textinfos & waterindices very full

textinfos & waterindices very full

Re: textinfos & waterindices very full Posted by BigMaKK on Thu Sep 8th 2005 at 12:05pm
BigMaKK
3 posts
Posted 2005-09-08 12:05pm
BigMaKK
member
3 posts 0 snarkmarks Registered: Feb 19th 2005
when I compile my map for hl2dm once compiled, near the end of the compile process window there is a review of the amount of brushs, entities etc that have been used, and warns you when anything is getting "too full". Well my waterindices and textinfos have reached "VERY FULL" and even though the compile was a success no change is made to the map when I load it up, I fear this may be the problem.

Could somebody please tell me what waterindices and textinfos represent and how should keep them to a minimum

to help, I havent started compiling my map with vis yet (takes too long to compile each time i want to test) there is no water in it, and the map is a crescent with about 20-30 houses in it, 5 originals which I have copied and pasted several times (only some are acessable)

cheers
Re: textinfos & waterindices very full Posted by Crono on Thu Sep 8th 2005 at 12:22pm
Crono
6628 posts
Posted 2005-09-08 12:22pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
I believe textinfos is related to cubemaps ... in any case, even if that isn't so, at the very least, compile with fast vis and see how it effects those values.
Blame it on Microsoft, God does.
Re: textinfos & waterindices very full Posted by RedWood on Wed Jan 24th 2007 at 6:27am
RedWood
719 posts
Posted 2007-01-24 6:27am
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
I'm havening the same issue. Well not quite. My compile log states my waterindices are at 27%. There is no water in my map (yet). does anyone know what causes this and if it causes any problems. Reflective textures, sky box, what?
Re: textinfos & waterindices very full Posted by omegaslayer on Wed Jan 24th 2007 at 5:18pm
omegaslayer
2481 posts
Posted 2007-01-24 5:18pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
I'm havening the same issue. Well not quite. My compile log
states my waterindices are at 27%. There is no water in my map (yet).
does anyone know what causes this and if it causes any problems.
Reflective textures, sky box, what?
Waterindicies have nothing to do with water. How can I put this to someone who probably hasn't studied engine code....

Okay in hammer do you recall ever seeing faces of brushes you shoudlnt
have? Like the nodraw face thats in-between two brushes? Well you do
because hammer's rendering is in real time, and it doesnt have time to
patch up these waterindicies. Waterindicies are the extra calculations
needed to "patch up" the cracks where brushes meet. When you reach the
compiler limit you start seeing these cracks in your level that when
you look into them you see a hall of mirrors effect (HoM). Very
annoying.

A quote from the VERC collective:
[size=13]These are indices that are stored to
represent various tessellations that vbsp does. When they were first
created they were only used to subdivide water meshes (that's why they
are often referred to as water indices). In HL2, they are only used to
fix cracks in the world. Normally each face is fan-tessellated, so no
indices are stored, but with several t-junctions on the face's edges
this is often not possible and a separate tessellation is generated and
stored.
[/size] I hate to tell you, but there isn't any real way to solve this. It
merely means you have a very large and brush (world brushes) complex
map. Turnign stuff to func_detail wont work because func_detail is
considered part of the "world brushes". They only thing you can do is
reduce the # of brushes you have in your map and turn a lot of stuff
into models.
Posting And You
Re: textinfos & waterindices very full Posted by RedWood on Thu Jan 25th 2007 at 2:15am
RedWood
719 posts
Posted 2007-01-25 2:15am
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
Thanks for the info. I had to read it twice but at least i understand now.
The only thing you can do is
reduce the # of brushes you have in your map and turn a lot of stuff
into models.
In the end don't models cost more, system wise, to run? So really, I'm just screwed :lol: (not really, just don't go over 100% in the waterindices)
Re: textinfos & waterindices very full Posted by omegaslayer on Thu Jan 25th 2007 at 2:44am
omegaslayer
2481 posts
Posted 2007-01-25 2:44am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
In the end don't models cost more, system wise, to run? So really, I'm just screwed :lol: (not really, just don't go over 100% in the waterindices)
No, models are MUCH cheaper. Models are stored on your video card's
memory. Generally models will always be fatser to render than world
brushes for that reason. Problem is, using models is limited because
you cant change them as easily as world brushes.
Posting And You
Re: textinfos & waterindices very full Posted by Stadric on Thu Jan 25th 2007 at 2:48am
Stadric
848 posts
Posted 2007-01-25 2:48am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Rendering a model in Source is very easy compared to rendering the same thing made out of brushes, but the collisions are harder for the models. So it really depends on what you're using it for.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: textinfos & waterindices very full Posted by fishy on Thu Jan 25th 2007 at 2:58am
fishy
2623 posts
Posted 2007-01-25 2:58am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
if you could use complex brushes anywhere, instead of a combination of smaller primitives, that would help a little. vertex manipulation to create complex brushes is a lot buggier than it used to be, so isn't a great option.
i eat paint
Re: textinfos & waterindices very full Posted by RedWood on Thu Jan 25th 2007 at 3:15am
RedWood
719 posts
Posted 2007-01-25 3:15am
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
:wtf: Ok, guess i was wrong. I could have sworn things i have read said props are costly. Looks like I'll be looking up how to create my own models now.