Re: My Map Lags SO much !!
Posted by Dark|Killer on
Thu Jan 20th 2005 at 7:45pm
758 posts
225 snarkmarks
Registered:
Dec 22nd 2004
Occupation: Student
Location: Dubai (Middle East)
Hi guys,
I searched in snarkpit about this, and tried all what is written, but none of them helped me, i have this map, which has an outside area and an inside area, but looking at some directions, the map LAGS alot and my FPS or Ping reaches 200 !!! I tried adding hint and skip brushes, but they didnt reduce the lag so much maby only like 5% :*(
Please help me in this, i cant let my map stay laggy, i have to fix it. And one more thing, does anyone know how to show the FPS menu in the game? what do i type in the console.
Thank you
Re: My Map Lags SO much !!
Posted by Atrocity on
Thu Jan 20th 2005 at 7:52pm
221 posts
152 snarkmarks
Registered:
Sep 1st 2003
Occupation: Level Designer/Student
Location: Toronto Ohio
net_graph 1 2 or 3
You need to learn how to use occulders =)
Re: My Map Lags SO much !!
Posted by Nickelplate on
Thu Jan 20th 2005 at 7:55pm
2770 posts
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Registered:
Nov 23rd 2004
Occupation: Prince of Pleasure
Location: US
Turn any cylinders into Func_detail. Put Areaportals on all your doors. Anything that deviates too much from 90* angles is making things more complicated for BSP. Anything that is at wierd angles that is touching anything else neets to be turned into an entity or you need to put a "func_detail gasket" in between it and other brush surfaces. Everywhere two brushes touch makes a cut in at least one of the brushes. so try to keep lots of stuff the same dimensions. Also, try using NoDraw texture on surfaces that are not visible.
Re: My Map Lags SO much !!
Posted by Atrocity on
Thu Jan 20th 2005 at 8:15pm
221 posts
152 snarkmarks
Registered:
Sep 1st 2003
Occupation: Level Designer/Student
Location: Toronto Ohio
mat_wireframe or orsomething
Re: My Map Lags SO much !!
Posted by Rof on
Thu Jan 20th 2005 at 8:34pm
Rof
member
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Dec 3rd 2004
Use +showbudget to see which things are taking the engine the most time to draw. It's not always what you think, I've found.
Re: My Map Lags SO much !!
Posted by ReNo on
Thu Jan 20th 2005 at 8:40pm
ReNo
member
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Occupation: Level Designer
Location: Scotland
FPS and ping are two entirely different things - ping is the time it
takes to send and recieve data from the server, while FPS is your
frames per second (ie. how well the map runs). Ping has very little to
do with mapping, while FPS has a lot to do with mapping. Also note that
you want FPS to be as HIGH as possible, not low, so 200 would be some
awesome performance.
Re: My Map Lags SO much !!
Posted by omegaslayer on
Thu Jan 20th 2005 at 9:36pm
2481 posts
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Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
Just read up on any HL1 tutorial (google it) that tells you how to optimize one's map, its the same basic concept.
Re: My Map Lags SO much !!
Posted by RadiKal on
Thu Jan 20th 2005 at 11:04pm
Posted
2005-01-20 11:04pm
RadiKal
member
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Occupation: student
Location: USA
to see what's causing your errors, start up the game and type the following commands in console:
sv_cheats 1 - to enable use of other commands
mat_leafvis 1 - the red box shows what leaf you're in. The engine will render any leaves visible from your current leaf.
mat_wireframe 1 - this shows the wireframe of all the objects in your map. It allows you to "see through walls" to get an idea of what's being rendered beyond what you can actually see. What you want is to minimize the amount of stuff being rendered beyond what you can actually see
+showbudget - allows you to see what type of rendering is lagging your map (world rendering, dynamic lighting, props, etc) turn off with -showbudget
Re: My Map Lags SO much !!
Posted by Leperous on
Fri Jan 21st 2005 at 11:45am
Posted
2005-01-21 11:45am
Leperous
Creator of SnarkPit!
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Occupation: Lazy student
Location: UK
Fix that damn post and we might help you...
Re: My Map Lags SO much !!
Posted by Leperous on
Fri Jan 21st 2005 at 1:04pm
Leperous
Creator of SnarkPit!
member
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Right, I think the solution here is that you haven't run VIS, probably because you have a leak, though I wouldn't be surprised if you haven't clicked the 'run VIS' box... post your compile log.
Re: My Map Lags SO much !!
Posted by Dark|Killer on
Fri Jan 21st 2005 at 1:15pm
758 posts
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Registered:
Dec 22nd 2004
Occupation: Student
Location: Dubai (Middle East)
Here is my compile log, but i dont think that compiling it in fast should make a problem??
Becuase it takes me 3 to 4 hours to compile my map, so i cant keep compiling it when ever i add a thing to my map, so i can see it right?
___________________________________________________________________
** Executing...
** Command: "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\bin\vbsp.exe"
** Parameters: -game "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\hl2mp_sample_content" "E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_abandoned_12"
Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\hl2mp_sample_content\materials
Loading E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_abandoned_12.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...Brush 70148: WARNING, microbrush
7...8...9...10 (3)
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-429.0, 263.9, 94.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 56232: Brush 56231:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-431.0, 252.8, 94.1)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 56232: Brush 56231:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-429.0, 281.9, 94.1)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 56232: Brush 56231:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-429.0, 263.9, 94.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 56232: Brush 56231:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-897.0, 217.5, 94.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 56229:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-898.5, 217.5, 94.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 56229:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-888.5, 217.5, 94.1)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 56229:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-898.5, 217.5, 94.1)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 56229:
*** Suppressing further FindPortalSide errors.... ***
ProcessBlock_Thread: 0...1...2...3...4...5...6...Brush 70148: WARNING, microbrush
7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 126 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_abandoned_12.prt...done (1)
Creating default cubemaps for env_cubemap using skybox sky_day01_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.....1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1306509 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (3837091 bytes)
Static prop models/props_debris/plaster_wall002a.mdl outside the map (-393.00, 420.00, 21.00)
Placing detail props : 0...1...2...3...4...5...6...7Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
.Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
.Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
.8...9..Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
.Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Error loading studio model ""!
10
Water found with no water_lod_control entity, creating a default one.
Writing E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_abandoned_12.bsp
51 seconds elapsed
Memory leak: mempool blocks left in memory: 49
Memory leak: mempool blocks left in memory: 14
** Executing...
** Command: "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\bin\vvis.exe"
** Parameters: -game "e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\sourcesdk\hl2mp_sample_content" -fast "E:\Steam\SteamApps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_abandoned_12"
Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
2 threads
reading e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_abandoned_12.bsp
reading e:\steam\steamapps\22ca06895d6b4e3c599e83fdaeff2772\half-life 2 deathmatch\hl2mp\maps\dm_abandoned_12.prt
2655 portalclusters
9300 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (36)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Opti
Re: My Map Lags SO much !!
Posted by Orpheus on
Fri Jan 21st 2005 at 1:16pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
almost 2 damned megs download!!!
grumbles/whines/beats head on desk/cries cause head hurts
screw it.. no one seems even able to listen..
Re: My Map Lags SO much !!
Posted by DrFrag on
Fri Jan 21st 2005 at 3:19pm
62 posts
16 snarkmarks
Registered:
Jan 12th 2005
Location: Australia
ProcessBlock_Thread: 0...1...2...3...4...5...6...Brush 70148: WARNING, microbrush
7...8...9...10 (3)
Well, you can delete brush 70148. Press Ctrl+Shift+G and enter the brush number, then delete it (or re-edit the offending part).
After that, replace the pictures in your third post with hyperlinks. Then perhaps someone will help you with the FindPortalSide compile errors. (I have no idea about them)
Re: My Map Lags SO much !!
Posted by ReNo on
Fri Jan 21st 2005 at 3:23pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Compiling with fast VIS will not give you an accurate portrayal of your
map's performance - always use a normal or full VIS compile to find out
how your map runs. The FindPortalSide error is normally a side effect
of a leak, but you don't have one. I guess the other suggestion would
be follow the compile tool's advice - check if the suggested brush ID's
are huge (there is a tool in hammer that lets you jump to a given brush
ID).
Re: My Map Lags SO much !!
Posted by WatchDog on
Fri Jan 21st 2005 at 3:38pm
43 posts
14 snarkmarks
Registered:
Dec 24th 2004
Location: Australia
You know there is a good reason for vis taking hours on normal. Its not
liek normal si just a fun option for those people who want to pass some
time. Also are you using the noob leak fix method?
Re: My Map Lags SO much !!
Posted by omegaslayer on
Sat Jan 22nd 2005 at 7:32am
2481 posts
595 snarkmarks
Registered:
Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
You also have the areaportal problem, no wonder your map is crap, and never run anything on fast (unless its a testing something). You see when you run things on fast (either vis or RAD), then it doesn't calculate extra stuff needed to run the map efficiently. If your map takes 3-4hours to compile on vis, then you have A LOT of problems in your map! On a decent sized map it should take 10-15 minutes.
And when you add something and want to see if it works, use the cordon tool, and compile that area.
Re: My Map Lags SO much !!
Posted by Guerilla on
Sat Jan 22nd 2005 at 7:15pm
9 posts
31 snarkmarks
Registered:
Jan 14th 2005
Occupation: none
Location: USA
you have more then just a torus to worry about, your vrad isnt even running, oad up your sdk and reset game configurations
make sure you seal under displacements with a nodraw textured brush, if you don't seal your displacements then the map still leaks, only its not reported to the compile log
cluster portal saw into cluster could be the result of a leak or bad brush, check the map for errors
alt+p
and please, compile with full vis and rad
use hitn brushes to split large leafs
mat_leafvis 1 in console, the red lines represent a leaf, when a leaf is too large, you can split it by using a brush textured skip, and 1 face on that brush textured as hint
good luck, and keep neat brushwork
i hope you didn't carve those broken windows! :smile:
Re: My Map Lags SO much !!
Posted by Dark|Killer on
Sat Jan 22nd 2005 at 7:46pm
758 posts
225 snarkmarks
Registered:
Dec 22nd 2004
Occupation: Student
Location: Dubai (Middle East)
Yeh ok thanks dude, ill try it that later, but about the windows, what happens if i do carve them?? map lags?
Re: My Map Lags SO much !!
Posted by ReNo on
Sat Jan 22nd 2005 at 10:35pm
Posted
2005-01-22 10:35pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Read the carving vs. clipping tutorial for more info on why not to carve.
Re: My Map Lags SO much !!
Posted by omegaslayer on
Sat Jan 22nd 2005 at 10:46pm
Posted
2005-01-22 10:46pm
2481 posts
595 snarkmarks
Registered:
Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
OMG MY HEAD HURTS!!!!!!!!!!!
Re: My Map Lags SO much !!
Posted by chedaa on
Tue Jan 25th 2005 at 5:05pm
2 posts
20 snarkmarks
Registered:
Jan 20th 2005
Location: france
use hint brushes with areaportals to close areas. and
add occluders too to avoid models renderring. be sure to not add too
many dynamic lighting (spots). for optimiing my maps i spent a lot of
time with mat_leaf and mat_wireframe .