by another world (non entity) brush are not rendered but I'd assume they still count towards the MAX_MAP_BRUSHSIDES limit.
Aaron's Stuff
Re: Oh Dear, Here's My Tale of Woe Posted by Riven on Sat Apr 17th 2010 at 10:16pm
Riven
1640 posts
Posted 2010-04-17 10:16pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Jackal said:
P.S. The "READ THIS BEFORE POSTING" post has broken links.
Fixed :D (finally!)
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Oh Dear, Here's My Tale of Woe Posted by G4MER on Sat Apr 17th 2010 at 11:27pm
G4MER
2460 posts
Posted 2010-04-17 11:27pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
YAY,YAY,YAY! :flail: :flail: :flail: :flail: :flail: :flail: :flail:
Riven said:
Jackal said:
P.S. The "READ THIS BEFORE POSTING" post has broken links.
Fixed :D (finally!)