Problems with my outdoor map

Problems with my outdoor map

Re: Problems with my outdoor map Posted by Cdos on Wed May 25th 2005 at 10:58am
Cdos
2 posts
Posted 2005-05-25 10:58am
Cdos
member
2 posts 0 snarkmarks Registered: May 25th 2005
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

###################################################

#
Batch
Compiler
#

###################################################

###################################################
  1. Please report bugs to: ryansgregg@hotmail.com #
###################################################

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)
Re: Problems with my outdoor map Posted by Damic on Wed May 25th 2005 at 1:59pm
Damic
113 posts
Posted 2005-05-25 1:59pm
Damic
member
113 posts 71 snarkmarks Registered: Dec 22nd 2004 Occupation: Machine operator Location: belgium
Work with Areaportals, I think that Valve does that to with large outside maps
Thx in advantage
Re: Problems with my outdoor map Posted by ReNo on Wed May 25th 2005 at 2:13pm
ReNo
5457 posts
Posted 2005-05-25 2:13pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Could you post some screenshots of the map in hammer? If we see the
scale and layout you have going, we might be able to see more precisely
what would help out.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Problems with my outdoor map Posted by Leperous on Wed May 25th 2005 at 3:06pm
Leperous
3382 posts
Posted 2005-05-25 3:06pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Cdos said:
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 3
These values certainly seem off, so I'm guessing your map is a bit of a horrific mess :redface:
Re: Problems with my outdoor map Posted by Loco on Wed May 25th 2005 at 3:43pm
Loco
615 posts
Posted 2005-05-25 3:43pm
Loco
member
615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
I might well be "preaching to the converted" here, but when you say
you've surrounded it with a skybox, make sure you haven't just put one
big box round the whole map. If you have, then everything will be
compiled, whilst if you only put skybox walls and sky as necessary (see
the HL1 tutorial
here)
it will cut times drastically on a large outdoor map. As I say, I'm
almost certainly telling you something you already know, but just a
suggestion.

In terms of the memory leaks, those are values I get on this computer
whilst just compiling a box room, so I wouldn't have thought it means
anything too significant, but I could well be wrong. :smile:
My site
Re: Problems with my outdoor map Posted by omegaslayer on Wed May 25th 2005 at 4:41pm
omegaslayer
2481 posts
Posted 2005-05-25 4:41pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Use area portals and func_detail A LOT with out door maps. Also see this long long tutorial for optimizing a out door map: http://www.student.kun.nl/rvanhoorn/Optimization.htm

If I were you, Id look at area portals, occluders and hint brushes.
Posting And You
Re: Problems with my outdoor map Posted by DrGlass on Wed May 25th 2005 at 6:47pm
DrGlass
1825 posts
Posted 2005-05-25 6:47pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Search for intersecting brushes as well, this can over load VIS time and cause your map to take days to compile.
Re: Problems with my outdoor map Posted by Cdos on Wed May 25th 2005 at 10:53pm
Cdos
2 posts
Posted 2005-05-25 10:53pm
Cdos
member
2 posts 0 snarkmarks Registered: May 25th 2005
thank you everyone, your suggestions have helped a lot. especially the
link to the optimization website. My map was a bit chaotic as it was my
first on this engine and i wasnt too sure about VIS and all, so im
going to be redoing this map optimizing from the beginning to get a
much better overall map.

thanks again!
  • Peter
ps: ill post my progress on the mapping section.