Triangle count

Triangle count

Re: Triangle count Posted by erbetal on Sun Oct 19th 2008 at 1:05am
erbetal
87 posts
Posted 2008-10-19 1:05am
erbetal
member
87 posts 11 snarkmarks Registered: Mar 29th 2008 Location: Canada
My to high triangle count does that I cant compile my map correctly, is there a solution to ignore thoses?
Re: Triangle count Posted by Le Chief on Tue Oct 28th 2008 at 5:01am
Le Chief
2605 posts
Posted 2008-10-28 5:01am
Le Chief
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Umm, what error are you getting mate?
Aaron's Stuff
Re: Triangle count Posted by erbetal on Thu Oct 30th 2008 at 11:49am
erbetal
87 posts
Posted 2008-10-30 11:49am
erbetal
member
87 posts 11 snarkmarks Registered: Mar 29th 2008 Location: Canada
Triangle count: 34736 (or sometin like that)
Failed to write map.<

Then my .bsp file is'nt made and i cant try my map.
Re: Triangle count Posted by Le Chief on Fri Oct 31st 2008 at 10:24pm
Le Chief
2605 posts
Posted 2008-10-31 10:24pm
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
I would like to take a closer look at the map.

If you can, email the vmf to aarondakilla@gmail.com.
Aaron's Stuff
Re: Triangle count Posted by erbetal on Sat Nov 1st 2008 at 4:43pm
erbetal
87 posts
Posted 2008-11-01 4:43pm
erbetal
member
87 posts 11 snarkmarks Registered: Mar 29th 2008 Location: Canada
I've sent the vmf file. You'll notice that its the beta version and that some appropriated entities are kissing.
Re: Triangle count Posted by Le Chief on Tue Nov 4th 2008 at 9:54am
Le Chief
2605 posts
Posted 2008-11-04 9:54am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Strange, it compiled fine for me, compile log is at the bottom of this post. Maybe it compiled correctly because I was compiling for Half-life 2. I would look into downloading a more recent version of the compile tools if you don't already have or if your have gotten corrupt somehow :S.

I noticed you have quite a few errors in the map though:
  • You are using model textures eg: models/props/concretefloor_blah12.vmt. Using model textures in a map will cause serious errors, you need to use the equivalent of that model texture that is used on brush geometry and use that instead.
  • Only the top surface of your water needs to be textured with the water texture. All other sides need to have the nodraw texture.
  • There is alot of surfaces that are unseen to the player but do not have the nodraw texture applied to these surfaces, you should texture those surfaces with nodraw.
  • Putting a hollowed out brush with the sky texture around your level is bad practice, it causes all sorts of problems including poor performance!
  • Your brush geometry is quite messy, you have alot of unnecessary carvings and segments in your geometry that are creating extra polygons, fixing up the brush geometry will increase performance and may make that triangle error go away.
  • Your water brush is way too big, it is stretching outside the playable space unnecessarily, you should reduce it to a smaller size and keep it inside the playable space.
Perhaps you could send me a screenshot of the compile error so I can do a bit of a google search.


** Executing...
** Command: "c:\program files\steam\steamapps\aaronz92\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\Night Terror" "C:\Documents and Settings\Aaron\Desktop\test"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:\program files\steam\steamapps\SourceMods\Night Terror\materials
Loading C:\Documents and Settings\Aaron\Desktop\test.vmf
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\Aaron\Desktop\test.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_07*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_07rt"
Can't load skybox file skybox/sky_day02_07 to build the default cubemap!
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 (2) (783919 bytes)
Error loading studio model "models/props_gameplay/sign_gameplay01.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 520 texinfos to 411
Reduced 13 texdatas to 10 (345 bytes to 230)
Writing C:\Documents and Settings\Aaron\Desktop\test.bsp
9 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\aaronz92\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\Night Terror" -fast "C:\Documents and Settings\Aaron\Desktop\test"

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
1 threads
reading c:\documents and settings\aaron\desktop\test.bsp
reading c:\documents and settings\aaron\desktop\test.prt
247 portalclusters
676 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 3402 visible clusters (0.00%)
Total clusters visible: 48447
Average clusters visible: 196
Building PAS...
Average clusters audible: 247
visdatasize:16974 compressed from 15808
writing c:\documents and settings\aaron\desktop\test.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Aaron\Desktop\test.bsp" "c:\program files\steam\steamapps\SourceMods\Night Terror\maps\test.bsp"

Aaron's Stuff
Re: Triangle count Posted by erbetal on Wed Nov 5th 2008 at 5:32pm
erbetal
87 posts
Posted 2008-11-05 5:32pm
erbetal
member
87 posts 11 snarkmarks Registered: Mar 29th 2008 Location: Canada
I didnt know that only water tops need to be textured, and all of those errors you send me. I'm usually making HL1 maps and those errors just dosent exist.

But thank you very much for your help with my map. :D
Re: Triangle count Posted by Le Chief on Thu Nov 6th 2008 at 3:24am
Le Chief
2605 posts
Posted 2008-11-06 3:24am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
erbetal said:
But thank you very much for your help with my map. smiley
That's okay, did the map end up working?
Aaron's Stuff