Hello All,
I come to you seeking help. I recently started mapping HL2 (i had only
mapped 1 game before and that was vampire:TMR) and i am having a
problem. I searched the site for information regarding VIS time and as
i read i was having problems understanding the posts.
I am about 40% complete with an outdoor map involving 2 large buildings
(1 warehouse, 1 mansion) all on a large terrain surface surrounded by
cliffs with tunnels throughout. Initially i noticed my render time was
long (2 hrs or so) and now so even more and i tried figuring out what
my problem was - however i only got to the point of understanding it
had to do with VIS.
My map is extremely large surrounded by a skybox (i figured that added to it since the engine has to render all the dead space).
I would like some suggestions as to how to optimize an outdoor map from
those experienced in such matters. Im sorry if this question is
'nubbish' i just really cannot find the answers i am looking for (even
on google..hehe).
Is there something you can decipher from my compile log? Also what can
i do if i want a decently detailed outdoor map with a less than
hour or so compile time? (when im actually in game i get good FPS)
thanks in advance and sorry for the bother
Peter
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#
Batch
Compiler
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- Please report bugs to: ryansgregg@hotmail.com #
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Written At: 5/25/2005 6:42 AM
BC Version: 3.1.2.0
Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: C:\Program Files\Valve\Steam\SteamApps\therealcdos\counter-strike
source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\therealcdos\sourcesdk_content\cst
rike\mapsrc\de_cliffs_3again.vmf
Can't find surfaceprop stone for material STONE/INFWLLC, using default
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\therealcdos\sourcesdk_content\cst
rike\mapsrc\de_cliffs_3again.prt...done (1)
Creating default cubemaps for env_cubemap using skybox sky_day03_06...
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 (1) (594830 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (1745473 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\therealcdos\sourcesdk_content\cst
rike\mapsrc\de_cliffs_3again.bsp
10 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 3
Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:\program files\valve\steam\steamapps\therealcdos\sourcesdk_content\cst
rike\mapsrc\de_cliffs_3again.bsp
reading c:\program files\valve\steam\steamapps\therealcdos\sourcesdk_content\cst
rike\mapsrc\de_cliffs_3again.prt
1145 portalclusters
2963 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
PortalFlow: 0...1...2...3...4...5...6
(after an hr and a half i decided to call it quits there - running VRAD alone gave me no problems)