Compile log

Compile log

Re: Compile log Posted by ishbog on Thu Apr 14th 2005 at 11:46pm
ishbog
86 posts
Posted 2005-04-14 11:46pm
ishbog
member
86 posts 19 snarkmarks Registered: Dec 7th 2004 Occupation: web designer/game developer Location: usa
Does my compile log look normal? whats wrong with it that i should know about? anything surprising? thanks!

** Executing...
** Command: "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.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 434 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_05...
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) (561252 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (639914 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Writing C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
22 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 10

** Executing...
** Command: "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
reading c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.prt
905 portalclusters
2477 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (180)
Optimized: 722 visible clusters (0.00%)
Total clusters visible: 126443
Average clusters visible: 139
Building PAS...
Average clusters audible: 433
visdatasize:138460 compressed from 217200
writing c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
3 minutes, 5 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko"

Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
5509 faces
8 degenerate faces
172551 square feet [24847476.00 square inches]
1 displacements
3518 square feet [506678.19 square inches]
5501 patches before subdivision
zero area child patch
zero area child patch
33471 patches after subdivision
97 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (298)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (83)
transfers 1244034, max 274
transfer lists: 9.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(182955, 168478, 87181)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(38328, 35439, 15748)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(11008, 10342, 3741)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4116, 3942, 1174)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1692, 1655, 417)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(733, 733, 161)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(324, 331, 64)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(145, 151, 26)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(65, 70, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(30, 32, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(13, 15, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(6, 7, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(3, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0893 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Ready to Finish
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

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 34/1024 1632/49152 ( 3.3%)
brushes 1430/8192 17160/98304 (17.5%)
brushsides 10234/65536 81872/524288 (15.6%)
planes 5670/65536 113400/1310720 ( 8.7%)
vertexes 12468/65536 149616/786432 (19.0%)
nodes 2200/65536 70400/2097152 ( 3.4%)
texinfos 2398/12288 172656/884736 (19.5%)
texdata 230/2048 7360/65536 (11.2%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 26600/0 26600/0 ( 0.0%)
faces 5509/65536 308504/3670016 ( 8.4%)
origfaces 3442/65536 192752/3670016 ( 5.3%)
leaves 2235/65536 125160/3670016 ( 3.4%)
leaffaces 8513/65536 17026/131072 (13.0%)
leafbrushes 3904/65536 7808/131072 ( 6.0%)
surfedges 41479/512000 165916/2048000 ( 8.1%)
edges 26847/256000 107388/1024000 (10.5%)
worldlights 97/8192 8536/720896 ( 1.2%)
waterstrips 834/32768 8340/327680 ( 2.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14835/65536 29670/131072 (22.6%)
cubemapsamples 82/1024 1312/16384 ( 8.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 3960452/0 ( 0.0%)
visdata [variable] 138460/16777216 ( 0.8%)
entdata [variable] 125586/393216 (31.9%)
occluders 1/0 40/0 ( 0.0%)
occluder polygons 1/0 12/0 ( 0.0%)
occluder vert ind 4/0 16/0 ( 0.0%)
detail props [variable] 1/12236 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12556 ( 0.0%)
pakfile [variable] 764597/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 561252/4194304 (13.4%)

Total Win32 BSP file data space used: 7170506 bytes

Linux Specific Data:
physicssurface [variable] 639914/6291456 (10.2%)

Total Linux BSP file data space used: 7249168 bytes

Total triangle count: 16523
Writing c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
6 minutes, 31 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp" "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp\maps\dm_veikko.bsp"
Re: Compile log Posted by DrGlass on Thu Apr 14th 2005 at 11:50pm
DrGlass
1825 posts
Posted 2005-04-14 11:50pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
looks good to me!
Re: Compile log Posted by Orpheus on Thu Apr 14th 2005 at 11:51pm
Orpheus
13860 posts
Posted 2005-04-14 11:51pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
unless you wanna ruin all you lighting effects i would bounce less than 3 times.

if your goal is to blur all the shadow edges.. you are doing fine.
Re: Compile log Posted by wil5on on Fri Apr 15th 2005 at 11:24am
wil5on
1733 posts
Posted 2005-04-15 11:24am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
The default #bounces for HL2 is 100, or until it runs out of light to bounce. The lighting engine has changed since HL1, Orph.

The log looks fine to me. Why did you post this?
Re: Compile log Posted by Orpheus on Fri Apr 15th 2005 at 11:39am
Orpheus
13860 posts
Posted 2005-04-15 11:39am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
wil5on said:
The default #bounces for HL2 is 100, or until it runs out of light to bounce. The lighting engine has changed since HL1, Orph.

The log looks fine to me. Why did you post this?
what? i changed no settings and mine bounces once. and as far as i can tell, the lighting engine is even more sensitive to the effects of bouncing. you have way more subtle lighting effects with HL2.. some would be seriously compromised with 100 bounces.. i'd think 5 would be high for most maps.
Re: Compile log Posted by ding on Fri Apr 15th 2005 at 11:41am
ding
200 posts
Posted 2005-04-15 11:41am
ding
member
200 posts 280 snarkmarks Registered: May 11th 2004
Dudes, wait - whats going on with that bounce-thingy you are talking about?
Re: Compile log Posted by Campaignjunkie on Fri Apr 15th 2005 at 10:31pm
Campaignjunkie
1309 posts
Posted 2005-04-15 10:31pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Nothing wrong with the log. Good job! :smile:

To render lighting, VRAD.exe simulates light rays coming out of lights
and "bouncing" all over the level - this lighting method is called radiosity. Once it calculates the light, it overlays layers of transparent shadows called lightmaps. The method is pretty cheap, performance-wise, because all the light is precomputed (as opposed to real-time like in Unreal).

So how does that relate to the bouncing? Well, it tells the compiler
how many times to bounce light rays off surfaces. The default is 100 -
and I recommend keeping it at that. About the only advantage to
lowering it would be a slightly faster compile (a second maybe) and
coarser lighting.

Orph is referring to HL1, where lightmaps were at a much lower
resolution and anything more than 3 light bounces was pretty much
overkill. But this is HL2, and a slightly different beast altogether. :biggrin:
Re: Compile log Posted by omegaslayer on Fri Apr 15th 2005 at 11:57pm
omegaslayer
2481 posts
Posted 2005-04-15 11:57pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Okay here is the deal on the bounces. The Vrad has a build in sensor
that will do bounces until a certain number is readched. Depending on
the map's lighting arangements you could have a bunce of 3...or a
bounce of 10, or even 100! After every bounce the lighing values go
down and down in sucession. Notice how the last two are 0 0 1, this
color is actually alomost black, meaning it would be a waste to keep
compiling since it makes no difference in the over all look of the map.
The VRAD sences this and automatically ends the cycle before it gets to
100. So its built into the compile tool to do the number of bounces
until it gets to be pointless. Thats why there is no argument you can
place in the new VRAD such as bounce (-bounce #), be cause its
automatically built into the program to give you optimal bounces.

Back to topic: Your compile log is fine :biggrin:
Re: Compile log Posted by Orpheus on Sat Apr 16th 2005 at 12:14am
Orpheus
13860 posts
Posted 2005-04-16 12:14am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
/me scratches buttocks.. resists urge to examine nails.

thanx guys.. i guess this means i really need to avoid the HL2 editing forums.. my accuracy is almost nil now. :sad:
Re: Compile log Posted by ishbog on Sat Apr 16th 2005 at 12:18am
ishbog
86 posts
Posted 2005-04-16 12:18am
ishbog
member
86 posts 19 snarkmarks Registered: Dec 7th 2004 Occupation: web designer/game developer Location: usa
ah, i posted it because im getting ready to release it. pretty soon now...

ive already beta tested it at a lan party, and have some friends doing betas. i may put it up here soon.. screens at least.
Re: Compile log Posted by ding on Sat Apr 16th 2005 at 12:57am
ding
200 posts
Posted 2005-04-16 12:57am
ding
member
200 posts 280 snarkmarks Registered: May 11th 2004
Oh thanks guys for that VRAD lesson :smile: