Vis leafs and i dont still get it done!!!!

Vis leafs and i dont still get it done!!!!

Re: Vis leafs and i dont still get it done!!!! Posted by sotamees on Mon Oct 1st 2007 at 6:04pm
sotamees
16 posts
Posted 2007-10-01 6:04pm
sotamees
member
16 posts 2 snarkmarks Registered: Jan 13th 2007 Location: Estonia
<span style="color: white;">Hi there,

Still dont get out the problem from Vis leafs loading takes 4-5hours...
yes i read the posts but i dont still get it. i did a picture. and log.
I ctr+ alt+ del and clsoed vvis.exe, thats why the vis is only 1... Or if i let it go it takes 5-6hours for sure.

** Executing...<br style="font-style: italic; text-decoration: underline;">** Command: "d:\m?ngud\steam\steamapps\jared123\sourcesdk\bin\vbsp.exe"<br style="font-style: italic; text-decoration: underline;">** Parameters: -novirtualmesh -game "d:\m?ngud\steam\steamapps\jared123\half-life 2\hl2" "d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\proovikene000001"<br style="font-style: italic; text-decoration: underline;"><br style="font-style: italic; text-decoration: underline;">Valve Software - vbsp.exe (Dec 11 2006)<br style="font-style: italic; text-decoration: underline;">1 threads<br style="font-style: italic; text-decoration: underline;">materialPath: d:\m?ngud\steam\steamapps\jared123\half-life 2\hl2\materials<br style="font-style: italic; text-decoration: underline;">Loading d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\proovikene000001.vmf<br style="font-style: italic; text-decoration: underline;">fixing up env_cubemap materials on brush sides...<br style="font-style: italic; text-decoration: underline;">ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="font-style: italic; text-decoration: underline;">ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="font-style: italic; text-decoration: underline;">Processing areas...done (0)<br style="font-style: italic; text-decoration: underline;">Building Faces...done (0)<br style="font-style: italic; text-decoration: underline;">Chop Details...done (0)<br style="font-style: italic; text-decoration: underline;">Find Visible Detail Sides...<br style="font-style: italic; text-decoration: underline;">Merged 76 detail faces...done (0)<br style="font-style: italic; text-decoration: underline;">Merging details...done (0)<br style="font-style: italic; text-decoration: underline;">FixTjuncs...<br style="font-style: italic; text-decoration: underline;">PruneNodes...<br style="font-style: italic; text-decoration: underline;">WriteBSP...<br style="font-style: italic; text-decoration: underline;">done (0)<br style="font-style: italic; text-decoration: underline;">writing d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\proovikene000001.prt...done (1)<br style="font-style: italic; text-decoration: underline;">Creating default cubemaps for env_cubemap using skybox materials:<br style="font-style: italic; text-decoration: underline;">skybox/sky_day01_01*.vmt<br style="font-style: italic; text-decoration: underline;">Run buildcubemaps in the engine to get the correct cube maps.<br style="font-style: italic; text-decoration: underline;"><br style="font-style: italic; text-decoration: underline;">No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"<br style="font-style: italic; text-decoration: underline;">Can't load skybox file skybox/sky_day01_01 to build the default cubemap!<br style="font-style: italic; text-decoration: underline;">Finding displacement neighbors...<br style="font-style: italic; text-decoration: underline;">Found a displacement edge abutting multiple other edges.<br style="font-style: italic; text-decoration: underline;">Finding lightmap sample positions...<br style="font-style: italic; text-decoration: underline;">Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10<br style="font-style: italic; text-decoration: underline;">Building Physics collision data...<br style="font-style: italic; text-decoration: underline;">done (0) (4865132 bytes)<br style="font-style: italic; text-decoration: underline;">Placing detail props : 0...1...2...3...4...5...6...7...8...9...10<br style="font-style: italic; text-decoration: underline;">Compacting texture/material tables...<br style="font-style: italic; text-decoration: underline;">Reduced 868 texinfos to 560<br style="font-style: italic; text-decoration: underline;">Reduced 40 texdatas to 33 (1030 bytes to 814)<br style="font-style: italic; text-decoration: underline;">Writing d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\proovikene000001.bsp<br style="font-style: italic; text-decoration: underline;">11 seconds elapsed<br style="font-style: italic; text-decoration: underline;"><br style="font-style: italic; text-decoration: underline;">** Executing...<br style="font-style: italic; text-decoration: underline;">** Command: "d:\m?ngud\steam\steamapps\jared123\sourcesdk\bin\vvis.exe"<br style="font-style: italic; text-decoration: underline;">** Parameters: -game "d:\m?ngud\steam\steamapps\jared123\half-life 2\hl2" "d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\proovikene000001"<br style="font-style: italic; text-decoration: underline;"><br style="font-style: italic; text-decoration: underline;">Valve Software - vvis.exe (May 22 2006)<br style="font-style: italic; text-decoration: underline;">1 threads<br style="font-style: italic; text-decoration: underline;">reading d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\proovikene000001.bsp<br style="font-style: italic; text-decoration: underline;">reading d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\proovikene000001.prt<br style="font-style: italic; text-decoration: underline;">1496 portalclusters<br style="font-style: italic; text-decoration: underline;">4773 numportals<br style="font-style: italic; text-decoration: underline;">BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (14)<br style="font-style: italic; text-decoration: underline;">PortalFlow: 0...1...<br style="font-style: italic; text-decoration: underline;">** Executing...<br style="font-style: italic; text-decoration: underline;">** Command: "d:\m?ngud\steam\steamapps\jared123\sourcesdk\bin\vrad.exe"<br style="font-style: italic; text-decoration: underline;">** Parameters: -game "d:\m?ngud\steam\steamapps\jared123\half-life 2\hl2" "d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\proovikene000001"<br style="font-style: italic; text-decoration: underline;"><br style="font-style: italic; text-decoration: underline;">Valve Software - vrad.exe SSE (May 22 2006)<br style="font-style: italic; text-decoration: underline;">----- Radiosity Simulator ----<br style="font-style: italic; text-decoration: underline;">1 threads<br style="font-style: italic; text-decoration: underline;">[Reading texlights from 'lights.rad']<br style="font-style: italic; text-decoration: underline;">[45 texlights parsed from 'lights.rad']<br style="font-style: italic; text-decoration: underline;"><br style="font-style: italic; text-decoration: underline;">Loading d:\m?ngud\steam\steamapps\jared123\sourcesdk_content\hl2\mapsrc\proovikene000001.bsp<br style="font-style: italic; text-decoration: underline;">No vis information, direct lighting only.<br style="font-style: italic; text-decoration: underline;">4275 faces<br style="font-style: italic; text-decoration: underline;">25 degenerate faces<br style="font-style: italic; text-decoration: underline;">5116124 square feet [736721856.00 square inches]<br style="font-style: italic; text-decoration: underline;">453 displacements<br style="font-style: italic; text-decoration: underline;">1071810 square feet [154340752.00 square inches]<br style="font-style: italic; text-decoration: underline;">0 direct lights<br style="font-style: italic; text-decoration: underline;">BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)<br style="font-style: italic; text-decoration: underline;">Build Patch/Sample Hash Table(s).....Done<0.0890 sec><br style="font-style: italic; text-decoration: underline;">FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)<br style="font-style: italic; text-decoration: underline;">FinalLightFace Done<br style="font-style: italic; text-decoration: underline;">Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10<br style="font-style: italic; text-decoration: underline;">0 of 0 (0% of) surface lights went in leaf ambient cubes.<br style="font-style: italic; text-decoration: underline;">ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10<br style="font-style: italic; text-decoration: underline;">Ready to Finish<br style="font-style: italic; text-decoration: underline;"><br style="font-style: italic; text-decoration: underline;">Object names Objects/Maxobjs Memory / Maxmem Fullness <br style="font-style: italic; text-decoration: underline;">------------ --------------- --------------- -------- <br style="font-style: italic; text-decoration: underline;">models 6/1024 288/49152 ( 0.6%) <br style="font-style: italic; text-decoration: underline;">brushes 330/8192 3960/98304 ( 4.0%) <br style="font-style: italic; text-decoration: underline;">brushsides 4233/65536 33864/524288 ( 6.5%) <br style="font-style: italic; text-decoration: underline;">planes 7112/65536 142240/1310720 (10.9%) <br style="font-style: italic; text-decoration: underline;">vertexes 8241/65536 98892/786432 (12.6%) <br style="font-style: italic; text-decoration: underline;">nodes 2881/65536 92192/2097152 ( 4.4%) <br style="font-style: italic; text-decoration: underline;">texinfos 560/12288 40320/884736 ( 4.6%) <br style="font-style: italic; text-decoration: underline;">texdata 33/2048 1056/65536 ( 1.6%) <br style="font-style: italic; text-decoration: underline;">dispinfos 453/0 79728/0 ( 0.0%) <br style="font-style: italic; text-decoration: underline;">disp_verts 27229/0 544580/0
Re: Vis leafs and i dont still get it done!!!! Posted by RedWood on Mon Oct 1st 2007 at 7:14pm
RedWood
719 posts
Posted 2007-10-01 7:14pm
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
Your map is ungodly huge! and it appears to be one open space. Besides taking a long time to compile the map will never be able to run. Also it looks like u have your whole map floating in the center of a box painted in skybox (not good).
I strongly sagest u read this. http://developer.valvesoftware.com/wiki/Optimization_Tutorial

strange, the pics don't seem loading. Hope it's temporary.
Reality has become a commodity.
Re: Vis leafs and i dont still get it done!!!! Posted by Riven on Mon Oct 1st 2007 at 11:07pm
Riven
1640 posts
Posted 2007-10-01 11:07pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Also this one is a good reference. Just follow the "chapters" on the left. It pretty much touches on everything.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Vis leafs and i dont still get it done!!!! Posted by $loth on Tue Oct 2nd 2007 at 5:13pm
$loth
2256 posts
Posted 2007-10-02 5:13pm
$loth
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2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
Why didn't the team who made CS_Militia read that tutorial :biggrin:
Re: Vis leafs and i dont still get it done!!!! Posted by reaper47 on Tue Oct 2nd 2007 at 7:04pm
reaper47
2827 posts
Posted 2007-10-02 7:04pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Am I seeing this right? Are you using lots of little brushes for the terrain? You should use one big displacement (or a few different ones, sewed together). Each of the little brushes splits up into a new vis-leaf, that way vvis takes so long.
Why snark works.
Re: Vis leafs and i dont still get it done!!!! Posted by sotamees on Tue Oct 2nd 2007 at 7:21pm
sotamees
16 posts
Posted 2007-10-02 7:21pm
sotamees
member
16 posts 2 snarkmarks Registered: Jan 13th 2007 Location: Estonia
O.o And whit the rock walls i do the same? sew dogether ...
Re: Vis leafs and i dont still get it done!!!! Posted by reaper47 on Tue Oct 2nd 2007 at 11:41pm
reaper47
2827 posts
Posted 2007-10-02 11:41pm
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Just turn them into displacements. See displacement tutorials for what I mean with "sewing".

Every (non-displacement, non-entity) brush (unless it's perfectly aligned with another brush) potentially cuts out a new vis-leaf.

You must have hundreds of leaves very close together. Vvis looks which "vis-leaves" (3D "areas" in the map important for the engine, VBSP generates them) are visible to each other. If there are so many you can imagine how long it takes to calculate this.

You might need to google a bit how compiler programs like VBSP and VVIS work. It's pretty complex. But it all comes down to structuring the map in "leaves" which are generated between all world-brushes. Every space in the map is part of such a leaf.

How many leaves there are, how visible they are to each other and what they are shaped like depends on how complicate/random/not-snapped-to-grid your brushwork is. Generally, the "cleaner" and "simpler" (which doesn't mean "simplistic") you build your brushwork, the better brush-corners are aligned to the grid, the faster vvis runs and the better the game knows what parts of the map should be rendered from where. It's good for both compile speed and in-game performance.
Why snark works.
Re: Vis leafs and i dont still get it done!!!! Posted by Riven on Wed Oct 3rd 2007 at 3:36am
Riven
1640 posts
Posted 2007-10-03 3:36am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
[quote=reaper47]Am I seeing this right? Are you using lots of little brushes for the terrain? You should use one big displacement (or a few different ones, sewed together). Each of the little brushes splits up into a new vis-leaf, that way vvis takes so long.[/quote]

I would do the same, that is, replace all the small brushes that make up each displacement with one larger one. But I have to ask, would it matter? The brushes used to make the displacements are deleted, and don't touch vis for anything, they're not even brought up by the compiler. The only thing rendered is the displacement mesh itself. So with that regard, I believe it still good practice to replace it with one big brush for a displacement surface, but I don't think it is the main (or any) cause for vis lagging up so much.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Vis leafs and i dont still get it done!!!! Posted by reaper47 on Wed Oct 3rd 2007 at 9:23am
reaper47
2827 posts
Posted 2007-10-03 9:23am
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
tbh, looking at the tiny screens I believed there are no displacements for the ground? If they were, they couldn't create the lengthy vvis as displacement brushes don't create vis leaves.

Hmmm... I still believe what I wrote but it might not actually be the problem here :sad:
Why snark works.
Re: Vis leafs and i dont still get it done!!!! Posted by fishy on Wed Oct 3rd 2007 at 12:38pm
fishy
2623 posts
Posted 2007-10-03 12:38pm
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Since this looks to have no viable visblocking anywhere, then it probably wouldn't make much difference to fps if all the world geometry were turned to func_details.
i eat paint
Re: Vis leafs and i dont still get it done!!!! Posted by Riven on Wed Oct 3rd 2007 at 11:03pm
Riven
1640 posts
Posted 2007-10-03 11:03pm
Riven
Wuch ya look'n at?
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1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Perhaps, but somehow, my gut tells me that's a bad idea. I think func_occluder brushes, the env_fog_controller, and fade distances will be your best friends in this optimization nightmare. Anything beyond the player's reach would need to be put into a 3d skybox as well. Beyond that, such a wide open space is horrible for the Source engine to render.

-Also try to refrain from putting models (any kind of model) into water. Don't even let the bounding boxes of the models touch. Otherwise the engine will be rendering a second "underwater version" of the model when the player looks at it. Another thing, don't let the water extend into vast areas of your map under the displacements. Even though it's not seen, it still will be rendered.

I wish you the best of luck getting that compiled!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Vis leafs and i dont still get it done!!!! Posted by Naklajat on Thu Oct 4th 2007 at 12:17am
Naklajat
1137 posts
Posted 2007-10-04 12:17am
Naklajat
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1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Beyond that, such a wide open space is horrible for the Source engine to render.
This is an important point, and the optimization tutorials others posted explain why. Even looking at the Episode 2 trailers and their outdoor environments, there's not really much more 'vastness' in the open spaces, just more polys. The engine needs defined spaces and visual blockers between heavily-detailed areas. Take a look at the SDK example VMFs to get a sense for it, especially sdk_hints, sdk_occluders, and the coast level as they show how to achieve vis blocking without world brushes.

Also check out http://developer.valvesoftware.com/wiki/Showbudget

Unfortunately it looks like you jumped into making this level head first and probably made something that will take a lot of redesigning and restructuring before it'll run with acceptable performance. Don't worry though, you're not the first person to do it. Level design is a constant learning experience, so be prepared to find out you just spent a lot of time building something that doesn't work, and learn to avoid making the same mistakes again.

Good luck and don't be afraid to ask questions! :smile:

o