PortalFlow: 0...1...2...

PortalFlow: 0...1...2...

Re: PortalFlow: 0...1...2... Posted by eigentopia on Mon Feb 28th 2005 at 12:52am
eigentopia
1 post
Posted 2005-02-28 12:52am
1 post 0 snarkmarks Registered: Feb 28th 2005
So I can't figure this one. I make my map, save, hit F9 and get this:

** Executing...

** Command: "c:\program files\valve\steam\steamapps\eigentopia\sourcesdk\bin\vbsp.exe"

** Parameters: -game "C:\Program
Files\Valve\Steam\SteamApps\eigentopia\half-life 2 deathmatch\hl2mp"
"C:\Program
Files\Valve\Steam\SteamApps\eigentopia\sourcesdk_content\hl2mp\mapsrc\day03"

Valve Software - vbsp.exe (Jan 19 2005)

1 threads

materialPath: C:\Program Files\Valve\Steam\SteamApps\eigentopia\half-life 2 deathmatch\hl2mp\materials

Loading C:\Program Files\Valve\Steam\SteamApps\eigentopia\sourcesdk_content\hl2mp\mapsrc\day03.vmf

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

Processing areas...done (0)

Building Faces...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing C:\Program Files\Valve\Steam\SteamApps\eigentopia\sourcesdk_content\hl2mp\mapsrc\day03.prt...done (0)

Creating default cubemaps for env_cubemap using skybox sky_wasteland02...

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) (56026 bytes)

Emitting linux collision data (use -nolinuxdata to disable).

Building Physics collision data...

done (0) (56026 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Writing C:\Program Files\Valve\Steam\SteamApps\eigentopia\sourcesdk_content\hl2mp\mapsrc\day03.bsp

1 second 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\eigentopia\sourcesdk\bin\vvis.exe"

** Parameters: -game "C:\Program
Files\Valve\Steam\SteamApps\eigentopia\half-life 2 deathmatch\hl2mp"
"C:\Program
Files\Valve\Steam\SteamApps\eigentopia\sourcesdk_content\hl2mp\mapsrc\day03"

Valve Software - vvis.exe (Dec 15 2004)

1 threads

reading c:\program files\valve\steam\steamapps\eigentopia\sourcesdk_content\hl2mp\mapsrc\day03.bsp

reading c:\program files\valve\steam\steamapps\eigentopia\sourcesdk_content\hl2mp\mapsrc\day03.prt

289 portalclusters

941 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)

PortalFlow: 0...1...2...

And it just hangs there. When I hit ctrl-alt-del vvis.exe is consuming
99% of the CPU. If I end task on vvis.exe the thing compiles and runs.

Any thoughts?

E
Re: PortalFlow: 0...1...2... Posted by Orpheus on Mon Feb 28th 2005 at 12:59am
Orpheus
13860 posts
Posted 2005-02-28 12:59am
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 eigentopia</DIV>
<DIV class=quotetext>Any thoughts?
</DIV></DIV>
yeah, leave it be. if its still hung after 6 or 8 hours assume you did something terribly wrong. otherwise let it run.

[edit] more than likely one of two things has happened.

1) you created a map so massive, you exceeded your machines ability to compile it smoothly. you will need to free up some resources someplace.. defrag perhaps, and make 3 or 4 gigs available for file swapping.

2) you created an error, and its attempting to decide how to post it. let it run and see what error message comes up.
Re: PortalFlow: 0...1...2... Posted by SaintGreg on Mon Feb 28th 2005 at 1:22am
SaintGreg
212 posts
Posted 2005-02-28 1:22am
212 posts 51 snarkmarks Registered: Dec 3rd 2004
Yeah, more than likely its just a big map with lots to compile. Week long compiles are not unheard of.
Re: PortalFlow: 0...1...2... Posted by sokrateas on Thu Jan 5th 2006 at 3:29am
sokrateas
9 posts
Posted 2006-01-05 3:29am
9 posts 11 snarkmarks Registered: Dec 23rd 2004
Just out of curiousity, what would the typical compile time for a regular sized CS:S map with no special lighting effects or anything be for an AMD 64 bit 3000+ with 1.5 gigs of RAM be?

The reason I ask, is I've already got about a ten minute compile time on a flag room and small subsection on a fortress forever map.
( -Sokrateas- ) :grenade:
Re: PortalFlow: 0...1...2... Posted by wil5on on Thu Jan 5th 2006 at 5:26am
wil5on
1733 posts
Posted 2006-01-05 5:26am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Thats a hard question to answer, could be anything from half an hour to half a day. Depends on the level of detail in the map, and the layout of the map.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: PortalFlow: 0...1...2... Posted by sotamees on Sat Sep 29th 2007 at 7:35pm
sotamees
16 posts
Posted 2007-09-29 7:35pm
sotamees
member
16 posts 2 snarkmarks Registered: Jan 13th 2007 Location: Estonia
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>I get same problem after i turn in -novirtualmesh and run F9 in expert mode.

If i put it into normal, then it takes fast. other way its 1-2hours.. map isnt massive tho, almost same as coastline in hl2. (its not big duh? )

Any more advice?

LOG!!!

** Executing...
** Command: "d:\m?ngud\steam\steamapps\jared123\sourcesdk\bin\vbsp.exe"
** Parameters: -novirtualmesh -game "d:\m?ngud\steam\steamapps\jared123\half-life 2\hl2" "d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: d:\m?ngud\steam\steamapps\jared123\half-life 2\hl2\materials
Loading d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 88 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_09rt"
Can't load skybox file skybox/sky_day02_09 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (4856797 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 840 texinfos to 555
Reduced 38 texdatas to 32 (902 bytes to 728)
Writing d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg.bsp
6 seconds elapsed

** Executing...
** Command: "d:\m?ngud\steam\steamapps\jared123\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\m?ngud\steam\steamapps\jared123\half-life 2\hl2" "d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg.bsp
reading d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg.prt
1507 portalclusters
4852 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (15)
PortalFlow: 0...1...2...3...4
** Executing...
** Command: "d:\m?ngud\steam\steamapps\jared123\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\m?ngud\steam\steamapps\jared123\half-life 2\hl2" "d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg.bsp
No vis information, direct lighting only.
4292 faces
24 degenerate faces
5278926 square feet [760165440.00 square inches]
453 displacements
1071779 square feet [154336288.00 square inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0894 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
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 4/1024 192/49152 ( 0.4%)
brushes 316/8192 3792/98304 ( 3.9%)
brushsides 4003/65536 32024/524288 ( 6.1%)
planes 6434/65536 128680/1310720 ( 9.8%)
vertexes 8267/65536 99204/786432 (12.6%)
nodes 2858/65536 91456/2097152 ( 4.4%)
texinfos 555/12288 39960/884736 ( 4.5%)
texdata 32/2048 1024/65536 ( 1.6%)
dispinfos 453/0 79728/0 ( 0.0%)
disp_verts 27229/0 544580/0 ( 0.0%)
disp_tris 41760/0 83520/0 ( 0.0%)
disp_lmsamples 1336284/0 1336284/0 ( 0.0%)
faces 4292/65536 240352/3670016 ( 6.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1865/65536 104440/3670016 ( 2.8%)
leaves 2863/65536 91616/2097152 ( 4.4%)
leaffaces 4494/65536 8988/131072 ( 6.9%)
leafbrushes 1869/65536 3738/131072 ( 2.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 27449/512000 109796/2048000 ( 5.4%)
edges 15041/256000 60164/1024000 ( 5.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 241/32768 2410/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3534/65536 7068/131072 ( 5.4%)
cubemapsamples 13/1024 208/16384 ( 1.3%)
overlays 7/512 2464/180224 ( 1.4%)
LDR lightdata [variable] 1861748/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 45336/393216 (11.5%)
LDR leaf ambient 2863/65536 68712/1572864 ( 4.4%)
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] 1/53016 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/1872 ( 0.1%)
pakfile [variable] 140717/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 4856797/4194304 (115.8%) VERY FULL!

Total Win32 BSP file data space used: 10045018 bytes

Total triangle count: 11115
Writing d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg.bsp
17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg.bsp" "d:\m?ngud\steam\steamapps\jared123\half-life 2\hl2\maps\omg.bsp"

** Executing...
** Command: "d:\m?ngud\steam\steamapps\jared123\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\m?ngud\steam\steamapps\jared123\half-life 2\hl2" "d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: d:\m?ngud\steam\steamapps\jared123\half-life 2\hl2\materials
Loading d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 88 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_09rt"
Can't load skybox file skybox/sky_day02_09 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (141353 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 840 texinfos to 555
Reduced 38 texdatas to 32 (902 bytes to 728)
Writing d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\omg.bsp
5 seconds elapsed
Re: PortalFlow: 0...1...2... Posted by fishy on Sun Sep 30th 2007 at 12:00am
fishy
2623 posts
Posted 2007-09-30 12:00am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Any more advice?
-novirtualmesh is a displacement thing, to stop stuff falling through them, and displacements are ignored by vvis, so it's nothing to do with -novirtualmesh.

better visblocking and using areaportals and hint brushes, as well as turning small brushes into func_details are all ways of making portalfow run faster (so you dont need to kill it in the task manager). find some tuts on how to use them.
i eat paint
Re: PortalFlow: 0...1...2... Posted by omegaslayer on Sun Sep 30th 2007 at 1:31am
omegaslayer
2481 posts
Posted 2007-09-30 1:31am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
It may not be the massive ness. You may just have complicated geometry. Do this:

-Hide all displacements, all brush entities, all point entities.
-Look at what you have left
-If you have complicated geometry in your level, then you need to simplify it by making more stuff func_detail. But DONT make vis-blocking brushes func_detail.

Generally
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (15)

Should take a MAX of 2-5 seconds to do. If you have 15 seconds... well it just means you have too many vis leafs that need to be calculated.
Posting And You