Odd compiling stuff (PortalFlow)

Odd compiling stuff (PortalFlow)

Re: Odd compiling stuff (PortalFlow) Posted by CPS on Wed Nov 24th 2004 at 5:40am
CPS
60 posts
Posted 2004-11-24 5:40am
CPS
member
60 posts 6 snarkmarks Registered: Nov 21st 2004 Location: USA
When I compile everything goes very fast, except for the PortalFlow part, it goes fast to 5, then slows down ALOT and gets to 8.. then takes even longer. I think this happened after I put in the poles and overhangs. BTW I have a great computer, so the speed is not related to that.

http://img106.exs.cx/my.php?loc=img106&image=west_campus0003.jpg

Here is the compile log. (it says 20 seconds for time at the bottom, but in reality i think it was more like 15 minutes)

** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Steam\SteamApps\cps\sourcesdk"

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\cps\sourcesdk\cstrike_sample_content\maps\West_Campus.vmf" "C:\Program Files\Steam\SteamApps\cps\sourcesdk\cstrike_sample_content\maps\West_Campus.vmf"

** Executing...
** Command: "C:\Program Files\Steam\SteamApps\cps\sourcesdk\bin\vbsp.exe"
** Parameters: "C:\Program Files\Steam\SteamApps\cps\sourcesdk\cstrike_sample_content\maps\West_Campus"

Valve Software - vbsp.exe (Nov 4 2004)
2 threads
materialPath: C:\Program Files\Steam\SteamApps\cps\sourcesdk\cstrike_sample_content\materials
Loading C:\Program Files\Steam\SteamApps\cps\sourcesdk\cstrike_sample_content\maps\West_Campus.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 (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\Steam\SteamApps\cps\sourcesdk\cstrike_sample_content\maps\West_Campus.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_dust...
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) (34923 bytes)
Building Physics collision data...
done (0) (34923 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Steam\SteamApps\cps\sourcesdk\cstrike_sample_content\maps\West_Campus.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: "C:\Program Files\Steam\SteamApps\cps\sourcesdk\bin\vvis.exe"
** Parameters: "C:\Program Files\Steam\SteamApps\cps\sourcesdk\cstrike_sample_content\maps\West_Campus"

Valve Software - vvis.exe (Nov 4 2004)
2 threads
reading c:\program files\steam\steamapps\cps\sourcesdk\cstrike_sample_content\maps\West_Campus.bsp
reading c:\program files\steam\steamapps\cps\sourcesdk\cstrike_sample_content\maps\West_Campus.prt
311 portalclusters
1113 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (599)
Optimized: 341 visible clusters (0.00%)
Total clusters visible: 83014
Average clusters visible: 266
Building PAS...
Average clusters audible: 311
visdatasize:26821 compressed from 24880
writing c:\program files\steam\steamapps\cps\sourcesdk\cstrike_sample_content\maps\West_Campus.bsp
9 minutes, 59 seconds elapsed

** Executing...
** Command: "C:\Program Files\Steam\SteamApps\cps\sourcesdk\bin\vrad.exe"
** Parameters: "C:\Program Files\Steam\SteamApps\cps\sourcesdk\cstrike_sample_content\maps\West_Campus"

Valve Software - vrad.exe (Nov 4 2004)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\cps\sourcesdk\cstrike_sample_content\maps\West_Campus.bsp
1127 faces
259229 square feet [37328988.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1127 patches before subdivision
10841 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 211055, max 183
transfer lists: 1.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(8383, 7802, 4991)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(811, 585, 272)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(76, 42, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(10, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0153 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 90/8192 1080/98304 ( 1.1%)
brushsides 772/65536 6176/524288 ( 1.2%)
planes 642/65536 12840/1310720 ( 1.0%)
vertexes 2040/65536 24480/786432 ( 3.1%)
nodes 530/65536 16960/2097152 ( 0.8%)
texinfos 56/12288 4032/884736 ( 0.5%)
texdata 7/2048 224/65536 ( 0.3%)
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 1127/65536 63112/3670016 ( 1.7%)
origfaces 383/65536 21448/3670016 ( 0.6%)
leaves 532/65536 29792/3670016 ( 0.8%)
leaffaces 1389/65536 2778/131072 ( 2.1%)
leafbrushes 213/65536 426/131072 ( 0.3%)
surfedges 7098/512000 28392/2048000 ( 1.4%)
edges 3802/256000 15208/1024000 ( 1.5%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 214/32768 2140/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3372/65536 6744/131072 ( 5.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 949936/0 ( 0.0%)
visdata [variable] 26821/16777216 ( 0.2%)
entdata [variable] 442/393216 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 34923/4194304 ( 0.8%)

Total Win32 BSP file data space used: 1258086 bytes

Linux Specific Data:
physicssurface [variable] 34923/6291456 ( 0.6%)

Total Linux BSP file data space used: 1258086 bytes

Total triangle count: 3312
Writing c:\program files\steam\steamapps\cps\sourcesdk\cstrike_sample_content\maps\West_Campus.bsp
20 seconds elapsed

Thank you for any help that you can provide.
Re: Odd compiling stuff (PortalFlow) Posted by Leperous on Wed Nov 24th 2004 at 11:08am
Leperous
3382 posts
Posted 2004-11-24 11:08am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
VIS has always taken ages to run, that's to be expected. Make your geometry a bit simpler or cut out unneeded areas of skybox, perhaps...
Re: Odd compiling stuff (PortalFlow) Posted by Nostradamus on Wed Nov 24th 2004 at 2:16pm
Nostradamus
6 posts
Posted 2004-11-24 2:16pm
6 posts 1 snarkmarks Registered: Nov 14th 2004 Location: Denmark
Remember to take all small brushes that intersect with larger brushes
and assign them to func_detail so that it wont cut out the large
brush(in your example the poles should be assigned to func_detail).... and run vis fast until you have a final version.
Re: Odd compiling stuff (PortalFlow) Posted by ReNo on Wed Nov 24th 2004 at 2:58pm
ReNo
5457 posts
Posted 2004-11-24 2:58pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Another benefit of making small awkward brushes into func_details is
that they aren't taken into account for VIS calculations, which reduces
the VIS compile time dramatically. On the other hand, it also means
these brushes won't block VIS and so objects behind them will be
rendered, so its always a balancing act.
Re: Odd compiling stuff (PortalFlow) Posted by CPS on Wed Nov 24th 2004 at 6:26pm
CPS
60 posts
Posted 2004-11-24 6:26pm
CPS
member
60 posts 6 snarkmarks Registered: Nov 21st 2004 Location: USA
Turning the polls into func_details speeded it up alot, but then I guess it makes them not cast a shadow? I will also run vis fast in the future of these small compiles. The poles are only 4 sided cylinders, with cable_red texture on them, which I guess gives the illusion that they are round, because from a few feet away it looks like a pretty detailed cylinder. I have all of the poles in a vis group so I can just take those off when I want to compile fast. Thanks for the suggestions.

Edit: Shadows were a different problem, turning the poles into func_details completely fixed the long compile time.
Re: Odd compiling stuff (PortalFlow) Posted by toxic-mapper on Wed Oct 19th 2005 at 4:53pm
toxic-mapper
15 posts
Posted 2005-10-19 4:53pm
15 posts 22 snarkmarks Registered: Sep 9th 2005 Location: UAE
i did that i used skip for many brushes
in one place and i did the func_detail it dident work i need more please
tell me...anyway dose hint brush help if it do please tell me how to do
it.
Re: Odd compiling stuff (PortalFlow) Posted by omegaslayer on Wed Oct 19th 2005 at 7:03pm
omegaslayer
2481 posts
Posted 2005-10-19 7:03pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
i did that i used skip for many brushes
in one place and i did the func_detail it dident work i need more please
tell me...anyway dose hint brush help if it do please tell me how to do
it.
GO here:

http://www.snarkpit.net/forums.php?forum=6&topic=2424&start=15

Please read this thread and let this one die, that way all yoru
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