Too many light styles on a face

Too many light styles on a face

Re: Too many light styles on a face Posted by Livett on Wed Jan 5th 2005 at 3:57pm
Livett
164 posts
Posted 2005-01-05 3:57pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
** Executing...
** Command: "c:\program files\valve\steam\steamapps\ttevil\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\ttevil\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\ttevil\sourcesdk_content\cstrike\mapsrc\alcatraz089"


Valve Software - vbsp.exe (Dec 15 2004)
1 threads
materialPath: c:\program files\valve\steam\steamapps\ttevil\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\ttevil\sourcesdk_content\cstrike\mapsrc\alcatraz089.vmf
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 224 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing C:\Program Files\Valve\Steam\SteamApps\ttevil\sourcesdk_content\cstrike\mapsrc\alcatraz089.prt...done (1)
Creating default cubemaps for env_cubemap using skybox sky_day01_09...
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 (2) (909443 bytes)
Building Physics collision data...
done (2) (909443 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\ttevil\sourcesdk_content\cstrike\mapsrc\alcatraz089.bsp
26 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2


** Executing...
** Command: "c:\program files\valve\steam\steamapps\ttevil\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\ttevil\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\ttevil\sourcesdk_content\cstrike\mapsrc\alcatraz089"


Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\ttevil\sourcesdk_content\cstrike\mapsrc\alcatraz089.bsp
reading c:\program files\valve\steam\steamapps\ttevil\sourcesdk_content\cstrike\mapsrc\alcatraz089.prt
1091 portalclusters
2532 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (11)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (66)
Optimized: 4019 visible clusters (0.00%)
Total clusters visible: 287492
Average clusters visible: 263
Building PAS...
Average clusters audible: 1035
visdatasize:254866 compressed from 314208
writing c:\program files\valve\steam\steamapps\ttevil\sourcesdk_content\cstrike\mapsrc\alcatraz089.bsp
1 minute, 20 seconds elapsed


** Executing...
** Command: "c:\program files\valve\steam\steamapps\ttevil\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\ttevil\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\ttevil\sourcesdk_content\cstrike\mapsrc\alcatraz089"


Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']


Loading c:\program files\valve\steam\steamapps\ttevil\sourcesdk_content\cstrike\mapsrc\alcatraz089.bsp
10718 faces
535660 square feet [77135040.00 square inches]
0 displacements
0 square feet [0.00 square inches]
10718 patches before subdivision
78732 patches after subdivision
92 direct lights
BuildFacelights: 0...1...2...3...4...5..
[color=red]WARNING: Too many light styles on a face (-305,1032,24)

.
[/color]WARNING: Too many light styles on a face (-568,1224,1)

WARNING: Too many light styles on a face (-376,1208,1)

WARNING: Too many light styles on a face (-456,1096,-143)

WARNING: Too many light styles on a face (-904,904,1)

[color=red]WARNING: Too many light styles on a face (-520,888,1)
6...7...8...9...10 (490)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (781)
transfers 2623320, max 252
transfer lists: 20.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(960, 937, 842)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(205, 192, 152)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(49, 45, 32)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(12, 11, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.1790 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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[/color]

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 251/1024 12048/49152 (24.5%)
brushes 2046/8192 24552/98304 (25.0%)
brushsides 15875/65536 127000/524288 (24.2%)
planes 3292/65536 65840/1310720 ( 5.0%)
vertexes 17702/65536 212424/786432 (27.0%)
nodes 3744/65536 119808/2097152 ( 5.7%)
texinfos 1485/12288 106920/884736 (12.1%)
texdata 65/2048 2080/65536 ( 3.2%)
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 10718/65536 600208/3670016 (16.4%)
origfaces 8279/65536 463624/3670016 (12.6%)
leaves 3996/65536 223776/3670016 ( 6.1%)
leaffaces 12943/65536 25886/131072 (19.7%)
leafbrushes 3391/65536 6782/131072 ( 5.2%)
surfedges 86940/512000 347760/2048000 (17.0%)
edges 55218/256000 220872/1024000 (21.6%)
worldlights 92/8192 8096/720896 ( 1.1%)
waterstrips 2317/32768 23170/327680 ( 7.1%)
waterverts 0/65536 0/786432 ( 0.0%)
[color=gold]waterindices 39978/65536 79956/131072 (61.0%)

cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 56/512 19712/180224 (10.9%)
lightdata [variable] 4910596/0 ( 0.0%)
visdata [variable] 254866/16777216 ( 1.5%)
entdata [variable] 301367/393216 (76.6%)
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] 1/37466 ( 0.0%)
pakfile [variable] 20398/0 ( 0.0%) [/color]

[color=gray]Win32 Specific Data:
physics [variable] 909443/4194304 (21.7%)

Total Win32 BSP file data space used: 9087186 bytes ====[/color]

[color=gray]Linux Specific Data:
physicssurface [variable] 909443/6291456 (14.5%)

Total Linux BSP file data space used: 9087186 bytes ====[/color]

Total triangle count: 32335
Writing c:\program files\valve\steam\steamapps\ttevil\sourcesdk_content\cstrike\mapsrc\alcatraz089.bsp
21 minutes, 26 seconds elapsed


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\ttevil\sourcesdk_content\cstrike\mapsrc\alcatraz089.bsp" "c:\program files\valve\steam\steamapps\ttevil\counter-strike source\cstrike\maps\alcatraz089.bsp"


What are the two problems in Red and how do I fix them?

What are the two things in Gold and how do I reduce them?

Please post any suggestions, advice or solutions.
  • Chris
Re: Too many light styles on a face Posted by Orpheus on Wed Jan 5th 2005 at 4:00pm
Orpheus
13860 posts
Posted 2005-01-05 4:00pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
2 questions, 2 threads.

#1 is searchable, but you may need to look in the HL1 editing forums, so... you only need to ask question #2.

#1 is definitely searchable.
Re: Too many light styles on a face Posted by Rof on Wed Jan 5th 2005 at 4:20pm
Rof
210 posts
Posted 2005-01-05 4:20pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
Water indicies I've no idea about. Obviously it's something to do with water, but what I don't know.

Entdata is simply all the data for your entities stored from the entity
property dialogue in Hammer (e.g. type, name, settings, spawnflags,
outputs, etc.)

The only way to reduce it is to use less entites. Incidently, you must
have a lot of entites on your map to get it that high. Most of the
valve maps only have about 200k of entdata, and you have 300k.
Re: Too many light styles on a face Posted by Livett on Wed Jan 5th 2005 at 4:25pm
Livett
164 posts
Posted 2005-01-05 4:25pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
Ok... I can cut down on my entities a bit. Also, I have absolutely no water on my map. That is why I was confused about the waterindices.

Ah... I found an answer for #1, was in HL mapping forums.

Problem was that I gave all my lights different names and different names on lights count as different styles.
Re: Too many light styles on a face Posted by Orpheus on Wed Jan 5th 2005 at 4:34pm
Orpheus
13860 posts
Posted 2005-01-05 4:34pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Livett</DIV>
<DIV class=quotetext>

Ah... I found an answer for #1, was in HL mapping forums.

</DIV></DIV>
no, really??? :biggrin:
Re: Too many light styles on a face Posted by Livett on Wed Jan 5th 2005 at 6:57pm
Livett
164 posts
Posted 2005-01-05 6:57pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
Yer... but not on this site, it was on a different HL mapping forum.
Re: Too many light styles on a face Posted by Orpheus on Wed Jan 5th 2005 at 6:58pm
Orpheus
13860 posts
Posted 2005-01-05 6:58pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Livett</DIV>
<DIV class=quotetext>Yer... but not on this site, it was on a different HL mapping forum.</DIV></DIV>

funny, i found it.. still as long as you got the answer.
Re: Too many light styles on a face Posted by Rof on Wed Jan 5th 2005 at 10:24pm
Rof
210 posts
Posted 2005-01-05 10:24pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
Well, looking through the SDK source code, it seems that "waterindices" is somehow related to "non-face primitives".

Not really sure what those are. Maybe certain prop_static models use
them? (I know prop_statics don't count as regular entities.)