Strange, compile time 8 hours

Strange, compile time 8 hours

Re: Strange, compile time 8 hours Posted by Frissi on Wed Dec 7th 2005 at 12:28am
Frissi
116 posts
Posted 2005-12-07 12:28am
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
Ive been trying to find out what it is with my map that is causing it to take 8hours to compile and then when it finishes i cant open it cause it crashes :leper:

The problem seems to be on rad side, cause it takes rad forever to finish...

Heres a error in the log :

Warning: Redundant 'frenzy/frenzy_stripe' def in 'lights.rad' AND 'D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\lights.rad'!

If im right this meens its loading two rad files and they are telling two different values of each texture... but why does it load two rad files, or am i wrong with that error ?

If there is anything else causing this error it might be the white001 texture, i use it alot and the value of it in the rad file is : "206 253 255 20"

Its scaled from 0.50 up to 2.00 all around map, (stripes in ceiling and on floor.)

I would post the log but i started compiling again and then stopped it when i noticed it would take another 8 hours and its midnight here now so,,, ill show you the log tomorrow or something.
http:www.frissi.com
Re: Strange, compile time 8 hours Posted by Crono on Wed Dec 7th 2005 at 12:40am
Crono
6628 posts
Posted 2005-12-07 12:40am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
1)
Compile the map without rad and see if the map runs.

2)
Leperous Tutorial said:
* Warning: Duplication of texlight '***' in file '***.rad'!
As the warning suggests, you have the same texture listed twice in the ***.rad this error refers to- delete the duplicate entries.
Check that out, try the compile (both) save the log, post it up if you still have problems.
Blame it on Microsoft, God does.
Re: Strange, compile time 8 hours Posted by Frissi on Wed Dec 7th 2005 at 2:42am
Frissi
116 posts
Posted 2005-12-07 2:42am
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
One thing... what is max size and length of an mp3 sound for hl2
http:www.frissi.com
Re: Strange, compile time 8 hours Posted by Madedog on Wed Dec 7th 2005 at 7:20am
Madedog
487 posts
Posted 2005-12-07 7:20am
Madedog
member
487 posts 128 snarkmarks Registered: Jan 5th 2005 Occupation: Level Designer Location: Estonia
If there is anything else causing this error it might be the white001 texture,
This, my friend, is a lightcasting texture. Do not use it in the world unless you really have to make light coming in from the windows, such as behind a glass window. That's where it is used. Not for stripes on the floor!
HL2 tutorials 'n' stuff: http://madedog.pri.ee
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Re: Strange, compile time 8 hours Posted by Frissi on Wed Dec 7th 2005 at 2:48pm
Frissi
116 posts
Posted 2005-12-07 2:48pm
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Heres a pic of the main arena that shows you how im using the white001 texture to lit up the map

User posted image

Is it to hard for the engine ?
http:www.frissi.com
Re: Strange, compile time 8 hours Posted by Frissi on Wed Dec 7th 2005 at 7:18pm
Frissi
116 posts
Posted 2005-12-07 7:18pm
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
I did compile map without rad and it worked fine, when i compile with rad it tells me 4272 direct lights !

then takes 8hours to finish

:leper:

:confused:

:mad:

isnt 4272 lights way to many ?
http:www.frissi.com
Re: Strange, compile time 8 hours Posted by omegaslayer on Wed Dec 7th 2005 at 7:24pm
omegaslayer
2481 posts
Posted 2005-12-07 7:24pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
No it isnt, whats hard is for you to understand that the white001
texture isnt meant to be used on world brushes, they are meant to be
used on func_brush, func_wall, func_illusioary. Plus:
1)

Compile the map without rad and see if the map runs.

2)
Leperous Tutorial said:
* Warning: Duplication of texlight '***' in file '***.rad'!

As the warning suggests, you have the same texture listed twice in
the ***.rad this error refers to- delete the duplicate entries.
Check that out, try the compile (both) save the log, post it up if you still have problems.
is a valid answer, why not actually try it! And post results. Then we can decern if there is anything else/
One thing... what is max size and length of an mp3 sound for hl2
One question per thread, dont bring up other questions.
If there is anything else causing this error it might be the white001 texture,
This, my friend, is a lightcasting texture. Do not use it in the
world unless you really have to make light coming in from the windows,
such as behind a glass window. That's where it is used. Not for stripes
on the floor!
Again this is another valid answer, once again TRY IT! Then come back
here and tell us if it didn't work, not mark an answer wrong!

The moral is: We help Those who help themselves, don't expect us to do
all the work FOR you, you have to actually try things and help yourself.

My suggestion:

Use a different texture than white001 texture. Then try crono's
suggestion. And what part of the compile prcess is taking a long time?
BSP? VIS? RAD? Do you have a leak?
Posting And You
Re: Strange, compile time 8 hours Posted by Frissi on Wed Dec 7th 2005 at 8:14pm
Frissi
116 posts
Posted 2005-12-07 8:14pm
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
First of all, i did try everything they suggested me to do..

"I did compile map without rad and it worked fine, when i compile with rad it tells me 4272 direct lights !"

and i actually replaced a custom texture with white001 and then tried to replace white001 with a none light texture (wall texture)

I know i dont have a leak and the rad compile process is taking the long time.

btw : "what is max size and length of an mp3 sound for hl2" i was checking if that was causing my map to crash :-|
http:www.frissi.com
Re: Strange, compile time 8 hours Posted by Crono on Wed Dec 7th 2005 at 8:36pm
Crono
6628 posts
Posted 2005-12-07 8:36pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
No the mp3 didn't crash you map.

You never said "Yeah, I ran it without rad and it ran fine" ... you need to actually mention that because I asked to help you further.

Did you even try checking for a repeating valid in the rad file? Which is the compile error, even if that's not the reason the map isn't working, it's still a problem.

You need to post your compile log instead of marking every suggested answer wrong ... (which is ridiculous anyway, because you can just mark a correct answer when you come across one and leave it at that)

Anyway, post your log. The whole log.
Blame it on Microsoft, God does.
Re: Strange, compile time 8 hours Posted by omegaslayer on Wed Dec 7th 2005 at 8:59pm
omegaslayer
2481 posts
Posted 2005-12-07 8:59pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Just off of what crono said, compile the map, then when the process
that takes the longest, just crt-alt-del and stop the vis/rad/bsp
program that is going, then copy the compile log into the forum.

Maybe then we can actually tell you whats wrong.

And:

"and i actually replaced a custom texture with white001 and then
tried to replace white001 with a none light texture (wall texture)"

So what happened? did it work?

I can also give you this:

http://developer.valvesoftware.com/wiki/Category:Material_System

That can help you create your own custom texture, maybe your doing something wrong when compiling it (the texture, not the vmf).
Posting And You
Re: Strange, compile time 8 hours Posted by ishbog on Wed Dec 7th 2005 at 9:10pm
ishbog
86 posts
Posted 2005-12-07 9:10pm
ishbog
member
86 posts 19 snarkmarks Registered: Dec 7th 2004 Occupation: web designer/game developer Location: usa
did you even tie the lights to func_illusionary or something? and make sure only the faces that point outward are the light, the rest should be nodraw.
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Re: Strange, compile time 8 hours Posted by Frissi on Wed Dec 7th 2005 at 11:41pm
Frissi
116 posts
Posted 2005-12-07 11:41pm
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
white001 scaled as 0.50x1.00 on many locations caused the rad to take 8hours and then crash hl2 when loading map.

Map works if i scale white001 more like 3.00x3.00

Im compiling now, and i am sure map will work... cause it only got 1000 direct lights now not 4000 :popcorn:

Thanks everyone !
http:www.frissi.com
Re: Strange, compile time 8 hours Posted by Frissi on Thu Dec 8th 2005 at 2:42am
Frissi
116 posts
Posted 2005-12-08 2:42am
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
nope didnt work !

materialPath: D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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) (254324 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (254324 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.bsp
6 seconds elapsed

1 threads
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.bsp
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.prt
865 portalclusters
3162 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Optimized: 937 visible clusters (0.00%)
Total clusters visible: 308326
Average clusters visible: 356
Building PAS...
Average clusters audible: 778
visdatasize:174255 compressed from 193760
writing d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.bsp
36 minutes, 3 seconds elapsed

[Reading texlights from 'lights.rad']
[49 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.bsp
10768 faces
1230899 square feet [177249504.00 square inches]
0 displacements
0 square feet [0.00 square inches]
10768 patches before subdivision
54588 patches after subdivision
3222 direct lights
0 . .

materialPath: D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (1)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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) (259471 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (259471 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.bsp
7 seconds elapsed

1 threads
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.bsp
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.prt
836 portalclusters
3109 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Optimized: 922 visible clusters (0.00%)
Total clusters visible: 301800
Average clusters visible: 361
Building PAS...
Average clusters audible: 764
visdatasize:166339 compressed from 187264
writing d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.bsp
44 minutes, 7 seconds elapsed

[Reading texlights from 'lights.rad']
[49 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.bsp
10806 faces
1372812 square feet [197684992.00 square inches]
0 displacements
0 square feet [0.00 square inches]
10806 patches before subdivision
54254 patches after subdivision
3228 direct lights
0 . . .

materialPath: D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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) (302103 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (302103 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.bsp
10 seconds elapsed

1 threads
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.bsp
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.prt
836 portalclusters
3109 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Optimized: 922 visible clusters (0.00%)
Total clusters visible: 301800
Average clusters visible: 361
Building PAS...
Average clusters audible: 764
visdatasize:166339 compressed from 187264
writing d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.bsp
50 minutes, 26 seconds elapsed

[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.bsp
11491 faces
1382179 square feet [199033888.00 square inches]
0 displacements
0 square feet [0.00 square inches]
11491 patches before subdivision
51225 patches after subdivision
1271 direct lights
0

materialPath: D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.prt... done (1)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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) (302103 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (302103 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.bsp
17 seconds elapsed

1 threads
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.bsp
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_test.prt
836 portalclusters
3109 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7
http:www.frissi.com
Re: Strange, compile time 8 hours Posted by wil5on on Thu Dec 8th 2005 at 3:40am
wil5on
1733 posts
Posted 2005-12-08 3:40am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Looks like it would only take 3 and a half hours if you only compiled it once...
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Re: Strange, compile time 8 hours Posted by Frissi on Thu Dec 8th 2005 at 4:50am
Frissi
116 posts
Posted 2005-12-08 4:50am
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
wow that helped :grenade:
http:www.frissi.com
Re: Strange, compile time 8 hours Posted by Paladin[NL] on Thu Dec 8th 2005 at 7:33am
Paladin[NL]
157 posts
Posted 2005-12-08 7:33am
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
Because you haven't tied all those white-textures brushes to a func_wall etc bsp cut's them up first like it's supposed to for later VIS calculations, then RAD starts making it's radiosity measurements and makes that huge amount of direct lights, because all those brushes with the white001 textures are cut up too by BSP, hence you get 2000-4000 direct lights.
Re: Strange, compile time 8 hours Posted by Frissi on Thu Dec 8th 2005 at 1:32pm
Frissi
116 posts
Posted 2005-12-08 1:32pm
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
But i replaced all the white001 textures with a metal texture, i only have a few func_detail brushes with the texture

"lights/fluorescentcool003a value : 189 231 232 40"
http:www.frissi.com
Re: Strange, compile time 8 hours Posted by Frissi on Thu Dec 8th 2005 at 7:36pm
Frissi
116 posts
Posted 2005-12-08 7:36pm
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
i forgot some brushes but i tied them into a func_wall and func_ill.. still map doesnt work...

materialPath: d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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) (256564 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (256564 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.bsp
8 seconds elapsed

1 threads
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.bsp
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.prt
865 portalclusters
3162 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . .

[Reading texlights from 'lights.rad']
[49 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.bsp
No vis information, direct lighting only.
11127 faces
1385066 square feet [199449536.00 square inches]
0 displacements
0 square feet [0.00 square inches]
394 direct lights
0

materialPath: D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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) (256564 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (256564 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.bsp
7 seconds elapsed

1 threads
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.bsp
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.prt
865 portalclusters
3162 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 .

materialPath: D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (1)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.prt... done (0)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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) (297539 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (297539 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.bsp
9 seconds elapsed

1 threads
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.bsp
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.prt
835 portalclusters
3105 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . .

materialPath: D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 32 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.prt... done (1)
Creating default cubemaps for env_cubemap using skybox sky_borealis01...
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) (315304 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (315304 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Writing D:\Steam\SteamApps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.bsp
9 seconds elapsed

1 threads
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.bsp
reading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.prt
738 portalclusters
2707 numportals
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Optimized: 671 visible clusters (0.00%)
Total clusters visible: 219145
Average clusters visible: 296
Building PAS...
Average clusters audible: 664
visdatasize:130895 compressed from 141696
writing d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.bsp
13 minutes, 59 seconds elapsed

[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.bsp
11745 faces
1388441 square feet [199935600.00 square inches]
0 displacements
0 square feet [0.00 square inches]
11745 patches before subdivision
56763 patches after subdivision
1264 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 transfers 2406814, max 251
transfer lists: 18.4 megs
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #1 added RGB(38129, 121586, 245049)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #2 added RGB(3866, 17842, 42667)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #3 added RGB(734, 4526, 10921)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #4 added RGB(182, 1326, 3057)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #5 added RGB(57, 422, 893)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #6 added RGB(19, 137, 265)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Bounce #7 added RGB(7, 46, 80)
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 .
http:www.frissi.com
Re: Strange, compile time 8 hours Posted by wil5on on Thu Dec 8th 2005 at 9:15pm
wil5on
1733 posts
Posted 2005-12-08 9:15pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
How are you compiling it? If you have a batch file, post it here.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: Strange, compile time 8 hours Posted by Frissi on Thu Dec 8th 2005 at 10:24pm
Frissi
116 posts
Posted 2005-12-08 10:24pm
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
Ive compiled it through "batch compiler" and hammer, when i compile other maps it works fine.
http:www.frissi.com
Re: Strange, compile time 8 hours Posted by omegaslayer on Fri Dec 9th 2005 at 1:54am
omegaslayer
2481 posts
Posted 2005-12-09 1:54am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Have you used the replace texture tool? Because you said you left a few out. That in its self could be the problem. Use that tool and then compile.

1 other thing, func_detail wont work if you have the white001 texture on it, func_detail is merely a special brush that doesnt seal the world, nor will it cut vis or split faces. You actually have to use func_wall or func_brush or func_illusionary as the ent that has the white001 texture on it

edit:also it looks liek your posting 2 compile logs, only post 1. And:
11745 faces
1388441 square feet [199935600.00 square inches]
is way too high (Like you said). I would recomend replacing all light emitting textures with something that doesnt emit light (They hardly work in HL2 anyways, best to use light_spots over where you want light to come from instead)

Also go to entity report and tell us how many light ents you have.
Posting And You
Re: Strange, compile time 8 hours Posted by Frissi on Fri Dec 9th 2005 at 3:28am
Frissi
116 posts
Posted 2005-12-09 3:28am
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
Thanks, i did use the replace texture tool... ive started copy pasting parts of map into a "new map"

Now all brushes with light textures are func ill....

Im going to take small steps in sopy pasting from map and hopefully that will work :popcorn:
http:www.frissi.com
Re: Strange, compile time 8 hours Posted by Paladin[NL] on Fri Dec 9th 2005 at 7:33am
Paladin[NL]
157 posts
Posted 2005-12-09 7:33am
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
Interesting thing here:

Loading d:\steam\steamapps\frissihl@hotmail.com\half-life 2 deathmatch\hl2mp\mapsrc\goldstar_arena_11.bsp<br style="color: white;"> No vis information, direct lighting only.<br style="color: white;"> 11127 faces

apparently, VIS is not getting any data...can't see a leak in the log though. Another thing I sometimes do is, details that are against the wall, like metal stuff etc I tie that to func_wall so that it doesn't cut in the world brushes and saves some other awkward triangles.<br style="color: white;">
Re: Strange, compile time 8 hours Posted by Captain P on Fri Dec 9th 2005 at 11:40am
Captain P
1370 posts
Posted 2005-12-09 11:40am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Uhm, since this is the HL2 board, you should use func_detail, no func_wall... :wink:

And from looking at that log, it seems you're running one of the compile programs 3 times. You really need to fix up your batch file. All you need to run is hlbsp, hlvis and hlrad, all just once. This section in the Valve wiki should be of help to you: http://developer.valvesoftware.com/wiki/Map_Compiling_Theory.
Create-ivity - a game development blog
Re: Strange, compile time 8 hours Posted by omegaslayer on Fri Dec 9th 2005 at 6:26pm
omegaslayer
2481 posts
Posted 2005-12-09 6:26pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Uhm, since this is the HL2 board, you should use func_detail, not func_wall... :wink:
When using the texture white001 on a brush you want to use func_wall,
func_illusionary, or func_brush. Because white001 texture cant be a
part of the world (and func_detail is considered as part of it, only it
doesnt cut vis, or close the world off). Otherwise you WOULD want to
use use func_detail for everything else, just not on a brush with the
texture white001.

Paladin also raises a good point. Why not try just using hammer's
compile GUI (press F9). I merely use this for test compiling, which is
what your doing by the sound of it.
Posting And You
Re: Strange, compile time 8 hours Posted by Frissi on Fri Dec 9th 2005 at 6:47pm
Frissi
116 posts
Posted 2005-12-09 6:47pm
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
Hmmmm.....

didnt notice the direct lights only in the log :leper: Ill check this out thanks !

Also i did use hammer compile, didnt work by compiling with hammer.

ive started copy pasting small sections of the map to a "new map" hoping that will work :popcorn:
http:www.frissi.com
Re: Strange, compile time 8 hours Posted by Paladin[NL] on Mon Dec 12th 2005 at 8:21am
Paladin[NL]
157 posts
Posted 2005-12-12 8:21am
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
Uhm, since this is the HL2 board, you should use func_detail, no func_wall... :wink:

And from looking at that log, it seems you're running one of the compile programs 3 times. You really need to fix up your batch file. All you need to run is hlbsp, hlvis and hlrad, all just once. This section in the Valve wiki should be of help to you: http://developer.valvesoftware.com/wiki/Map_Compiling_Theory.
Fact is that func_detail cut's in the other brushes and func_wall doesn't. So that's why I said to use func_wall, all those white textures brushes would then stay intact and save probably hundreds of triangles that otherwise would have to cast light on their own.
Re: Strange, compile time 8 hours Posted by Frissi on Sun Dec 18th 2005 at 11:32am
Frissi
116 posts
Posted 2005-12-18 11:32am
Frissi
member
116 posts 52 snarkmarks Registered: Sep 8th 2003 Occupation: Student Location: Iceland
Okey, this is strange...

Ive removed all textures that lit up, i have 17direct lights no leak and no error...

Yet, when i compile the compile says direct lights only (no vis information) ive got an light_enviroment

Also after compile through Hammer compile and Batch file compile the bsp is 128mb's :shocked:
http:www.frissi.com
Re: Strange, compile time 8 hours Posted by Damic on Sun Dec 18th 2005 at 7:51pm
Damic
113 posts
Posted 2005-12-18 7:51pm
Damic
member
113 posts 71 snarkmarks Registered: Dec 22nd 2004 Occupation: Machine operator Location: belgium
WTF that waaaaay to big :o<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Thx in advantage